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Flying HpMount & other questions

The general place to discuss MOD''ing Freelancer!

Post Sat Feb 28, 2004 4:08 pm

Flying HpMount & other questions

All righty..

1. I made the Phoenix, and evrything is fine in-game except for one thing - the HpMount flies underentah my fighter. It looks like some sort of samll holo-projector..

2. Is it possible to make fleet battle misions? Like "our fleet is currently engaged in battle. Go out there and help them out!"?

3. How do the Hp on guns work? How do the guns themselves work?

Post Sat Feb 28, 2004 5:40 pm

THe HpMount is NOT supposed to mount your shield (which is what you must have mounted upon it). The mount "floats" in space as its almost the "reference" point of the ship.....note that if you move it inside ship you sink into floors....

Try puttin your shield on the shield mount instead.....

Go kill battlefleet? not sure am with you - you can change the text for missions - but NOT by mission specifics (ie limited only to one level of mission), at which point you will have trouble trying to explain why it says go kill battleships and only lvl 3 fighters are there instead.

Haven't fiddled with gun CMP files - mainly as I really don't see much point to be honest. How often do people pay attention to gun CMP files? its a very very minor thing for a mod (unless you are making huge guns for capships.......but even then its all in relative sizes..) and it might be lots of work.

Harrier has made gun models i think - you can always ask him.

Post Sun Feb 29, 2004 5:28 am

Now that's really strange...I have no idea what the shield was doing there (and I was allready asking myself why the shield hit effects apper on strange places...)

I'm about to convert my second ship (and Maby I'll make a few more), but before I relese them in a pack I MUST know how to make guns/turrets....

Post Sun Feb 29, 2004 9:31 am

I made a new craft!


And more:
http://www.swooh.com/peon/Trashman/Pics/screen5.jpg


And the Vindicator Cannon (In milkshape...still incompltete..grrr.)
http://www.swooh.com/peon/Trashman/Pics/Vindicator.JPG

About that mount thing..
I checked the shiparch ini, the goods ini and my fighters loadout...Everything is o.k., so why is the shield floating beneath my ship!?!?!?!?
If I move the HpMount inside the ship then it will look crap if it lands..

One other thing...I noticed that once I lose the shields, enemy shots go right trough my hull (trough the whole ship!). What gives?

Edited by - Firewing on 3/1/2004 3:02:22 AM

Edited by - Firewing on 3/1/2004 3:03:45 AM

Edited by - Firewing on 3/5/2004 8:22:21 AM

Post Sun Feb 29, 2004 10:22 pm

Do you have a hardpoint for your shield Hp/Fixed/HpShield01 or something. If so just make sure it is not located where your HpMount is....

If not, make sure that the shipach.ini entry is like this...

shield_link = b_fighter_shield01, HpMount, HpShield01

hp_type = hp_fighter_shield_special_6, HpShield01

for the no collision hull thingy....

copy a ship's sur file, always use fl ship's sur file, to your ship's directory and rename it just like how you name your ship.... MyShip.cmp .... MyShip.sur, this will solve your problem...

Copy original Ship's sur file that closely matches your ship... hint, for your first ship use bw_fighter (dagger ship model sur file).


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Post Mon Mar 01, 2004 2:58 am

Thanks! That should fix all my problems....

All I need now is guns...

B.t.w. - what do you guys think of the Armageddon and the Vindicator?

Post Mon Mar 01, 2004 6:25 pm

How do you create those texture designs...?


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Post Tue Mar 02, 2004 4:06 am

Make a rendr of the ship with some very basic textures (the render havin the ship from top, bottom, side, front and rear). Editing that render in Photoshop (adding insignia, some writings, lines n' stuff). Using that edited render as a texture and applying on the model with Lithium Unwrapper...

b.t.w. - I still haven't tried to fix that error..Away from my own PC for a few days...

Post Fri Mar 05, 2004 8:20 am

Here's how it looks in Lithium Unwrapper:


B.t.w.w - I doublechecked the shiparch.ini and both ships have all the entries correctly written. I allso checked the models in Modelview..the HpShield01 is in the center of the ship and the HpMount beneath the ship...I still don't get it...

Edited by - Firewing on 3/5/2004 8:21:04 AM

Post Fri Mar 05, 2004 6:28 pm

Firewing,

2 things that occur to me...

1. Are any of your hardpoints textured..?
2. Reversed hull vectors can cause what you describe...


Harrier




Retreat[![! ---- I'm too badly messed up now[![!

Post Fri Mar 05, 2004 7:32 pm

Lithium Unwrapper is a great tool greater than the built-in uv mapper of 3dsmax...

all i want to know is how you create a texture... ie. vents, panels, doors etc... in a paint program...


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Post Sat Mar 06, 2004 12:26 pm

AS far as I recall the hardpoints aren't textured, but I really should doublecheck that...

Hull vectors? When I import to Milkshape the vectors are reversed, so I have to reverse them back for the texture to show up...

How did I texture it?
I made the render/texture in Truespace using some of the maps from Freespace. But Photoshop is your friend!

Post Sun Mar 07, 2004 6:49 am

O.k. - I just imported my original Truespace model in 3DMax, exported it to Lightvawe, then to Milkshape ...
This time I didn't have to flip the faces...
So I textured the ship (It looked fine) and added all hardpoints (no material on them)...

I replaced the older ship. There is still the flying shield problem...and the DockingLight02 doesn't work either (didn't work before too...)

EDIT: One more thing...a ship can only have ONE Torpedo mount...Right?

Edited by - Firewing on 3/7/2004 6:50:42 AM

Post Mon Mar 08, 2004 12:23 am

Nope, Torpedo can have many hardpoints as you want, HpTorpedo01 to infinity... ... but in shiparch.ini

hp_type = hp_torpedo_special_1 , HpTorpedo01, HpTorpedo02, HpTorpedo03, HpTorpedo04... HpTorpedoXX

hp_torpedo_special_1 <-- denotes torpedo harpoint
hp_torpedo_special_2 <-- denotes CD hardpoint...

As for the panel textures, such as grills... i have some idea...


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Post Wed Mar 10, 2004 12:19 am

I tried everything...

TEST 1:
- Ship made in Truespace 5.1 converted to Wavefront, then to Milkshape.
When opend in milkshape the model is black. When I inevert vertex order it is grey (normally renderd). Textured the ship, added hardpoints, converted.
HpMount flying around.
If I don't invert the texture doesn't show...
I tried just invertin the HpMount, but it had no effect

TEST 2:
- Ship in TS5.1 converted to 3DMax5.0, then to Wavefront and then to Milkshape.
It shows up and renders normally... Textured it, added hardpoints. Everything shows up fine. Converted. Works fine in game, but HpMount is still flying around.
Again, I tried inverting the HpMount...NO effect.....


In both cases the Hp were untextured.....I'M LOST!!!!!

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