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Making New Guns(and Model)?

The general place to discuss MOD''ing Freelancer!

Post Thu Feb 26, 2004 3:47 pm

Making New Guns(and Model)?

How do you go about it?
I have a milkshape model done and textured, but how do you export a weapon to FL?
Is the weapon axis center important? How do it's Hp go?

Post Thu Feb 26, 2004 5:23 pm

I saw something about that in the tutorial threads I think.

S

Post Thu Feb 26, 2004 6:43 pm

i never tried this before, but heard of it...

You just need to make sure that when you export your gun to fl, you must group it and edit that fix and con in utf editor....


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Post Fri Feb 27, 2004 4:41 am

WHAT? I didn't get that?

Does a gun have hardpoints?
Somebody, talk to me!

Post Fri Feb 27, 2004 4:44 am

Export a guns model CMP using the exporter to milkshape. have a look at all the hardpoints, and then do what basically modding is. Mimic it.
Add hardpoints with the same sort of positions to your gun, and basically clone the original gun onto your new one - but following your new guns shape instead.

That would seem to be how to do this i would have thought....

Post Fri Feb 27, 2004 12:20 pm

I tried that...the CMPImprter doesn't import Hardpoints, only the model..Tried it on several ships and weapons..no dice...
There si no guideline to follow....*grumble*

Does anyone here know how to make a darn gun (Milkshape editing)?

Post Fri Feb 27, 2004 4:11 pm

Open up the CMP with UTF editor - and then check out the hardpoints there. Write down which hardpoints appear in several gun types. Now take the positions as rough guesses as to where they are. Then experiment - which is also what modding is about. try it - make your own hardpoints - check it works, then move them about until you get the desired effect.

Post Sat Feb 28, 2004 4:46 am

Wow..haven't tough of that!
Thanks..

I have made my own ship, my own infocards, my own weapons model (now to convert it)..only thing left to do is thruster and I'm all set!

Post Sat Feb 28, 2004 4:59 am

so u have a working gun with a custom model that rotates and acts like the ingame gun models?

Our modeller encountered some serious problems with animation data of guns...so i dont think its that easy.
the problem is that the gun base and the barrel are two independant models that are "connected" with the animation data osmehow - i might be wrong here, im not an expert on this.

I'll be happy if i am wrong - custom gun models would rock.

Fjord

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

Post Sat Feb 28, 2004 11:30 am

You are right...

There are two different models, connected together with the HpConnect.

The first model is the gun itself, with HpFire01 beeing the point from which the projectile shoots out.
The second is the "pedistal" model on which the gun stands.. It's base is HpMount (the place it's attached to the ship).

Now, the HpConnect, I belive (but do not know, can't import models with hardpoints) is at the top of the pedistal, where the gun and pedisal join.

I don't know if the gun has to have it's own HpConnect, or do you just position both models in Milkshape and export them both as single CMp..

Looking at some guns .cmp with the UTF editor, I found that they consist of 2-3 parts:
LI_PLASMABLASTER
-plasmablaster_base with a Mount(Fixed) and Connect(Revolute) Hp
-plasmablaset_barrel with a Fixed Fire01 hardpoint
-plasmablaster turret (no Hp)
It allso has a Script tree witha Animation entry

The thing that confuses me is the custom gun from Blacklabel I allso checked.
It consists of two parts (barrel, with the Fixed Fire01 hp) and the turntable (with 2(!???) Revolute Hp(Mpunt and Connect)?????..and there is no Script tree with a animation

I'm still reasearching into this, but I doubt I'll get anywhere fast without help...

Post Sun Feb 29, 2004 5:46 am

Anyone here know Harriers ICQ/e-mail/AIm...something so I can contact him...
Sems like he's the only one who knows something about guns here!!

Post Sun Feb 29, 2004 10:18 am

I'd also like to know if anyone knows how to do something;

To have weapons come with the craft you purchase as standard, but also to have them undetacheable and unfloggable, so that the craft ALWAYS has them?

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Post Sun Feb 29, 2004 10:11 pm

What do you mean....?

I have made irreplaceable guns-not custom guns....


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Post Mon Mar 01, 2004 3:06 am

I think you should edit the good.ini and add the guns to youShip_package...

I'm not sure tough...

Now c'mon! Someone on this friggin forums MUST know how to make guns!

Post Mon Mar 01, 2004 11:13 am


I have made irreplaceable guns-not custom guns....

Directed at myself? Irreplaceable guns are not necessarily what i'm looking at - perhaps it should be outlined. Eventually I'll get psycho to work on it, but he's busy building a universe at the moment lol.
Here's how it works;

+The weapon comes ready-mounted on the craft when purchased
+The weapon cannot be unmounted
+The weapon cannot be sold
+The weapon can be destroyed
+The weapon can be repurchased, but only the weapon that originally was there
+All craft of that class have the weapon on the same hardpoint
+The weapon is still an entirely new model

That's about it, but I'm sure I missed something somewhere.

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