1. What is a good Polycount?
3000 or less. You *can* go higher, but 3000 or less will ensure good performance.
2. Does Freelancer Support partially invisible textures?
There are examples of textures using alpha-channel transparency, yes. Getting them to work as a MAT file requires that you build up some expertise, first. Read the ship tutorial and the MAT File Exporter for MS3D documentation to learn more about how to make basic transparent objects.
3. DO you have to rotate attachment points in a certain direction for them to work?
Sometimes. Mainly, you're going to worry about this for Weapons and Turrets, where the position/rotation of the object matters quite a bit. You can do it to other things, though, which can have various useful effects, such as making smoke go "up" instead of "backwards" from a Hardpoint, and other things.
4. Are there any limits on number of engine and weapon/turret points?
I don't know the absolute for Engines, but I'd suspect it's the same as weapons- 32. If you can't realise a design with 32 weapons... uh... well... I guess that's too bad
BTW, it's never *wise* to mount more than one Engine or Thruster on a ship, unless you're aware of the complications that ensue.
And one last note... which you will hopefully read before this gets moved:
Take things very slowly.
Do NOT... repeat... do NOT try to build some ultra-complex million-part model with 5 LODs, etc., etc., etc. on your first try. If you do, you will very likely fail, and nobody will help you fix it.
When people ask me about shipbuilding... if they don't even know how to skin their models properly, I send them back to Square One- not because I'm cruel or heartless, but because if you "only" know how to model, you're not ready to make ships... which is a series of practical problems, from modeling to skinning and code.
Instead, build a simple cube. Texture it using UVMapper or Gmax or MS3D or whatever, with proper UV maps set up. Export it to CMP, and play around with HardPoints. Then read about shiparch.ini, and replace the Starflier with your new ship- it's the easiest way to test things out, because the game will almost certainly run (with errors, but not CTD) if you just switch out cv_starflier with your ship's CMP (which you'd name cv_starflier and put in the right directory in your mod, of course).
Read the TLR manuals, but be prepared for certain things to be much harder/different than the manuals suggest- Drizt's tutorial sort've... glosses over a few difficult steps that tripped me up for over a week. I've been thinking about writing a "shipbuilding for total newbies" manual that's a little easier to digest, but haven't done so yet, in part because I haven't gotten custom Infocards or .3DB icons hacked up yet for my mod, and I wanna make sure that I understand the process from beginning to end and can explain it to everybody in clear, simple language. But until that happens... the current manuals will help you understand what does what... why... and how. They're not perfect, but if a newbie like me can go from nothing to "mod" in 2 months... it can be done
But keep it simple at first- don't worry about "art" until you know how to hold the "paintbrushes", k?
Edited by - Argh on 11/25/2004 3:56:33 PM
Edited by - Argh on 12/12/2004 11:42:36 AM