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Attention to detail

The general place to discuss MOD''ing Freelancer!

Post Sun Jan 23, 2005 5:58 pm

Attention to detail

lo all,
I've just finished my first model and got it working finally woohoo! Thanks to Harrier, NightHound, ro9ue, Chips and everyone else that helped either passively or actively.
I've learnt 2 valuable lessons with modding,
1. Attention to detail is critical, HpMount doesn't work if its HpMount01
2. Milkshape needs you to cut down your groups to line up with the textures you have skinned the model with. i.e.
6 groups: my_ship, hull, engines, wings, cockpit, topwing, with only 4 textures applied, it most likely won't export properly.
5 groups: my_ship, hull, engines, wings, cockpit, with 5 textures, will export fine.
Anyone know why this is the case, or indeed, if it is the case at all ?
Cupp@

There's a good Microsoft, c'mon, u can do it.. FL2 c'mon... good boy! w00f!

Post Sun Jan 23, 2005 6:25 pm

do you have the CMP importer in the milkshape dir ?

this is one of the main problems i had till i got rid of it......

Post Sun Jan 23, 2005 9:53 pm

Indeed I do!
I'll take it outta there and see what happens

oh.. and the model I ended up getting to work was alot better than the one I sent you NightHound, that was a shambles hehe

There's a good Microsoft, c'mon, u can do it.. FL2 c'mon... good boy! w00f!

Post Thu Jan 27, 2005 2:51 am

I have had no problems whatsoever in having multi-part models all share the same texture file... just for the record. And I've done all of the skinning/export and quite a bit of the modeling for Warriors of the Sky, so I doubt that was your problem.

The main thing is that textures and model parts must meet certain standards:

1. No mesh problems (twisted/inverted verts or bad faces)
2. Unique names... your ship's parts, for example, should be named things like Cupps_NeatoShipName_hull, Cupps_NeatoShipName_wings, etc... do NOT use generic names like "hull"... or when you try to put your ships into a mod, a mess will result.
3. Use DDS textures, which also must have unique names, such as Cupps_NeatoShipName_TEX

And that's about it. I've built and exported models with 10 or more groups, all sharing the same texture... and no problems exporting at all. So... I have a feeling that you ran into trouble for other reasons than what you were thinking happened here. Whatever the causes, I'm glad to hear that you succeeded... that first ship is hard... and then it gets much, much easier with practice

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