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3DSMax models....Help!!!

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

Post Wed Dec 13, 2006 10:07 pm

3DSMax models....Help!!!

I have a few exceptional models done in 3dsMax and I want to make them work in freelancer...how do I convert them into mat, cmp and sur files...the models have a lot of detail on them and I don't want to lose that quality...what do I do...I also have a perfect replica of the New Cylon raider just like in BSG the new series..it would be a shame to lose all the detail on it and I really want to learn to convert these models...what do I need, and what do I need to do?I have 3dsMax 8, milkshape3D 1.7.8

Post Wed Dec 13, 2006 11:48 pm

export them as a 3db file then import them as a 3db file in milkshape.

from there export the CMP file using the plugin and the MAT file

code them in ready to be sold and with ship stats and your away

Cheese On Toast:
Like the name
Beware the player

Post Thu Dec 14, 2006 12:11 am

I think I need a plugin or something 4 that....I have one that exports everithing in MS3d format but I get an error that says max "something" reached and it freezez up....The models have lots of polys and stuff...

Post Thu Dec 14, 2006 3:29 am

The simple answer is forget it as they'll never work in Freelancer, flyable ships in Freelancer need to be less than 5000 polys to prevent frame loss & server lag in crowded systems.

I take it your using the freebies from Turbosquid, most of the models on there are of no use for games, trying to convert a 100,000 poly model into an FL friendly 5000 polys will give you nightmares.

**shuffles of with a new headache**

Post Thu Dec 14, 2006 1:25 pm

Right....sooooo how do I do it...I don't care if it's hard...I really want to do it...I'm new at this modelling business but I'm optimistic...
i have something like this:
mesh totals:
vertices:89800
faces:141381
and a lot of external dependencies such as bmp's and jpg's. wich I think are the textures
60 objects....thats all the information I think is important....I don't want to be rude but I really don't need to hear IT CANNOT BE DONE cuz nothing is impossible...i only need some info about how it could be done ideeas and stuff.

Post Thu Dec 14, 2006 1:46 pm

Nym182:

THose numbrs are simply not gonna work in any game engine. your models should be target 5,000 and a max of 7,000 poly. Try not to have more than 4 textures. It sounds to me like you have hi-poly very poly detailed models which don't work with games.

Post Thu Dec 14, 2006 2:07 pm

you could try reducing the poly count etc in milkshape using the direct X mesh tools and reuce it that way.

Cheese On Toast:
Like the name
Beware the player

Post Thu Dec 14, 2006 5:38 pm

@ cheese, with a poly count of 141,381 there's no chance of him getting it into milkshape to start with, milkshape has a poly limit of 65,000. Using the DirectX mesh tool will also get rid of all of that lovely detail he's trying to keep.

@ Nym182, let's see If I can get it through to you, that what your going to try and do is a complete waste of your time and probably sanity.
This time last year I was looking for a lot of ships for my mod (still am), I went through most of the models on Turbosquid looking for something I could use. I even started converting one or two of the high poly count models, I quickly realised I was being an idiot, because if I wanted them in FL that badly then I could build a low poly version in a fraction of the time.

There are basically two types of model maker, game content modellers and CGI modellers. Game modellers need to be competend modellers but they excel at texture making as it's the textures that have all of the in game detail that we see. CGI modellers are exceptional modellers but are generally crap at textures, they build all of the detail into the model and generally use colored groups rather than a texture to "skin" thier model. Because of the detail the CGI models are generally very high in the poly count, where as the game models are generally under 10,000 polys.

Seeing as your new to modelling I'd suggest learning how to do it before you jump in over your depth.

Here's a LINK to freebie model that I've used, it's one of the best game ready models on the site.


**shuffles of with a new headache**

Post Sat Dec 16, 2006 10:36 pm

I **** at textures so I end up having to make a billion extra planes and have 60 thousand textures. So far I have been lucky but If i try to make a really detailed capship... I am dead. Would it work if by some miracle i bought a cray and made milkshape accept 1000000 or is it just the hard code? translation: a sliver of a dream or no hope whatsoever?

either way ill never stop beleiving in you guys but i sincerly wish i could do more.

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Post Sun Dec 17, 2006 3:45 am

lol, what ever i say in regards to modelling and bejaymac corrects me listen to him, im still learning and now recovering from my 18th (still dunno what happened last night......) i myself are currently working on a puddle jump from stargate to include in the mod i am working.

peace people

Cheese On Toast:
Like the name
Beware the player

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