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I have a ship, but can''t get it to work...

The general place to discuss MOD''ing Freelancer!

Post Mon Feb 23, 2004 1:30 am

I have a ship, but can''t get it to work...

For a MOD me and my team are working on, Freelancer: Rebirth, one of the team has designed a sleeper ship. It's cracking, amazing in fact, but I can't get it to work!

I don't want to buy it or anything, but just want to be able to import it into the intro sequences I've made. It's bugging me big time, and I could really do with some help!

Here's what I have:

sleepership.cmp
ship_hull2.tga

Do i need a mat file? I've edited shiparch.ini, and have commented out the ids_name and ids_info tags, but still to no avail!

Any help would be greatly appreciated.

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

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

Post Mon Feb 23, 2004 3:43 am

Tut.cmp
//Ok for new ships there are a few files that you need
//*.cmp
//*.mat
//*.sur
//for the *.cmp make shure you use the model cleaner addon in milkshape 3d
//and flip it upside down and make shure the textures are still the way they are
//suposed to be... if not reapply the textures..(you may have to flip the
//textures in adobe if they got screwey when you fliped the ship (still in
//milkshape)).
//Make shure you use the scale option should be like F6 then you will need to
//scale it so that the cockpit section is about the size of one of the 4 windows.
//then export it useing the .cmp exporter adon and your pretty much done

//for the *.mat you will need a UTF editor but while you are downloading that go
//get Drizzts "ship from scratch" tutorial and follow it.

//for the *.sur search through /data/ships/.* and find a ship that is about the
//comparable size as the ship you are building... then steal it's .sur and drop it
//in your ships directory. rename it "myship".sur and your done

//you may have to adjust the scale on your ship once you get it loaded
//also make shure you set the LOD range if you only made one LOD to about
//2000 or so... if you make your .cmp with 2 or 3 LOD ranges then set it as you
//feel

//and for transparent cockpits you may need to revers the vertex order in order
//for it to be somewhat see through (look through tutorials for full description)
if your cockpit is transparent but it is transparent all the way through your
ship.
then reverse your vertex order in milkshape.
else leave it alone
end if
end tut.cmp

If A=A then santa doesn't exist

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