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How do you make new missles

The general place to discuss MOD''ing Freelancer!

Post Wed Apr 13, 2005 12:53 pm

How do you make new missles

Does anyone know how to make your own missles. I'm looking for an FAQ still.

Post Wed Apr 13, 2005 10:14 pm

it's very easy...eh kinda.I would suggest to start with just creating a cylinder in milkshape and applying a texture,then exporting to cmp and mat and viewing with hardcmp to confirm its working,then add the necessary hardpoints there.(you can find what the required hardpoints are by looking in the equipment\models\weapons folder and looking at one of the four or five missiles there.)Once you have it hardpointed identically to the existing missiles go to weap_equip.ini in equipments folder and just comment out an existing missile's model-path lines with semicolons and replace the existing missile's model entry\material to test it.Also you'll need to resize an existing missile's sur to your missile with flmodeltool unless you use the same scale of missile as FL has (dont,you _can't_ even see the stock missile models because they are so tiny,4x to 8x larger scaling looks good) as well as name it identically to the missile,place it in the same directory,otherwise your missile will not detect hits properly. once you've gotten that simple cylinder to draw sucessfully you can put some time into adding details like nose cone,stabilizer fins(lol,in space?)running lights,better texturing,polys etc.or you could make it shoot any model you want,like cows for example

*something to note,you _must_ name each missile's parts uniquely,including all groups in that missile and its textures(not positive on textures,those do seem to possibly be sharing).failure to do so will result in two missiles which share the same group\material names appearing identical when on screen together.

Edited by - Cold_Void on 4/13/2005 11:16:56 PM

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