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New Starspheres

The general place to discuss MOD''ing Freelancer!

Post Fri Jul 01, 2005 1:30 pm

New Starspheres

I don't know wether there is a post like this, so if there is, just delete this one.

Even with all those possible combinations of existing starspheres, it could create an entirely new experience of new systems, if there would be new thing in the background.

So let's do an analysis:

In the system inis, there are three references: One to the basic stars, one to the system stars and one to the nebulae in the background. These are CMPs with very much sub-objects. My guess is the three they are somehow combined to show the final background.

Now the star background has two textures: stars.tga (for simple stars) and stars_large01.tga (complex backgrounds like distant galaxies). Both of them consist of multiple versions: MIP0 to MIP6 (stars.tga) and MIP0 to MIP8 (stars_large01.tga). When exporting these, you get the the same picture all the time just in different sizes. These have to be the multiple version to show the player how far away the star is. The interesting part is: The stars are always ordered in the same pattern.

Now, why are there two references to star background files? Comparing the extracted textures of the basic stars with serveral distinct system backgrounds, the file is always the same. But the CMPs have different sizes, so there has to be a differnece. This seems to be located in the number and positioning of the sub-models of the CMP. With their positioning, they seem to affect which texture gets where on the final background sphere.

The third CMP is the one of the nebulae. It works pretty much the same. There are a number of models and textures in different versions. At this point I begin to think the multiple MIPs where used before DDS came into use, which combines the MIP maps in one file. Anyway, instead of two different star patterns, there are .tga-entries of all nebulae in the background, in different sizes again.

So, to create new starspheres, one would have to copy one of the CMPs and replace the textures, using the patterns already there.

That's all very theoretical and I don't know if there are any more steps to do when copying the CMP. So could the professionals here maybe try this out or give me an opinion? And by the way: I would like to know if the deliberations above are right. Maybe we can achieve something in this direction.

Post Fri Jul 01, 2005 4:36 pm

Ah, hey there, I have the same question. I have been very interested in making new starspheres for a long time, and the most I've been able to do with importing/replacing the existing texture files was changing the color of the "bottom" of the Tau 37 system's swirling nebula background. (even though I replaced all of the files in the whole .CMP ...)

Are .tga files the ones to use, or are .dds? And is there a way to just use Milkshape to make a huge sphere (custom-made with custom nebulae/features/phenomena, too), export it to CMP format, and use the FLModelTool to rezise as appropriate/ if needed?
Thanks a lot.

________
- Ro9ue
___________________________

Edited by - Ro9ue on 7/1/2005 5:37:52 PM

Post Fri Jul 01, 2005 4:58 pm

@MG: if you should finally figure out how to make new starspheres just drop me a message in the forums or on ICQ to design new ones for your modding project.

gn8

greetz,

blaXXer

Post Fri Jul 01, 2005 6:14 pm

Essentially all you need to do is make a large cylinder (or box if you wanted..) and map your textures to the inside faces then export to a cmp file. Import the data from the .mat file into the cmp and it should be basically done.

Post Sat Jul 02, 2005 1:20 am

That's one point I'm not entirely sure about. Are those objects really a sphere, if you put them all together? Of course it seems logical, considering there might be gaps if not so.

Just exporting the CMP and rescaling it to the right size was my first though as well, though I haven't tried it out so far.

@Ro9ue: It's .tga, for if it would be .dds, the MIP-maps would be combined in one file.

@Louva-Deus: Well, if it's that easy, why are there all those sub-groups? I think it has something to do with there being three sphere models layed upon each other. If you export a simple sphere, maybe the other two won't be displayed. Of course you could also fix this by puting stars and nebulae on the inner sphere. But you first have to determine which of them is the smallest one. BTW: Did you get it to work using your method?

Post Sat Jul 02, 2005 6:09 am

I knew some people in the past that made different starspheres. They where making a mod for the black clan, but that was a long time ago. I still got the links to the pictureshow site in my internet favourites. They made their own starspheres and other nice stuff. Maybe you can contact one of the modders (blackassimilation or blacktate). But as far as I know they only replaced the MIPS textures with photoshop.

It had to turn out into a mod but never came for the ground I believe. I still wonder If they brought the fire jumptunnel out, because that looked awsome :
Here is the link to the pictures:

http://members.lycos.nl/flshipmodels/screen/

Post Sat Jul 02, 2005 9:13 am

Hmm, that looks strange. Looks like the nebula would be in front of the planet's ring on one screenshot.

Post Sun Jul 03, 2005 1:25 pm

Something new. When trying to load the CMPs into the FLModelTool to determine their radius, it turned out the system-specific star-backgrounds can be loaded without problems, but the nebulae-CMPs cause the error message: "Invalid floating point operation." And judging from the radius I think the tool only loads one of the sub-objects. The basic stars cause another error message namely "Floating point overflow.", but seem to load fine after that.

BTW: The radius of the backgrounds is even smaller than that of a Rheinland battleship so it's not just a large file. The radius of the basic star and the system-specific star is the same, which proves my theory of the different CMPs being layed over one another. Another strange thing is the background has different LODs. But the distance to it never seems to change in the game, so this really shouldn't be necessary.

Post Mon Jul 04, 2005 11:10 am

So, instead of replacing/importing the exisiting textures and having to replace a buunch of LOD images, would it be theoretically possible to simply make a sphere in Milkshape, invert the faces, apply a custom texture to them, and export it as a cmp? Oh, well also add the flat panels for the nebulae/phenomena stuff, and maybe leave those as separate groups, like in the original starshperes...?
Might this work? Or are there complications that I am not thinking of?

When you are talkig about the radius of the files, does this mean htat you could make a starshepere that is as large as a planet and FL would still know how to render it the correct disatnce, so that it appeared behind everything else (planets, asteroids, ships, etc.)?
Sorry, I'd be testing this on my own and not posting a bunch of questions/specualtions if I were at home - but since I am away, I can't test anything yet So it's just my curious and deprived modder-side that's itching to know.
Thanks.

________
- Ro9ue
___________________________

Post Tue Jul 05, 2005 10:04 am

Well, I haven't tested this as well, but i'm going to do so if I have time again.

You got it. The size of the model seems to be of absolutely no importance.

Post Wed Jul 06, 2005 10:19 am

Starspheres are not always spherical, in fact I would say that many are not based on being able to see corners in numerous systems. Also if you go into the Lower Unknown system and fly sideways in the system you can see as the background appears to stay static with you and if you go far enough the planets will dissapear into the background while you appear to be still in the middle of it.

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