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** Tutorial ** - Texturing models in milkshape

Here you can discuss building custom ships, texturing and 3D modeling in Freelancer

Post Mon Dec 04, 2006 4:10 pm

the short and depressing answer is no, freelancer does not (afaik) support bumpmapping. however, its rendering support includes some standards that aren't usually utilized by FL ship modelers) like emissive textures aka "glow maps" with/without alphas, opacity textures (where opacity is varied by the brightness of pixels), detail maps, environment maps(DDS Cube format), simple animated UV mapping (quake style texture animation), and of course all the basic colorizing properties; ambient, diffuse, specular, and emissive. impressed yet?

I'm currently in the process of deciphering the controls for animated UV mapping (which you see in cityscape billboards and in various other places) and documenting the detailmapping features. it's no wonder this hasn't been tackled fully yet, as there are at least 20 valid material types that render in various ways :O

Post Tue Feb 06, 2007 12:26 pm

Please help! I've already made a new ship. It looks great(It think ) it's my first model.
I textured it too(in milkshape). And opened with hardcmp to make hardpoints. But when I started the game and bought my ship I couldn't see it. (It can't be LOD problem or scale problem because I saw the window, but only the window.) Why this could be?

(and I also don't know how to flip my textures)

Post Tue Feb 06, 2007 12:41 pm

If you use .dds images instead of .tga there is no need to flip the images.

If your ship is invisible there is a problem with the .mat file. Either the .mat is mis-named or the materials with the .mat are, basically the game can't find the textures to render.

Jum

Post Sat Apr 21, 2007 5:13 am

Hey all,
I'm new to the forum, and I was wondering how to stop a error log coming up when I try to export my CMP file to the computer. I tried it on another computer, and it did the same thing (both were Windows 2000). Is it Windows 2000 that does it? or is there a way to fix it that you may know of?

Jum

Post Mon May 07, 2007 7:07 pm

Howdy all, thanks for the great info thus far

I was, however, wondering if there exists a plugin for 3DS Max (or gMax) to export directly to .cmp format (keeping UV map and material data intact)? I find working with UV's and pretty much everything just a lot easier in Max.
Thanks in advance for any info.

Also, for those who are familiar with Photoshop, but are strapped for cash like myself, this version of GiMP attempts to closely replicate the PS layout and menus.

Post Wed May 09, 2007 2:00 pm

@ Jum,
what is the error you're getting?

@ Mini_Me
I honestly don't know of any plugins for that. Probably why I've haggled with Milkshape all this time.

Jum

Post Sun May 27, 2007 4:04 am

I'm getting a error log comming up. I was told to try MS3D V1.7.6, so I'll see if that helps. If you think you might know why, reply.

Jum

Post Sun Jun 03, 2007 10:26 am

One question tough - I made and UV mapped a ship in Truespace, and exported it as a lwo using Lithium Unwrapper.

I import it inot MS3D and it appears all the materials and groups have been saved (thus, the UV mapping should still be there).
The problem is that MS3D isn't showing the textures..do they have to be in some specific folder or something or do I have to rename/reassign all of them?

- Escfalowne Worshiper
- Pasionate modder and modeler
- GAMES MODDED SO FAR > 30

Post Sun Jun 03, 2007 1:44 pm

Chances are the texture pathways been lost.

Select the "Materials" tab in MS3D and click on your first material, further down you'll see two long buttons, the top one will either have your textures name on it or "<none>", click on it and navigate to your texture, rinse & repeat for each material and then save your ms3d file.

**shuffles off with a new headache**

Post Sun Jun 03, 2007 2:02 pm

Thouhg that was it...but I have like...86-96 materials (a total of 16 maps methinks)on this monster of a capship..and I can't remeber which is which....sorting this will take a while

- Escfalowne Worshiper
- Pasionate modder and modeler
- GAMES MODDED SO FAR > 30

Post Mon Jun 04, 2007 2:07 am

Blast it...I assign a material to a selection, but it doesn't show up on hte model (I have the textured iew turned on). The surfaces with that material turn a little darker, but hte texture itself isn't shown...

What gives?

- Escfalowne Worshiper
- Pasionate modder and modeler
- GAMES MODDED SO FAR > 30

Post Mon Jun 04, 2007 4:20 am

Sounds like it's more than just the pathways that have been lost, I don't think your UV's have been transfered as what you've described sounds like your model takes up the top left pixel of your texture, giving you one solid colour over the whole area.

If you can check your LWO in Truespace (never used it so I don't know what formats it can handle) to see if everything is where it should be, if it is then it's milkshapes lightwave plug-in that's the problem (not a surprise as CCCP has been meaning to update them for a very long time), if not then it's Lith itself that's the problem.

**shuffles off with a new headache**

Post Mon Jun 04, 2007 6:25 am

Stranger than strange...when I open the .lwo in Ts the textures are not there...and I can't even apply textures on it at all - nothing shows up????

HEll, WTF is going on here..I don't recall having this ammount of trouble with my earlier ships...

EDIT - got it to work...somehow.. I saved it as ms3d and now it shows hte textures... apparently it saved which texture is applied to each group. But not the repeat count...sigh...at least by some faces...I'm having trouble understanding this.

Here's how it looks like ATM:
http://img502.imageshack.us/img502/7747 ... ***la6.jpg
Ya..you can guess the name of hte image...copy/paste won't work..LOL


--------------------------------
- Escfalowne Worshiper
- Pasionate modder and modeler
- GAMES MODDED SO FAR > 30

Edited by - Firewing on 6/4/2007 7:28:53 AM

Edited by - Firewing on 6/4/2007 7:46:40 AM

Edited by - Firewing on 6/4/2007 7:47:52 AM

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