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Experiences in Model Creation for FL

The general place to discuss MOD''ing Freelancer!

Post Mon Apr 12, 2004 12:54 am

Experiences in Model Creation for FL

just want to share all my experiences in modelling...

here goes....

first experience....
created and designed the slipstream thru the use of AutoCAD.
Asked somebody for help to import it to fl... and Wanderer came to the rescue.
he textured my ship. released it and people liked it.
problems encountered.
1. Didn't know how to import it...
2. Programs... don't know anything about it.
3. i saw all editing programs in Dungeon Siege and discourages me to mod it.
4. downloaded first FLMM release <--- don't know how to use it.
5. modified freelancer, eventually it crashed right in face ... <Don't know that i can use FLMM for safety.

As i looked at the first slipstream, the original one. i noticed that i don't have a glass, but i know i have made a group that is called the canopy.


to be continued....


a message from firebase...

Post Tue Apr 13, 2004 6:32 pm

As i have noticed that the slipstream has no Glass texture. I started fiddling the .mat file using the utf editor. i looked at the several mat files of the original ships and found the glass entries.

Then, i copied the entries of the Dagger's Glass Material. I was amazed of the result. I have now, a glass which i can see my... Where the heck is the Pilot?!?!?!

Wanderer has forgotten to include the pilot's hardpoint... no, he intended not to put the hardpoint 'cuz he could not create a glass material through his tga file.

I created the HpPilot entry using the almighty UTF editor, and placed it at 0,0 location. run fl again... still has no pilot, where is that s****d pilot, i said to myself. exited fl, and edited the cmp file. relocated it at position 0, 3, 0... run fl again, flew into space, alas i see him, the pilot floating in SPACE??? doing the trial and error thingy to correctly placed my pilot. ALAS, i have created my new mat file upgrade....

I flew the slipstream for a while. Docked here, docked there, until i found a glitch with the glass texture... it seems to disappear while docked at a Hessian Base. Must be a lighting problem. as the light passes thru it and it blends well with the light as if it disappears. so finally the transparent texture for custom ships are born...

As i worked at my office, i got an idea for my next ship, the ghost...

to be continued....


a message from firebase...

Post Wed Apr 14, 2004 7:10 pm

i started planning it in paper. If you know Voltes V anime from the 80's i think, i was a child then... the ghost is somewhat fashioned like the panzer 3.

now i have my 3dsmax fully working and my knowledge of model creation has expanded somehow, thanks to the tutorial of low poly modeling... I started fiddling with it....

First i created a box. then i do a lot of bevel and extrudes. and move vertex here and there. Separated the Canopy from the body using the detach poly. now the cockpit is empty... it has a hole that you can see the other parts of your ship...

i created a rectangular shape and attached it to the nose where my cockpit is located. then i bevel and extrude it to form a cockpit. Showed it to Glock and Wanderer, and they liked it. now for the texture. I don't know anything about textures. i don't know how to place them... i lokked at the tutorial for the material texturing of a low poly ship in 3dsmax. So i figured out how to use the texture editor (UV Mapping).... i don't have any texture tile and i don't know how to make one....

i openned up milkshape withe cmpimporter loaded. I loaded several ships and exported their tga files, not dds from utf editor... i looked at them one by one and used them as a material skin for the ghost. I found one skin that will look okay. the skin that is used by BH fighters... so i UV mapped it and created a good texture for the ship. showed it up on lancers and victor noticed the i used texture from fl and he said you might appreciate it more if you have created your own skin... an i don't know about how to create skin... well that's about that. time to convert it again... I asked Wanderer to help me export it again. I gave him the ms3d conversion. And he did export it. He game me the cmp, sur and the preliminary mat file.

now i have given the slipstream a glass canopy and so this ghost too must have one. Copied the codes for the glass material, but this time i have experimented those floating point entries, Dc, and Oc. It was then that i found out that it is actually the diffuse color and the opacity that i was fiddling with. And luckily i have gave the ghost a unique the spawn face looking cannopy. and i have made it black. tested with different variations tho.

As this discovery i have made, the slipstream comes next and make it the glass to be black too.

The problem them that i cannot convert my own models into fl is that milkshape won't run in my office PC, Pentium II 233Mhz with 128 Meg of ram and i was using a 16MB TNT card.

When i finally got a copy of milkshape 3d in my home PC, P3 500Mhz, 128MB RAM with GeForce 2 MX 400... it run quite normally.

to be continued....


a message from firebase...

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