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How to put your own weapon model into game?

Do you want to start editing Freelancer, but have no clue where to begin? This is the place for you to find things and talk about getting started on Freelancer Modding

Post Thu Sep 30, 2004 10:22 pm

How to put your own weapon model into game?

First of all I'm sry if this isn't the right place to ask.

Ok, so I have read the hellspawn tutorial and found it very difficult to understand then I got the mesh converter and made some sense from the weapon template cmp.

I have made a weapon skinned it and exported to cmp. My first question:

The tuts say I should include the mat file within the cmp but in the weapon_equip.ini each weapon refers to the cmp as well as the mat library. So should I include the mat with the cmp as well as having an extra mat file or can I delete the mat referrence in the inis or do I just use a simple cmp and an extra mat?

Second question:

When looking at the template.cmp with UTF I found a very logical structure which is needed for the weapon to work. Since my exported cmp doesn't look very similar to it, does that mean I have to re-arrange my groups in milkshape or (what I have been trying but not successfully) do I have to work with UTF and add nodes. If I have to add extra nodes how do I get the appropriate data into them? And which data has to go there?

Third Question:

To hard points: I placed my HpFire01 at the tip of the gun and the HpConnect at the base at exactly x=0, y=0, z=0 (many thanks to hardcmp) and it has a 360° angle. Now where exactly should HpMount go?

Many thanks in advance and I hope you find time to answer me

Post Thu Sep 30, 2004 11:48 pm

hey mid, good to see you made your way here

i can only answer the 3rd:
put it in the middle of the model 0, 0, 0 is fine. doesnt really matter, because the gun is connected (as the hardpoint says) with HpConnect.

Fjord

---------------------------------
Infinity TC Mod Leading Developer

Post Fri Oct 01, 2004 10:12 am

There is a magical button called the Search button at the top of the page...Harrier has already written a tutorial on how to do this...Just search for the tutorial.

Post Sat Oct 02, 2004 6:17 am


so I have read the hellspawn tutorial and found it very difficult to understand then I got the mesh converter and made some sense from the weapon template cmp


What else should I say??? I just need some explicit explaining on my questions and I didn't find the answer in the tutorials.

Post Mon Oct 04, 2004 5:34 pm

Midnighter,

I see you double posted.........

You posted in the modelling forum and i answered your query on the 1st of October.. Either you didnt check back there or could not be bothered to post that you had.. and ppl wonder why they get ignored...however to save you the trouble of actually looking .. after all that does take a couple of mouse clicks ... I'll post the exact same answer here....
--------------------------------------------------------------------------------------
Midnighter,

If you have included the textures in the .cmp file then you do not need a separate .mat file so you can delete the references to the .mat file in the .ini.

Take a look at the hellspawn .cmp, the structure MUST be the same as that, if you havent gotten Redeyes tutorial on the vmesh changes and the structure is not the same as the hellspawn then the weapon will not work, the base must be the first item in the ms3d file followed by the body followed by the barrel, with the hardpoints last if this is not done the weapon will not work (or if it does it will look very strange) Easiest way to do this is to select and regroup until thats the way it is.

HpMount and HpConnect are two hardpoints that are excatly on the xyz axis ie they are two hardpoints that are in the same place..

Does that answer your questions?,

Harrier




Retreat[![! ---- I'm too badly messed up now[![!

Post Tue Oct 05, 2004 5:15 am

First of all sry about the double post. I just saw that there was much more activity in these forums so I posted here again.

I hope that saves my questions, I wasn't sure if arranging the groups in milkshape was sufficient or if I had to reorganize my cmp with UTF.

Thanks for now, if I don't get further I will post some screenshots maybe.

Post Tue Nov 09, 2004 9:02 am

OK, I tried it some more and have a problem with my cmp file. In milkshape I have three groups, the turntable, base and barrel (although with different names) as well as the 3 hardpoints. When I export to cmp I get the following:



Now, I had a look at the way a weapon cmp should look like and how do I add the other weapon components to the tree? Do I simply add new nodes and move the fire hardpoint to the barrel section? Does that work? Or do I need to regard something in milkshape about the names of the groups before exporting?

Please help, thank you.

Edited by - Midnighter on 11/9/2004 9:03:04 AM

Post Wed Nov 10, 2004 5:25 am

Midnighter,

Have you run the mesh converter by redeye? Here

You need to run this utility in order to re-import the necessary Vmeshref values back into your weapon file, it's fairly straight forward if a little confusing at first, I do not understand the math involved but it does work...

Harrier...


Retreat[![! ---- I'm too badly messed up now[![!

Post Wed Nov 10, 2004 2:33 pm

I've got the tool but failed to make it work. Gonna give it a few more shots.

Thanks for bothering

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