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Custom Ship Woes

The general place to discuss MOD''ing Freelancer!

Post Sun Feb 01, 2004 4:43 pm

Custom Ship Woes

I've read through the new ship creation tutorials, and for the most part, I'm happy with what I've come up with, but for a few bugs. I'm wondering if any of these sound familiar to anyone and whether they can point me in the respective correct direction(s). The problems:

1) my ship disappears if viewed from too far away
2) I can't create a valid .mat file from scratch(as described in Drizzt4.0's tutorial) using the Freelancer UTF Editor program.

The details:

1) During cutscenes involiving my ship, and during docking/launching, and even on the launch pad, whenever the view point gets too far from the ship, all the textures disappear, showing only the weapons/equipment/running lights mounted on an invisible frame. In contrast, the ship always shows up in the equipment room and in "Turret Mode" because the camera (or view point as I call it) is close enough. This problem does not, in anyway, affect gameplay, it's just an obnoxious, painful thorn in my side.

I used Kurt's CMP import plugin for Milkshape on the Dagger model. From there, I've followed Drizzt4.0's "The Complete Freelancer Ship Editing & Creating Tutorial" pretty much to the letter, but for my problem with .mat file creation, described in the following paragraph. To circumvent this problem, I simply copied the bw_ships file & bent it to my will, which seems to have worked except for the minor ship disappearing problem. I thought it might have something to do with the mip-mapping and the textures with different levels of details, but since I'm basically using the original bw_ships.mat file with the .dds textures still included & untouched by me, I don't see how.

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2) While using the Freelancer UTF Editor to create the .mat file, I set it up exactly as it's described (as nearly as I can tell), and then I save it. However, once it's saved and I close it, if I try to open it back up, it shows only the root, with absolutely no nodes (texture library, material library, Dt_name, MIP0...nothing). It's completely empty, although the file size seemse roughly correct (~150K). To verify it's not something to do with the executable itself, I tested it on the bw_ships.mat file, editing, saving as bw_test.mat, and successfully reopening. Is there something I'm missing or something ambiguous or incorrect in the tutorial?

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Any ideas?

Post Mon Feb 02, 2004 2:18 pm

1.:
check the LOD-settings in shiparch.ini -> could make ur ship invisible at longer distances.
(i know i know... i answer all these LOD questions and all my solutions are connected to it )

2.:
i know that utf-edit doesnt save correctly when u save without completing the nodes.
but ur ship is visible in flight -> it works, still weird problem, didnt have that one yet.

Fjord

---------------------------------
Excelcia forever
www.excelcia.org/forum

Post Wed Feb 04, 2004 9:17 pm

I'm having the same problem you are with the utf editor. It seems that when I edit the string, it for some reason defaults to 0 and I have no idea why.

Post Sun Feb 08, 2004 9:32 am

i am to having a few problems with a custom ship , when o go in turret view and look over my ship parts will start to dissaper as a spin around the ship,

i set lod range to 0, 99999
0, 2000
0, 100

its does not mater what i do althow 0, 99999 seems better, what i did notice is if i change my resolution in game to 800x600 16 or 32 bit i see the ships gets even worse, change in to 16000x1200 whatever max is and the ship shows up a lot better, why does this happen any advive on this i would be greatfull,

also i used .dds for my textures and milk 1.7 with cmp v2
i noticed if you use .dds in milk 1.7 you cant use cmp v1 as nothing will appear at all..

Post Sun Feb 08, 2004 10:49 am

just to add a bit more, when it turret "pressing H" and i spin around my ship i see the texture change at the same time to a i guess i further away detial lvl

but i am only 8, 34 in turret view so why is it constantly changing my texture as if it thinks i am miles away from ship, imo the game thinks i am that far away and is why bits dissapear and why the texture changes to a lesser quality version.......

reinstall fl ???

Post Sun Feb 08, 2004 11:11 am

or could it me anyting to do with .sur file? grapping at straws now

Post Wed Feb 11, 2004 2:11 am

Ok I have the same problem.
built custom ship setup everything according to the tutorials.
I had a lot of problems getting it buyable....
I finaly get it buyable... and you can't see it.... all the hard points work perfect
but the ship is invisible.....
the shields work.
the running lights work
but you can't see it

Post Wed Feb 11, 2004 11:30 pm

@24/7 ukserver:
hmm, i have a model here that has a similar issue - when viewed from extreme angles it disappears, but changing LOD ranges had no effect on it.
I have also no idea why changing resolution shold affect this.
I dont think its connected to the .sur file - that is only for collision detection (but who knows...).

@illero:
That looks like a typo or error in the .mat file.
Check ur model - does it have a unique material name in milkshape?
check the .mat file: are the names the same as in milkshape?
maybe a typo in the .mat - material name to resource name reference?

could be a typo in shiparch.ini as well - check the path to the .cmp and .mat file.

Fjord

---------------------------------
Excelcia forever
www.excelcia.org/forum

Post Thu Feb 12, 2004 1:38 am

ok the insanity has ended. I spent about 7 hours strait reading moded files to find where the problem was, checking my .CMP to see if I had screwed up. and finaly I got finished... you could see it... andonce I got the LOD setup works in every cut seen. I uploaded it to the LR email. so the mod should show up in a day or so. here is what fixed my problems for me...

originaly the ship was inviso. and when you tried to buy it the game crashed...
that was fixed by going into milkshape and using the CleanModel comand.(under tools)
Secondly after it was buyable it was inviso except the hard points.
this was fixed by remaking the .MAT file I followed the instructions from the tutorial mentioned above I fliped my custom textures upside down.... but I think that may have been the problem. I reset the textures to normal then remade the mat. and presto. enough said.

if you have a problem with inviso ship. checkyour .MAT and see if it is screwey. and try your textures right side up first, then switch them if you get the white ship error.
anyways.


If A=A then santa doesn't exist

Post Thu Feb 12, 2004 9:11 pm

do you have this hardpoint included in the model.

Hp/Fixed/HpMount

This is the hardpoint that tells freelancer that this is the bottom of your ship so you would not sink. It is located occasionally and all the times in the bottom center of the ship.


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