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Making Hard Points in Milkshape

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Post Sat May 15, 2004 4:06 pm

Making Hard Points in Milkshape

I seached the database and couldn't find anything on this topic.
I've made a custom ship now all I need to do is make the hardpoints.
I'm using milkshape, I tried making the hardpoints but i coudn't get them into a group. So how do you do it. Also does anybody know the path to the crusader's material file, I cant find it. in addition when i try to open the 3db file of some with milkshape it comes up Blank and "untitled". anybody know why.

Post Sat May 15, 2004 4:11 pm

tightan, Welcome to TLR.

The below is in the stickyed thread of Chips, first section about adding hardpoints. Link




To create a new weapon hardpoint:

There are two types of hardpoint, fixed and revolute. Fixed is where all the immovable add-ons go, such as thrusters and mine-launchers. Revolute is where you stick all the add-ons that move, even if just a tiny bit, for example guns, turrets and torpedo launchers.

For this tutorial lets create a new gun hardpoint. Browse to the fuselage part that you want to add the hardpoint to and expand it. Highlight "Revolute" in this node and click "Add node". Rename "New node" to one of the following, where XX is the next available number of that hardpoint:

HpWeaponXX ---> For a gun or missile mount
HpTorpedoXX --> For a torpedo or cruise disruptor mount
HpTurretXX ---> For a turret mount.

For this example use HpWeaponXX, in your case probably HpWeapon01 if you havent got any hardpoints already.

Create 5 more nodes under this one, renaming them, in this order:

Axis
Max
Min
Orientation (Make sure they are spelt correctly)
Position

First edit "Axis" using the "edit" button. This defines which axis the gun is able to rotate on - it is in the format X, Z, Y. So for a turret able to rotate left and right you would input


Edited by - Finalday on 5/15/2004 5:12:09 PM

Post Sun May 16, 2004 11:25 pm

Hi,

Make it easy for yourself, follow these simple steps:

1. Download the latest version of Milkshape 3D (V1.7.01c)
2. Download the latest version of the CMP Exporter (V2.0.1)
3. Download the latest version of the MAT Exporter (V0.1)
4. Install all of the above Programs correctly
5. Create you Model in Milkshape
6. Select the SINGLE POLY * where you want your hardpoint to be.
7. Press Ctrl+D
8. Goto Groups
9. Rename the Group ' Duplicate XX ' to either:
Hp/Fixed/HpEngineXX for the Engine(s)
Hp/Fixed/HpMount for where you want your ship to touch the ground **
Hp/Fixed/HpTrusterXX for the Thruster(s)
Hp/Fixed/HpTractor_Source for the Tractor
Hp/Revolute/HpWeaponXX for the Weapon(s)
Hp/Revolute/HpTurretXX for the Turret(s)
10. Save as a .ms3d file
11. Export as a .cmp file
12. Export as a .mat file
13. Create the .ini files using ShipScipter**** or in your own method

* - It is important that you only have a single poly selected otherwise the game will crash
** - It is best to create your own using the vertex and face tools and then making the poly completly transparent or very very small and placing the poly underneath the ship to make it look like the ship is hovering on the anti-grav pads
*** - When I use the notation XX it means insert number. Make sure that all numbers are different or this will crash the game also
**** - If using ShipScripter then you will need to manually re-name anything that says ' internal ' to your selected Hardpoint. My advice is use a single poly for mulitlpe Hard Points, eg. Use ' Hp/Fixed/HpOthers ' for shields, power core, and the tractor beam. It just eaiser to understand if you what I put up there.

There are more Hardpoint names in the tutorials but I because the Hard Points are not specific you can have ' Hp/Fixed/HpScquifimagigXX ' as long as the codes in the .ini files where the same.

Happy Modelling

It's eyes were completly devoid of life,
Empty Orbs that took in the world with an unfeeling gaze,
A thin trail of blood ran from a fresh wound,
But it would not or could not tend to it,
Only one thing ever brought a spark of vitality,
To the eyes of this Tortured Soul:
The Suffering of others.

Edited by - Tortured_Soul on 5/17/2004 12:29:11 AM

Post Mon May 17, 2004 1:29 am

Hi .. i'm begginer with Milkshape ... sorry
ok, that's nice with a nex ship .. but if we want edit and modify a classic ship ..
for example the starflier ;-) ...
under milkshape i haven't find single poly or HPxxx, just Groupx Mat xxx )
i see Hp relovute and fixed with UTF editor , but no with Milkshape ..
how for example add one extra engine, thruster, and shield for example, with this type of file ???? all selected group are a part of the ship, i cannot find single poly .. how add some internal single poly ???? ...
sorry.. i'm beginner !!!!!!

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