Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

>>>HELP!<<<

The general place to discuss MOD''ing Freelancer!

Post Fri Feb 20, 2004 3:15 pm

Just an observation...

If you are using a targa image as stated:

-PhoenixFLTexture.tga
- MIPS

That should be placed under a MIP0 data leaf, not a MIPS. MIPS data leafs (in my experiences) have always contained DDS files.

Just a thought.

-0sprey-

Post Fri Feb 20, 2004 3:35 pm

I edited the mat file...

The game doesn't chrash now, but the ship is still invisible....

Still haven't tried a 256x256 texture...and I won't!
The ship only has ONE texture (like FS2 ships...)

Post Fri Feb 20, 2004 7:42 pm


Just nozice something... I zoomed the cmara in Milkshape and entered the model...it was textured FROM INSIDE!! WHERE IS THE FLIP ALL NORMALS BUTTON HERE????


the problem here is that you have reversed polygon. This is due to the fact that when you imported it from your orginal 3dmodeller - the modeller program where you created your ship, the model is mirrored. you can check this out in ms3d when you turn off your texture and the model has black polygon face instead of a standard colored face - usually grey. go back to the original 3dmodeller program and try to mirror the whole model end export it again in ms3d. if it still has problems, the cause will be the exporter itself. just look for the latest plugin for your modeller.


---------------- E·N·D O·F M·E·S·S·A·G·E ... ----------------

Post Sat Feb 21, 2004 11:50 am

your Type entry looks wrong:

it says: DcDt¾ýýýý

-> is this just an opening error?
-> is it a strange typo?
-> or is it just me?

Liberty Confederation Council member. join us on the excelcia server.

Post Sat Feb 21, 2004 12:16 pm

1. I have flipped the normals and the texure is fine in Milkshape. The original program I used is Truspace 5.1... then I converted it to Lightvawe and then to md3...


2. I enter only DcDt and that other stuff allways appears...

I UPDATED THE ZIP IN THE FIRST POST WITH THE LATEST FILES I'M USING!!

Edited by - Firewing on 2/21/2004 1:06:21 PM

Post Sat Feb 21, 2004 2:28 pm

Damn that looks very very similar to a Firebase ship - guess its from a TV series or sommat then

Post Sat Feb 21, 2004 4:03 pm

Nope...my original design, my riginal textures...now...if I can only get it working so I can submitt it...

Post Sat Feb 21, 2004 6:42 pm

Firewing

Downloaded the files and checked out the model.

The following entries need changing

Add Hp to front of Tractor_Source.
Change 1 of the HpDockLight01 entries to HpDockLight02
Change HpHeadLight to HpHeadlight (small l).
The hardpoints HpPilot & HpCockpit should be added - not tried a model without them.

They should now match the Shiparch.ini file entries.

Edit material name in Milkshape to "PhoenixFLTexture" to match mat file.

The model mesh now needs scaling up before exporting.

I did the following to change the model size.
Select all using menu or Ctrl-A
Select Scale and set x, y & z to 10, then press scale button, then press again.

Zooming out to maximum the model was just over 5 grid squares long.

I checked the scale using the pilot model - if scaled down by 4 the pilot would just fit in.

The next steps depend on cmp exporter version being used.

Version 0.1
Select all and scale down x, y & z by 0.25 then scale up x, y & z by 92.
The original cmp exporter would scale down the model by a factor of 92.
save the model and then export to the cmp file.

Version 0.2.1
save the model and then select the export menu option
select create new cmp file and enter file name required - don't save over existing cmp - alter name slightly. i.e. "Phoenix_a.cmp".
Move the scale slider from the default 92 to the left until 4 is displayed in the edit box. The default model orientation is upside down.
Press continue to finish the export.

The mat file.

Edit the Type data entry as a string - enter DcDt, press enter to go to next line then press the update button. selecting another node, then reselecting Type should display the revised content.

Finally, save the mat file.

The Shiparch.ini entries
ids_name might have too many numbers (7), ids_info too few (4)

Check the ids_name & ids_info numbers using the FLEd-ids program after activating the mod in FLMM.

Good Luck and hope to see the mod soon.

ColinS

Post Sun Feb 22, 2004 9:19 am

hmm.. A model should work without a pilot HP..and even then, I don't se what that's got to do with the missing texture..

I corrected that Hp naming error.
NOTE: I usually scale it by 22-25 in Milkshape and in CMP Exporter by 1...

I used the same IDS info/name numbers that were in the tutorial..the infocard of the ship shows up normaly...(now..I did have one extra didgit in the ids_name)

Will try the ship again now....

The game chrashes when I enter the shipdealers now! WTF????
ARGH!!!

*plays russian rullete!*

Edited by - Firewing on 2/22/2004 9:27:51 AM

Edited by - Firewing on 2/22/2004 9:32:58 AM

Post Sun Feb 22, 2004 3:26 pm

Sorry Firewing, apart from the ids_name and info numbers in the ini file extracts, i can't find any errors or typos. Once the material name is put into Milkshape and the ship re-exported, it should work.

Is it ok if i put the ship and ini file entries into a test mod?

ColinS

Post Mon Feb 23, 2004 12:05 pm

Be my guest!

Post Mon Feb 23, 2004 2:12 pm

It works!!!! All this time it did't want to enter the shipdealer's..it's the savegame's fault!!!

BEHOLD:

Taste the Vindicator cannon!

Warp 9 mr. Zulu!

Home sweet home!

Post Tue Feb 24, 2004 2:38 pm

Well done firewing, I'll forget the testing and wait for the mod to be released

Post Wed Feb 25, 2004 5:36 am

bloody gorgeous ship you've got there mate...

-/-/-/-/-/-/-/-

http://www.cardamine.net/ - The home of Freelancer: Rebirth, the prequel to Freelancer!

Post Thu Feb 26, 2004 7:23 am

I'll try polishing it up a bit first...

Stll have to make a weapon model for it and adjust the hardpoint rotation..

And why is the HpMount visible? Shouldn' it be invisible?

Return to Freelancer General Editing Forum