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Wireframes

The general place to discuss MOD''ing Freelancer!

Dev

Post Wed Aug 30, 2006 8:11 pm

Wireframes

I will post a tutorial on this after I send in my handy little wireframe maker utility. The process is really quite simple; you just export a .cmp file and the utility takes the vmeshdata and turns it into vwiredata by making each triangle into three lines (though it will ignore overlapping edges, since they are redundant). Anyway, here are some preview images of the wireframes in action, taken at various stages of development:

TIE fighter
Imperator
TIE bomber squad

Post Wed Aug 30, 2006 8:41 pm

hmm i think i just wet myself, lol

so what's next, animation?

about the last screenshot - i don't think i've ever seen more than one ship on the scanner view before....

Edited by - Cold_Void on 8/30/2006 9:45:21 PM

Post Wed Aug 30, 2006 10:00 pm

I'm not much into the modding side right now, but you've certainly come up with something cool here. What mod were you using in these screenshots?

Post Thu Aug 31, 2006 1:01 am

Dev, you may want to convert the shots to Jpegs as Png's are very larger in bites and it take a full minuet to load them.

Post Thu Aug 31, 2006 2:57 am

for you maybe, finalday

maybe some of us has high speed net (Broadband/LAN)

Post Thu Aug 31, 2006 5:24 am

*hands Cold_Void a diaper* just in case Dev does crack the animations, we don't want any more little accidents around here.

Nice one Dev, maybe you Colin and Anton should get together and see if you can rework the plug-ins to incorporate everything.

**shuffles of with a new headache**

Post Thu Aug 31, 2006 6:21 am

So, what was the thing that kept us from doing this a loooong time ago? Not to belittle your accomplish, Dev, but I've heard very little of this over the years. What was it you had to find a solution for in order to make this tool?

As for animations, I have taken a detailled look at some of the in-CMP animations a while back and came up with a way to alter the speed and (in case of a rotation) also the orientation of an animation. This led to a Fort Bush with an immensely fast rotation speed and a few stations with rapidly opening bay doors.
Yet I haven't figured out things like the type of the animation, like when it's a rotation and when it's a movement.

I have also played a bit with lip movements as part of my effort to make Trent's mouth animations availible to all the other heads. I was partially successful in that I was able to fix the animation's references to the head skeleton's joints to move the lip (Trent's skeleton is a bit different here), but it looked rather awkward since the values are all messed up now. I was hoping that through study of simple animations, I could figure out the compley ones, but this is unlikely, so I'm searching for some kind of workaround now.

Anyway, sorry for distractig from the original topic.

Post Thu Aug 31, 2006 10:44 am

Manhatten Guy - Anton(i believe) did release a 'vertex stripper' and vwire program several months ago, but they are exceedingly difficult to use. What Dev has done is written a program that can make a full-vwire on its own without human intervention, afaik. Why is it a big deal? Vwires are written differently than any other CMP format, using the vertexes of the base model as a 1,2,3,4 connect the dot's series, and so just writing a program to do a decent looking job is fairly tricky. 2nd reason its important: subtargeting, and 'completeness' - one, you need subtargeting sometimes, two it will make mod ships almost indistinguishable from stock models since they'll be a.accurately SUR'd b. destructibly constructed c.have vwires

re trents stupid over jointed lips: i would be interested in helping with that, your progress sounds intriguing and it would be a good development for my cvfc costume mod, but hey whatever if you don't want my help thats fine

Dev

Post Thu Aug 31, 2006 3:10 pm

The motivation for figuring out wireframes was as follows: I was making an experimental release for the mod I'm working on, and I wanted to try out a different approach to bombers. Previously bombers were used just as a damage source, but this time I tried making them equipment strippers instead (it ended up not being too successful, but that's another story). However, to target equipment one must first be able to select subtargets. Now, ships of type CAPITAL, as well as stations, give you arrows in the wireframe window that let you cycle through targets. However, if you've ever tried to fly a ship that isn't of type FIGHTER or FREIGHTER, you would know that they are very awkward. So, I needed some way for people to select subtargets even on a FIGHTER or FREIGHTER-type ship. Hence, wireframes.

Post Thu Aug 31, 2006 10:24 pm

Wow!

Dev, this is a major development.... not only would it give ships a wireframe and allow subtargeting... it would I hope also give custom weapons a wireframe..

allowing them to be subtargeted.. whoo.. we have some capship multibarrel torpedos and chainguns coming that this would be very cool for.. no wireframe = no id on scanner = you cant 'see' it on scanner

I am impressed.. Can I have it when you are done?.. neato..whoot

The possibilities are endless.. new custom weapon platforms..., serious stuff .. chainguns and multifire missiles.. oooooo.. *smiles evilly* gunna be some places in Epsilon it does not pay to go..

Nice work.. congrats..

Harrier

Dev

Post Thu Aug 31, 2006 10:46 pm

"it would I hope also give custom weapons a wireframe.. allowing them to be subtargeted"

Indeed so on the first part. You can attach a wireframe to any .3db file you want, meaning the root and barrel(s) of a weapon can have separate wireframes. I'm not sure how the game would handle subtargeting of something that is in itself a subtarget, though... you might need to get a bit creative in how you set your weapons up.

Post Fri Sep 01, 2006 3:56 am

the most important question right now is "when is it going to be released?"

Post Fri Sep 01, 2006 8:58 am

Does anyone have the idea of when it will released? Author post!

Rank 7
Superiour! You must play freelancer nearly all the time. Can you play on the 24/7 Roleplay Server? My name is nomad hunter xd.
How much do you know about Freelancer?

Post Fri Sep 01, 2006 2:53 pm

Waaait a moment. Subtargeting is possible without a wireframe, too, is it? It just looks awkward.

Post Sat Sep 02, 2006 1:53 am

Ooooh nice. How did you get past the limitations on line numbers? My experiments gave horrible CTD if > 256 lines per submesh

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