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Beginning Ship Skins

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 Sat Aug 26, 2006 7:23 am

Beginning Ship Skins

Thnx to Argh and Crabtree for their interesting posts on designing new skins for FL.

I have a query tho and pardon me if it hasnt been answered before:

Isit possible - and I am ssuming it is - to import the ship models direct from Fl into the Milkshape 3D.

I am new at this lark and all I want to do to start with is desing some new skins for use on my existing server if poss.

P.S. Might be handy to drop that little bit into your Skinning Tutorial Argh i.e How to import existing FL ship designs into the modelling system.

Cheers Guys

Post Wed Oct 04, 2006 8:41 pm

yep it is, there is cmp-importer aviable in the downloadsection ...

when textures r changed in milkshape use the mat-exporter (also aviable in the dl-section) to create a new mat file or updating an existing one.

in the shiparch.ini u can define what ship uses what .mat-file so u can make copy of the ship and offer it with a diffrent texture by changing the material line

dont forget to give it another nickname, otherwise it would collide with the original ship and define the new goods, hull and ship-package, for it, finaly find a place for the ship-package in the market_ships.ini, make shure u never offer more than 3 ships on a base ... thats it.

if u like to make npc's fly this ship (eg. a starflyer with a pirate paintjob) and include it in missions it gets more complex ... im still learning on that, so maybe a more expirienced modder might help ... ?!?

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