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Glass is tansparent, but I didn''t want it to be?

The general place to discuss MOD''ing Freelancer!

Post Sun Apr 18, 2004 6:59 am

Glass is tansparent, but I didn''t want it to be?

Just saw my made-from-scratch ship at the dealer, with many, many thanks to Drizzt (get well soon!) and his tutorial. I can't wait for everyone to see it.

Of course it was upside down and too small, then facing the wrong way, but now that I got that all fixed, I noticed the glass is transparent, but I made it a solid texture because I wasn't sure how to even make it transparent yet! Go figure. I didn't build a cockpit, or put in a pilot HP, so now you can see right thru the thing.

How can I make the glass *not* be transparent? Else I'll have to build a cockpit and redo all my hardpoints, because I don't think I could build one in milkshape, I have a hard time with it.

Post Sun Apr 18, 2004 11:23 am

well the easyest way to make transparent glass is the texture file, make sure the texture is not transparent. If you are useing other ppls texture double check to make sure its not transparent. All so check the model group thats the glass and make sure that it is not transparent.
Other then that. I have no clue.

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Post Sun Apr 18, 2004 12:57 pm

I made the texture, I've made all of them except for the hardpoint faces which I "borrowed" from the official mat files. It's just a solid .tga, no special properties or anything. I think it is the .mat exporter doing it. I had the texture and group named "glass", I changed it to just "gls" and it was solid. Pretty neat that.

Thing is, I liked the transparent glass more now that I've seen both. Looks much more realistic. I've been hunting something to help me build a cockpit and pilot placement, but I can't find it. There's just sooo much stuff on this site to dig thru. Someone point me in the right direction please?

Post Sun Apr 18, 2004 2:18 pm

For the ships I have made the pilot hardpoints neverworked so what I did was import the pilot.cmp file and added the textures and pilot groups to my modes, Real easy and it looks good

Bounty Hunters are cool. Finding the scum of the universy.

Post Sun Apr 18, 2004 2:31 pm

Everything past "import pilot.cmp" went right over my head. I opened the cmp file with UTF editor, but I have no idea what to do with it after that, besides export the textures. Maybe I'll just have solid glass...

Post Sun Apr 18, 2004 7:19 pm

In milkshape open your model, import the pilot.cmp file scale the pilot and chair. Save it export it and add the pilot textures to your mat file.
Got it?

Bounty Hunters are cool. Finding the scum of the universy.

Post Sun Apr 18, 2004 7:31 pm

So just make the pilot part of the model? Neat... I'll have to try that...

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Post Sun Apr 18, 2004 9:48 pm

Oh I understand what you mean now. That would be handy for scaling the pilot I suppose. I got him in there with the hardpoint, good thing he was about the right size... I made a black-walled cockpit to close in the area, filled in the backs of the glass supports, placed a pilot HP, and volia... Had to move it around a bit, his feet were sticking out of the windshield at first.

One other thing I have noticed now that I'm flying it around... I put a .sur file in, looks like incoming fire is hitting it just perfectly, but when Trent walks close to it in a cut-scene or something, it's invisible except for the equipment and lights. Or when the camera pans away from it, it vanishes before it pans off the screen. Any idea what causes that, or just a side-effect from editing on this scale? I have the LOD at 0, 2000.

Post Sun Apr 18, 2004 10:53 pm

The ship gets invisible when very near or it suddenly disappear except for those fl equipments... This is natural for custom models... the only solution is a hard one... breaking you ship into groups... the option is in the current cmpexporter and you need to use the crccalculator and lots of hexediting and utfediting...

there is a thread somewhere about this... look for battleaxe tutorial...


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Post Mon Apr 19, 2004 4:54 am

I was afraid of that. Thanks for the help.

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