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Moddeling questions!!!(1)(by...me)

The general place to discuss MOD''ing Freelancer!

Post Tue Apr 06, 2004 2:45 pm

Hmm... Well,like I said. I havn't gotten around to using any models in-game yet. So I am not familiar with the problems

Post Tue Apr 06, 2004 4:32 pm

lol, then might I ask what drove you to start this thread to help peoples with problems putting ships in game when you yourself have never put any ships into freelancer? Sorry to sound harsh... but really why? They might as well post in the main help thread by chips or accushot, or in the tutorial thread of drizzt cause mainly your just pointing people to drizzts thread anyways; that tends to be main ship dealing thread.... actually I think drizzts should be stickied to the top and used as the main help thread for moddeling problems, would be the most efficient. Then when someone has a problem and a solution is posted, it will remain in that thread rather as a collective tutorial then being lost in small ones like this. It's good having all collected data in one thread, and that one has been going for awhile, just need to be made "official" with a sticky... hint hint you admin guys you.

As per why ships textures are invisible... I know I posted a lengthy post once which went through pretty much every possibility causing that, and the solutions for each case... though that too got lost somewhere in these forums... can't even find it by doing a search on myself... lol... shoulda just posted it in drizzt's thread, then I could find it


Post Tue Apr 06, 2004 9:22 pm

@chantdeguerre,


1) When I'm texturing, should I be texturing the HP duplicate faces?


No, In fact I clear UV mapping from the duplicated faces that I use for hardpoints. If you texture them, they won't be invisible, and you do want them to be invisible.


2) Why does my texture show up weird? I'm using a 128 dds file, which is pretty much swirly gray, and it only shows up as swirly on a few parts of the ship. The rest is just plain gray with no swirliness.


Depends on how you applied it. If you essentially streched the 128 dds file over your entire ship, you probably won't see much variation at all. If you texture face by face (takes a long time but worth the effort) you'll be pleased with the results.

Hope this helps.

-0sprey-

Post Tue Apr 06, 2004 9:25 pm

@Accushot

Scaling is so subjective. It depends on what measuring reference you used to build the ship. Instead of trying to guess all the time, I just exported the pilot from the game to a 3d mesh and use that little guy as a frame of refernce for the ship size while building. The result is, I don't scale at all.

Not the best answer, but it was free.

-0sprey-

Post Wed Apr 07, 2004 2:21 am

Ok I have seen this issue pop up several times.. and I wish it would die....

bugs in exportin a model into FL;
1. If (your ship is invisible, completely you cannot see anything at all. but it does let you select it in the merchant shop) then
a. your ship is scaled to small.
pull up milkshape and click scale then make x,y,z all 2.0 then hit the scale button. now go into either the front, left, or top view and zoom out as far as possible.... if your ship is a VHF it should be bigger than the screen should fit.
b. your textures are not properly named.
try going through the .mat and check your spelling, also try deleting all the uploaded pictures and load them in again.
c. your ship does not require flipped textures.
many ships built in ms3d do not require the flipping of textures to get them properly into FL, also if you re apply the textures once they are in ms3d from gmax then you should not have a problem with them. if your ship doen't show up properly then try re-applying the textures to the surfaces in question.

2. if (your ships guns show up in the game but your ship doesn't show up) then
scale..... see above... your scale is to small you need to increase it at least by double it's size right now.

3. if (ship is just (insert color here)) then
you need to spend some time and effort on the textureing, try to split the main body of the ship into sectional pieces, and then apply the texturing there...
ms3d has a problem with sphere mapping, so take your time and pull the ship into many many groups.

4. if (weapons do not show up but my ship does) then
you misspelled something somewhere in the mix, check your .ini's check your .cmp and check simple things like Hp/Fixed/HpPilot01 anyone see the error?
now basicly you can name any hard point anything you want, but you have to have it named the same way everywhere.

the only thing I haven't gotten down is the HpCockpit as for some reason when you switch to it, it is always looking at some planet from the middle of no where....



If A=A then santa doesn't exist

Post Wed Apr 07, 2004 3:16 am

I have a question ()

Does it have any meaning if you write "/" to separate Hp's, or if you write "/"?

Post Wed Apr 07, 2004 4:32 am

Sorted The scale on my model was wrong, I blew it up 4x (after doubling the size previously), and it works fine now. Cheers everyone

---------------------


Edited by - AccuShot on 4/7/2004 7:32:52 AM

Post Wed Apr 07, 2004 5:24 am

@orrilion usually I use the thingy (the strait up line) but apperenty the forum doesnt type it out correctley (apperently) so I use / to signify the line
basicly the shift-

Edited by - illero on 4/7/2004 6:24:52 AM

Post Wed Apr 07, 2004 6:50 am

lol. I think I should try to use one of my ships I guess. (I bet there will be problems)

I don't care to belong to a club that accepts people like me as members.
-----------------------------------------
According to radiometric dating I am a lot older than you think

Post Wed Apr 14, 2004 10:14 am

Thats it then? Oh, accushot! I want to see your new ship! could you email me the model, or some screenies? ([email protected] )

Post Thu Apr 15, 2004 3:45 pm

Also, as a note to new people, Freelancer won't show a 32 bit texture (i think that's in Drizzt's guide, but wanted to post it here). Textures for Freelancer have to be 24 bit or lower. I learned that the hard way lol...

Baene

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