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CMP Viewer

The general place to discuss MOD''ing Freelancer!

Post Fri Sep 09, 2005 8:43 am

CMP Viewer

I need a CMP Viewer, One that will go fullscreen and show the model with textures so that i may create wallpapers and signatures.
would be nice if it could change background colors as well

Post Fri Sep 09, 2005 11:10 am

I think HardCMP is the only one thats doing the rounds here so far and that isn't fullscreen. Maybe you could import the model into milkshape and export into another program as an obj file. Something like Bryce can give you some very good results.

Post Fri Sep 09, 2005 2:04 pm

I figured this was the case...I'm spending so much time doing graphics like signatures and wallpapers that i didn't want to bother with exporting them to another file type otherwise i would use milkshape and export them to 3dsmax but it takes too much time to convert over 70 ships or more

HardCMP needs an update with a few more tools including fullscreen view and changable background colors

Post Fri Sep 09, 2005 6:17 pm

Yeah, its a very handy program, but, there is still room for improvement.

Post Fri Sep 09, 2005 6:48 pm

things i'd like would include frame view to hardpoint,adjust hardpoint indicator size(which would be a huge help for people working on a microscaled TC ),side indicators for fixed hardpoints and top/bottom indicators for rotating ones,subgroup wireframe/polygon color coding,fullscreen and background color definitely,anything but openGL for rendering pleeeese.maybe this xmas if we've been good we'll get it

Post Sun Sep 18, 2005 11:59 pm

The current version has XYZ indicators at the poles... my only beefs with HardCMP is that it doesn't support any transparency, making it kind've hard to make sure windows are working right, and it'd be nice to be able to scale the cube up/down for tricky positioning tasks. But that's all pretty minor- for a freeware, third-partty utility made for game modeling, HardCMP is one of the nicest ever made, no doubt about it.

At any rate... importing CMPs/MATs into MS3D really isn't that time-consuming. The bigger problem would be all of those folks who're still using TGAs instead of the far better DXT1 DDS format for their MATs... you'd have to spend awhile flipping things over, for 70+ ships, no doubt...

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