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FreeSpace: textures, engines...

Here you find the different tutorials on editing and MODing Freelancer

Post Sat Sep 20, 2003 1:07 pm

FreeSpace: textures, engines...

I've tried to convert some FreeSpace: The Great War ships to Freelancer, but I am now frozen in two problems:

1. the game (or Milkshape) most possibly can't read the TGA textures; I will appreciate if you'll help me to find out which converter I should use, now I have ACDSee, and if I do anything, it can't read; worse is with Ursa bomber which has texture divided to 2 separate files, here I have no clue how to "clothe" it

2. I can't have more than 2 engines; to be sure, I mean 2 engine hardpoints, the game simply ignores Hp/Fixed/HpEngine03 and more triangle groups; no problem for Valkyrie, there is one enough or also Apollo and Medusa with two, but Hercules has 4 and Ursa even 6 engines; by the way I'm not sure how they made i.e.Wolfhound with 3 engines...

thanks forwardly for help; alien nerds wait for the new blood which already wiped them twice out


Rheinland über alles!

Post Sun Sep 21, 2003 2:02 am

Not sure why this is in the tutorials forum but...

1) Makes sure the tga files are 24-bit UNCOMPRESSED, Milkshape can read tga files fine.

2) I have created and seen several ships with more than two engine hardpoints, remember the ship still only uses one engine but you define the number of exhaust nozzles in shiparch.ini and that number need to be set to as many (or fewer, but never more) as you have engine hardpoints.

Post Sun Sep 21, 2003 9:12 am

If someone can make a Freespace TC, they will be my hero.

Post Mon Sep 22, 2003 12:41 pm

Ah, 24bit? That would make it. Not sure if it was you, but fact it should be uncompressed was enough visible I've tried to convert them to true color, but the game and Milkshape still show only ambient colors. Weird is, that I've tried Hercules Mk.II (FS2) model, and tough Milkshape still doesn't show me its texture in 3D mode, the game shows it perfectly, I had not even to change colors. It must be some other code than old FS, altough both were converted from BMP to TGA by same editor! I see here no logic.

Thanks for help about those engines, that's what I needed. Maybe we'll see Hercules, Ursa & co. soon!



Rheinland über alles!




Edited by - Caid on 22-09-2003 19:42:20

Post Wed Sep 24, 2003 7:32 am

OK, it seems all problems are solved. Yesterday I was searching for differences between FS and FS2 textures, and I found a very simple thing: all you need is to maintain 256x256 size, color isn't needed, I use 256 ones and they are perfect.


Rheinland über alles!

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