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Nomad Stuff

The general place to discuss MOD''ing Freelancer!

Post Fri May 13, 2005 12:55 am

Nomad Stuff

I really really really have to go to sleep, but I have one more quick thing to share: I am fairly certain that I know how Nomad stuff works now.

"What Nomad Stuff", you ask? Well, basically... the way that they look... totally different from everything else in the game.

I will explain this in greater length when I have more time... and have built a demonstration model. Here's the short version:

1. Nomad stuff doesn't use the standard projected cubemap that's used for everything else to simulate specularity. Someday I should actually document that, too, and see if I cannot get a hex-editing wizard to do something for me that I haven't yet been able to do, which is make more specular cubemaps with unique names- I have never gotten the hang of how to do that right- if I only had two or more of these to play with... I could give y'all some really neato things, like a "chrome" shader I built at one point... and then abandoned because I hate hex editing and have never figured out how to rename 3DB/CMP parts the hard way.

2. Instead, Nomad stuff uses a cubical projection that just uses one face, aligned with the active camera at all times... and that face, where it intersects with the surface geometry of Nomad ships, is putting the second texture onto the Nomad ship surface on the effected polygons- this is the named Bt texture of the DcDtBtOcOtTwo texture type. Managed correctly, this is what produces the "iridescent" look of the ships.

3. I strongly suspect (but cannot confirm without a seperate experiment) that DcDtBtOcOtTwo objects are rendered double-sided. That's the Two. Important note there for ship designers- if we can turn this on with our work, then there are a whole BUNCH of things we can do with this- the possibilities are huge.

4. The line nomad = true simply tells the game engine to render the second texture onto the model like the fake specularity, but to apply the model's alpha, instead of ignoring it (this is why Nomad ships aren't shiny).

You cannot have a shiny Nomad ship. The FL engine gets very picky about transparency, period- especially transparency involving an alpha channel. If you try to apply the normal cubemap to a DcDtBtOcOtTwo surface, it quits being drawn, much like what I noticed with my previous experiments creating alpha-channel propellers for WOS... but I digress.

DA went around this problem, instead of through it, but we can take advantage of this...

Post Fri May 13, 2005 8:39 am

So the textures on Nomad ships are not simply mulitple transparencies overlapped? Hmm, I didn't realize that. Heh, yeah, that'd be too simple, huh? :p
And I always just figured the nomad = true line told the game in SP that they were Nomads, different from all other NPCs ... though, again, a simplistic and unresearched assumption.
I want to try and make some new Nomad s using the orignal textures, so maybe I will soon acquire more experience in this area ...

Ro9ue
_________________________________
"Do or do not. There is no try."
- Jedi Master Yoda

Post Fri May 13, 2005 1:20 pm

What I would like somebody who actually knows how to rename the internal names of things correctly using a hex editor to do (for example, custom icons, which I could never make heads or tails of, despite reading the instructions)... is make three "new" MAT/TXM files: envmapbasic_2.MAT, envmapglass_2.TXM and nomad_fx_2.txm.

This would give us three new choices in terms of cubemap shaders, and then... I'd be happy to make some very neat things with them. I've already tried this stuff out- I just couldn't figure out how to rename the texture references in the 3DBs properly, so when I renamed the file, FL ignored them, or used them on *everything*.

If anybody who's made custom Icons would either A: explain it in step-by-step language for dummies (there's a whole section of that tutorial talking about reversed CRCs that I can't make heads or tails of) or B: just rename the material references in these three files and email me, I'll take it from there

Post Sat May 14, 2005 9:03 am

Yes, an english explanation would be very much appreciated By more than one person, it seems.
That's funny, I had the same reaction when trying to make custom weapon models - I got all excited when I saw the step-by-step posts, then hit the mental-dead-end (the exasperated "W. T. F. Yeah, if you say so ..." ) shortly thereafter, when I saw all that CRC mess. Heh, still can't make any sense of that stuff

Ro9ue

Edited by - Ro9ue on 5/14/2005 10:04:01 AM

Post Sat May 14, 2005 4:17 pm

for custom weapon models all you need is redeye's meshconv + instructions & arghs tutorial and between the two of them you can get it.the one thing i have found works is making a single face at 0,0,0 & naming its group gunname_lod & exporting vmeshref and data then processing three groups/three meshes - i don't know if its the _lod extension or just having a sacrificial group but I just ignore meshref01 when i am importing barrel & base and it works.also you don't have to use a separate .mat file if you don't want to, FL will find it in .cmp files as well as .3db's

Edited by - Cold_Void on 5/14/2005 5:18:09 PM

Post Sat May 14, 2005 9:53 pm

Argh,

Having copied and thus cloned a nomad ship texture onto a new model, I found out some stuff, it seems the nomad ships consist of an outer and a inner 'skin', i.e. 2 meshes and the 2 are needed to get the correct effect, they also seem to work best if they are low poly as the inner more simple framework is opaque, with the outer translucent and lit.. There has been a whole thread devoted to this, with some results. I can dig it up for you if you want Though it's good that you are finally getting some answers, if I can help in any way let me know.

Harrier


Retreat[![! ---- I'm too badly messed up now[![!

Post Sun May 15, 2005 12:10 pm

I am a little confused about what you are asking for in regards to renaming things. UTF Edit can rename items in the tree of those files and Freelancer Model Cloner can rename the textures. What are you wanting to do?

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