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Milkshape CMP exporter uploaded

Here you can find the postings on the different editing utilities found for Freelancer

HCl

Post Mon Mar 31, 2003 2:22 am

Milkshape CMP exporter uploaded

Ok, i just uploaded the first version of my Milkshape CMP exporter. I have compiled a small readme file explaining how it works, which is included on the zip archive, and a sample ms3d model (a Dralthi, i'm a big WC fan ) ready for export. You can find it here.

I hope this will be useful to the community If you have any questions or difficulties, post them on this thread and i'll try to help the best i can (RubberEagle, GAG and Eisen, feel free to join in ).

Mario

Post Mon Mar 31, 2003 2:34 am

what if we don't know how to put it into milkshape?


The infinite reaches of space are my home. And you'r trespassing.

HCl

Post Mon Mar 31, 2003 2:41 am

I'm not sure if i understand your question. Am i correct to assume that you use another 3D modeller other than Milkshape? If so, i have uploaded a file format description of VMesh here, eventually other programmers will be able to create other plugins / converters for other modellers and file formats (i'm not able to work on plugins for other modelling programs).

I'll be maintaining the Milkshape plugin and start researching the .sur format (which defines collision surfaces for ships, and we know nothing about, as far as i'm aware )

Post Mon Mar 31, 2003 5:15 am

Just downloaded Milkshape and haven't got a clue as where or how to start uning it. Evevything the thing has refers to quake and the like. I suppose you know how to start making a ship or importing one for remodeling. Another question in the notes of your plugin it says you can add hardpoints . Does that mean you can import a ship from freelancer ?

Post Mon Mar 31, 2003 7:57 am

Thank you muchly. Now, I think i will get to work.


You want funny? Go look in a mirror[!

Post Mon Mar 31, 2003 1:24 pm

HCl do you know of a way to extract ship mesh data from the original Privateer / Wing Commander .TRE files?

- Yes indeed... down there... as you say.. in the mud. -

- All we see or seem, is but a dream within a dream. -

Post Mon Mar 31, 2003 4:04 pm

@ coxpwr:
nope, you can't import freelancer models.
modelling ships in milkshape is as easy/complicated as in any other 3d package, if you can't find tutorials about spaceships, try looking for tutorials about guns or similar "inanimate" objects..
importing models you made with an other modelling package should be not too hard, as milkshape supports tons of different files. I for example use 3dsmax. i just export my model as .3ds file, and then import it in milkshape, add hardpoints, and then export it to .cmp.
you can add hardpoints to your 3d model in milkshape, HCl's exporter plug-in will translate them into the right entries in the cmp file.

btw, for everyone who wonders how to install the plug-in: simply copy/move it into the milkshape directory.

I think that should cover the questions i can answer...

Post Mon Mar 31, 2003 4:35 pm

Great work man, as always.
I been looking foward to this plugin for a while now. Thanks!!

Just couple of question reguarding modeling and texturing in FL:
1) Whats is the rough polygon limit on ship models that you know of?
2) For the new textures on the new ship model, I assume that i will have to export new textures in .dds formate then import them into .mat file to replace the old texture using UTF editor, am i correct?

Currently working on a tie fighter model, if i can get those question resloved, hopefullly before the end of the week i will have the model in .cmp formate out for d/l.

Program i use to model it is 3dmax and i too export my model to .3ds mesh then import to milkshape.

Btw, if you find some parts of your .3ds model out of place when you import them into milkshape, try attach them into neighouring objects. I had the same problem then it solved it. May not be the best solution, but if anyone know a better one PLEASE post. Thanks again


rapid

Post Mon Mar 31, 2003 5:08 pm

Ok thanks for the input. I started learning how to use milkshape from a tutorial. I must say I need a lot of practice making models hehe. But since I've never done this before its really facinatiing . : ) keep em flying.

Post Mon Mar 31, 2003 5:42 pm

making textures:
give the texture in milkshape a name. lets say you call it "wing" for a texture for a wing.
you currently need the texture either in tga or dds format.

you then open the utf editor and create a new tree .
then you add 2 nodes , and call the first "material library" , and the second "texture library" .
the material library connects the name of the texture in milkshape ("wing" with the filename ("wing.tga", or "wingtexture.tga" or whatever). the texture library actually stores the texture.
the material library needs a new branch for every texture.
create a node "wing" and add 2 nodes to it. name one "Dt_name" , the other one "Type" . then select on the right "string" and click edit for "Dt_name" . in the window that pops up, enter the name of the file (for example "wing.tga".
for "Type" enter "DcDt" (needs to be for every texture).
Then add a new node to the "texture library" . Give it the name of the file ("wing.tga". add a new node to "wing.tga". If you use a DDS file , call it "MIPS" , if you use TGA , call it MIP0 . then click the "Import" button and select the the texture file .
now safe the file as new .mat .
in the shiparch.ini you now have to enter the .cmp and the .mat.

GAG

Post Mon Mar 31, 2003 8:50 pm

hehehe

I'll add to that RE somthing HCl helped me with first of when you name the last node in (texturelibrary) its either MIPS or MIP0 and thats a Zero not an O on the end there. also make sure your texture files are not compressed. if you use paint shop pro make sure you uncheck the compress file before saving it as a .tga. the trouble i had before HCl found the problem.

i'm now happily flying around in my mill..... ahh nevermind

Infinity shipyards

Post Mon Mar 31, 2003 9:05 pm

Thanks alot of RubberEagle. That really saved me alot of time trying to figure it out.


rapid

Edited by - rapid on 31-03-2003 22:05:59

Post Mon Mar 31, 2003 10:42 pm

Anyone who writes any tutorials on model/texture creation, if you could email it to me for inclusion into the FLSDK Website, that would be great ([email protected])

Also, if there are any decent programmers who could convert this to work with Rhino 3d 3.0, a really excellent 3d modelling program that has support for every sort of file you could think of

Thank you,

--------------------
John "KruNoctum" Steensen, Jr.
Project Director
FLSDK

Post Tue Apr 01, 2003 9:38 pm

*Bump*

Question: Is it possible to create lods for the model? Or do you have to create several meshes from the model, export them seperately and then import them using the utf editor?

Post Tue Apr 01, 2003 10:09 pm

Edit:
LOD's should be possible, you need to make multiple cmp files (one for each LOD), and then export the vmesh data to seperate files and import them all into the final cmp

Edited by - RubberEagle on 02-04-2003 14:01:13

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