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Milkshape CMP exporter uploaded

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

Post Wed Apr 02, 2003 9:26 am

Wow! Amazing work HCL! You rock
Well, I'll abandon a few of my current projects for the time being and get to making some new Freelancer ships! Here's hoping my first testship makes it ingame

HCl

Post Wed Apr 02, 2003 6:01 pm

I'm glad the plugin is being useful


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


Exactly RE, that's the only way to do it at the moment (i haven't figured out a good way to handle LODs in the plugin yet)

My research on .sur files is underway.. I think i'm beginning to pick patterns on the files, although i don't really understand it yet. I hope to document it in time tho Just to be sure i'm not doing redundant work: anyone working on documenting .sur files?

Btw, i'll probably get .sur files worked on before i come up with a new version of the Milkshape exporter, since good collision handling is far more important than adding destroyable ship components or ship animations (IMHO at least, let me know if you disagree).

I'll keep you informed of my progress

Mario

Post Wed Apr 02, 2003 9:06 pm

I don't think there is a good way to do a multiple-lod cmp from a single milkshape file...
maybe add the option to export just the vmesh as external file? or (though i'm not sure how complicated that is) export it as additional vmesh into an existing cmp?

Post Thu Apr 03, 2003 12:55 am

Heya guys

I've been working on Hcl's exporter since it was beta, I have been mostly focusing on fighter/bombers from wc3/4. So far, the hellcat from both games, the Darket, the Avenger bomber and excalibur have been done successfully (easy when u know how - When I find somewhere I can host them, I'll get them posted here) I'd also like to offer my services if any of u guys are getting stuck with a particular mesh, I'll take a look and see what I can do to help other than a few collision problems, which HCl is looking into as I speak, everything works perfectly So, let's get steaming ahead and see some really excellent work out there!

Oh, and also, with regards to the Privateer query, the files in the TRE's in Priv are actually bmp renders taken from high-res polys done by origin a long time ago, I do have my sources tho, and we should hopefully see some progress on that front soon...I'll keep ya posted.

Post Thu Apr 03, 2003 2:30 am

where do we get milkshape??

Post Thu Apr 03, 2003 9:39 am

http://www.downloads.com ...search for milkshape

Post Thu Apr 03, 2003 9:43 am

Or go to the Milkshape3D homepage at Click here.

T448 ... out.

Post Thu Apr 03, 2003 6:20 pm

I was wondering if it is difficult to import a customized ship for starlancer into Milkshape and then export it to freelancer? Is there a tutorial out there that explains how to do this? I have all of the tools to do it but I just need some guidance.

Post Thu Apr 03, 2003 9:08 pm

well, you just need the shp importer from this site, then import the shp, add the hardpoints (make a dummy triangle - first place 3 vertices and then make a face from the vertices and name them like it's described in the readme of the cmp exporter), export the cmp and then convert the SL bmp to a RGB(!!) TGA file (RGB means the color format... SL uses an indexed (8 bit) color format, whereas FL uses RG. then make a .mat file as i described earlier.

Post Fri Apr 04, 2003 2:29 am

hehe, yeah my first ship was done this way, the Jap shroud, got scaling wrong first time around, result was me flying a micromachine around space

Post Fri Apr 04, 2003 3:27 pm

I've got the .shp exported, loaded hardpoints, ETC. I converted the BMP texture file to TGA (8 bit uncompressed). I view it in milkshape and everything looks fine. When I get to the game the ship is there and everything's great except it's white. No texture. Any ideas? Thanks, Frank

Post Fri Apr 04, 2003 3:59 pm

hello guys,

well, since I'm very fond of WC I decided to learn how to mod FL. So far so good. Thanks to HCL's excellent work I've managed to export a ship (Hornet) from Milkshape into FL format. Same with textures. And here is my problem: I can't get the ship to work. I assume I've forgot to change some ini entries. Could someone tell me what to do?

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Edited by - {Tolwyn} on 04-04-2003 17:01:49

HCl

Post Fri Apr 04, 2003 6:25 pm

Well, the things i can think of that may have gone wrong is that you probably mistyped something on the MAT. Don't forget that materials must have the same name both on Milkshape and on the MAT.

Post Fri Apr 04, 2003 7:07 pm

well, the game crashes no more because apparantly I have imported a compressed tga files first time. The model is not visible however in the game. As I understand the tga file has to be imported only into the texture library. Is it so?

Update: here is the screenshot of the Hornet, btw: http://wcmdf.solsector.net/main/pictures/1/hornet.jpg

Edited by - {Tolwyn} on 04-04-2003 20:09:35

Post Fri Apr 04, 2003 7:19 pm

e-mail me yer mat file and ship mesh and I'll take a look, it's either something to do with how u've saved yer files texture files, or it might be related to names used in the mat file.

Addition: Yes, u only import into the texture library Tolwyn Nice hornet too

Edited by - CptnEisen on 04-04-2003 20:23:19

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