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Bases (LOD''s)

The general place to discuss MOD''ing Freelancer!

Post Sat Apr 01, 2006 8:59 am

Bases (LOD''s)

I have a really annyoing problem, i have been working VERY hard on a full blown startrek mod (scaled ships, and BASES) the ships have come out perfectly (visually you can see them from a rather large distance) but the first station i made which is 3 times the size of planet manhatton (mainly to scale with the starships) will only be visable if you are right up next to it and if it is viewed at a specific angle...in othwer words turn your head to far to the left or right...it vanishes..as well as being a not "up on its ass" it will disappear as well....

here is the "solar Arch.ini" entry for the station.

[Solar
nickname = largestation1
ids_name = 60219
ids_info = 60220
type = STATION
DA_archetype = solar\dockable\federation\starbase1.cmp
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 99999, 99999, 99999, 99999, 999999 <-- (should be enough right?)
mass = 10000000.000000
loadout = fed_starbase
docking_sphere = berth, HpDockMountA01, 5.000000, Sc_open dock1
docking_sphere = berth, HpDockMountB01, 5.000000, Sc_open dock2
docking_sphere = berth, HpDockMountC01, 5.000000, Sc_open dock3
docking_sphere = berth, HpDockMountD01, 5.000000, Sc_open dock4
docking_sphere = moor_large, HpDockMountE, 10.000000
docking_sphere = moor_large, HpDockMountF, 10.000000
docking_sphere = moor_medium, HpDockMountG, 5.000000
docking_sphere = moor_medium, HpDockMountH, 5.000000
docking_sphere = moor_medium, HpDockMountI, 5.000000
docking_sphere = moor_medium, HpDockMountJ, 5.000000
docking_sphere = moor_medium, HpDockMountK, 5.000000
docking_sphere = moor_medium, HpDockMountL, 5.000000
docking_sphere = moor_medium, HpDockMountM, 5.000000
docking_sphere = moor_medium, HpDockMountN, 5.000000
docking_sphere = moor_medium, HpDockMountO, 5.000000
docking_sphere = moor_medium, HpDockMountP, 5.000000
docking_sphere = moor_medium, HpDockMountQ, 5.000000
docking_sphere = moor_medium, HpDockMountR, 5.000000
docking_camera = 0
solar_radius = 14800
shape_name = NAV_largestation
hit_pts = 999999961690316250000000000000000000.000000

as a note, the .mat is built in to the .cmp file hence no mat entry in the above entry.

is it a problem here, or in the CMP? i doubt the cmp has issues...if i made the base a "ship" and made the turret view a LARGE number (so you can see it fully ouside) it has NO distance issues...never disappears...any thoughts?

any insights? if needed i can post a few screen shots of the issue. Thanks in advance...

"To live is to die....but living is to die slowly..why waste time on trivial things just play as hard as you can"

Post Sat Apr 01, 2006 1:04 pm

custom CMPs should never have more than 2 LODranges unless you actually export multiple LODs - and those LODs do not go 9999, 9999, 9999 because that would tell freelancer to use all three LODs at once. your station needs a SUR that completely envelopes it if you don't want it disappearing on the screens edge, and that means using fl model tool to resize the sur to fit.

cheerio, pip-pip and all that rot

Post Sat Apr 01, 2006 3:15 pm

I have same problem - model partially dissapear or some parts become transparent. Until we don't have a workable SUR exporter this cannot be fixed.
Advice - before exporting the model from Milkshape, regroup the most biggets/important (like main hull) parts/groups of model in last place. So, the smaller parts are always first and the biggets last. This will fix partially the problem.

Post Sat Apr 01, 2006 4:45 pm

thanks i fixed the problem with Fl Model tool :: here is a pic to show ya what i am working on

Pic

Post Sat Apr 01, 2006 5:24 pm

nice =)

about the SUR exporter Argh released:
using some of the tips available here on TLR you can get a simple shape to work, at least one sufficient to make that station non-transparent to the sun glare and make it solid.and if you go through it and delete some polygons you may even be able to get a hole in the sur to work (no promises here, but i have observed that where two shapes intersect or where the vertices have been individually manipulated there can be a hole)

Post Sat Apr 01, 2006 9:23 pm

errr,
The reason things disappear off axis is because they lack bounding boxes not because of the lack of a .sur.. we made signs that have no sur and you can fly right through them yet are visible off axis.. As Dark Shadow says he fixed it with Anton's FLModel tool.. any shipright who does not use it experiences this problem ..

@Slivik... you are in fact 100% reversed.. the largest group of ploygons goes first and has a unique name.. followed in order from largest to smallest.. also a common mistake I see is models with many groups exported all with the same texture.. regroup items with a common texture.. then sort your groups from largest to smallest..

Harrier

Edited by - harrier on 4/1/2006 10:28:04 PM

Post Sun Apr 02, 2006 12:24 am

@Harrier - not for me. I don't know what experience you have in exporting large/huge models, but believe me, I have some. For large models it work like I said.
Regarding multiple groups using same texture - you're 100% right, I've made this mistake when learning modeling, modding etc, it was long time ago...

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