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**Tutorial** - Converting Homeworld & Freespace Ships in

Here you find the different tutorials on editing and MODing Freelancer

Post Tue Apr 08, 2003 7:35 pm

**Tutorial** - Converting Homeworld & Freespace Ships in

Some guy wanted to know how to convert ships from Homeworld and Freespace into Freelancer so here it is:

Edited by - Stinger on 2/14/2004 7:55:17 AM

Edited by - Chips on 11/2/2004 1:06:08 PM

Post Tue Apr 08, 2003 7:42 pm

Here's some utilities you need:
HCl's UTF editor
Milkshape + cmp exporter plugin (shareware) modeling
Deep Exploration (shareware) converts stuff
Paintshop/Photoshop (demos available) textures

for Freespace 2:
VP view(freeware) extracts models & textures from FS2 data files
here: http://freespace.volitionwatch.com/fs2files.php
pof2cob (freeware) converts FS models to Truespace .cob
here: http://www.freespace-2.com/tools/

-pen up sparky_fs2.vp with VPview and extract the model in the MODELSdirectory and its corresponding textures in the MAPS directory. Make sure you have them both in the same directory. Or you could just dump everything into a folder, which takes up about 60mb.
-use pof2cob and choose LOD 0 to extract since this is the most detailed.
-use Deep Exploration to convert the .cob into a format Milkshape can import. I usually use Lightwave .lwo since it comes out the best.
-Import the converted model into Milkshape and rotate it x=90, y=0, z=180.
Then zoom out and scale it by 60-80%. Make sure to select all and FLIP THE VERTICES. You can merge it with HCl's dralthi model to see if it's the right size.
-Add some hardpoints (I just loaded up HCl's dralthi model, deleted the dralthi, then saved the hardpoints. Every time I do another model, I just merged it with the hardpoints file, then moved them around to suit the model) and make sure the material name for the texture is unique. Load up the texture and flip it upside-down. Resize it so its sides are a power of 2. Make sure to save it as an UNCOMPRESSED tga.
-Export it as a Freelancer CMP and use the UTF editor to create a .mat file. YOu can use one from my FS2 ships mod as a template, then change the names around so the node name in the material library node matches the material name in Milkshape. Finally, import the tga textures.

That should about finish it. There's probably enough in this forum to tell you how to bring a new ship into the game.


A sig? Bah[! Who needs a sig?[!

Edited by - Garion on 08-04-2003 20:52:36

Post Tue Apr 08, 2003 7:52 pm

for Homeworld:
BIG extractor (freeware) extract files from Homeworld data files
here: http://www.fortunecity.com/uproar/celeb ... oads.shtml

Homeworld conversion:
-Open up the homeworld.big file with the big extractor. This may take a while. The directories r1 (Kushan) & r2 (Taiidan) contain the main ships in the game.
Use 'save recursively' to save the directory of the ship you want to convert. You can usually just save the LOD 0 directory since it's the most detailed.
-Use Deep Exploration to convert the .peo model file into something Milkshape can use. I usually use Lightwave .lwo format since it works the best for me. Make sure to also save the textures.
-Import the model into Milkshape. Select everything and rotate it by x=90, y=0, z=270. The scale the model by 20-50% and merge with HCl's dralthi to see if it's around the right size.
-Homeworld models usually have a lot more materials, which can be a pain to import into the .mat file. Flip the textures and save them all as UNCOMPRESSED tga.
-Add some hardpoints and export the model as a CMP, making sure to have original material names.
-Use HCl's UTF editor to create a .mat file, which will usually have a lot more materials to load, with a different node for each texture used. Make sure to also change the 'material count' as an int with the first line being the number of textures, the second a 0.

With the cmp and mat files, you should have a ship. Also, you can copy a .sur file from another ship and rename it to the ship's filename .sur to "create" a collision file so the ship can be hit by guns.

A sig? Bah[! Who needs a sig?[!

Post Tue Apr 08, 2003 9:14 pm

Two thumbs up! Shivan Dreadnought, here I come.

Post Tue Apr 08, 2003 9:48 pm

dude, i REALLY want that ares fighter :p

Post Wed Apr 09, 2003 7:01 am

Has anyone tried using the Homeworld capital ships? I would try but my homeworld cd is acting up. If i could get the models though i would probably put everything in ala homeworld including cap ship sized turrets.

Post Sat Apr 12, 2003 9:25 am

Thanks Garion!

Arcane
Old Men Online

Post Sun Apr 20, 2003 2:04 am

One questions about merging ships in MS. How do you get the merged ship in the first group slot? I do not see anyway to do this and it will mess up the export if it is not in the first group slot? Any suggestions.
Thanks

Post Mon May 19, 2003 2:02 am

They only way I know of is to "regroup" everything until it is back at the top. You don't have to merge anything, just regrouping it takes it to the bottom of the list. Then you have to rename it. A little tedious, but it works.

Post Tue May 20, 2003 8:22 pm

can any one start to make downloadable mods out of homworld ships of give me help in doing this?

(of all the people in this city i had to suckerpunch the werewolf[!)

Post Mon May 26, 2003 12:51 pm

does someone know where i cann got > ms3d CMP Importer < =?

Post Thu Jun 05, 2003 8:03 pm

cmp importer doesn't exist

Post Fri Jun 20, 2003 8:42 am

What file type do you save the textures and how do you get them to show with milkshape?

If you want to taste the ground feel free to attack me.

Post Fri Jun 20, 2003 12:29 pm

Is it compatible with Freespace 1 too?

Post Fri Aug 29, 2003 1:27 am

One Question, and please answer it, where do i get Deep Exploration?????




"Piloting a ship doesn't make you lose weight"
-Fat Trent

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