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** Tutorial ** - Making a new ship from scratch
Here you can discuss building custom ships, texturing and 3D modeling in Freelancer
Ty. What do you think of it? Too fundamental? Too confusing? I didn't know how to make it very helpful, 3d modeling is a gigantic field to cover even in introduction and this barely touches the surface. I guess I wanted to get across that it is a virtually limitless play field to poke around in; I didn't go into such 'help' as "how to make a cockpit" or "aesthetics of engine placement" because things like that are completely unique per artist and may not even apply.
Ok... power of 2 again. I can make it ALMOST a square, but I don't think I can get it exact. Does it really matter, or can I use a rectangle? An I found the HPs so but is there one for just an engine torch?
And It will be almost impossible to get exactly 512 pixles too. Paint is a bad editor for this . Is that ok?
We who are about to die salute you!
Edited by - Warlord Bob on 23-08-2003 05:54:27
And It will be almost impossible to get exactly 512 pixles too. Paint is a bad editor for this . Is that ok?
We who are about to die salute you!
Edited by - Warlord Bob on 23-08-2003 05:54:27
I did try the convertor and it works like a charm Thanks for the tip with paint too. I Intend to have two engine torches so Im gona put two engines, one where I want those to be. I think thats what they mean by "engines". I found and am using the Hp "leavs" to place Hardpoints and I'll probably finish that in the morning. There are some wierd ones like "HpMount" and "HpCocpit". Do I need those? Thanks again
We who are about to die salute you!
We who are about to die salute you!
No, I meant im using them as a guide. Im placing 2D triangles in Milkshape
But I do have a question. In the graphic in your tutorial you have "Hp/Fixed/HpEngine01" but the ship I have in utf has DpEngine with no number. Which is correct.. Hp or Dp? Also where do you put things like HpMount and cocpit? (i don't even know what they are) I know I asked before if they were necessary, but now I saw HpMount in the tutorial graphic.
O. nevermind the engine part and nevermind the part about HpCocpit. I looked at the Raven and it has HpEngine etc... and I know that ship works. Still dunno what HpMount is
lol. 3rd edit. I got all the Hp's (except HpMount... still don't kno what it is) but I can't figure out how to use the cmp exporter. It doesn't have an executable!
Edited by - Warlord Bob on 23-08-2003 15:58:48
Edited by - Warlord Bob on 23-08-2003 16:02:17
Edited by - Warlord Bob on 23-08-2003 16:48:11
But I do have a question. In the graphic in your tutorial you have "Hp/Fixed/HpEngine01" but the ship I have in utf has DpEngine with no number. Which is correct.. Hp or Dp? Also where do you put things like HpMount and cocpit? (i don't even know what they are) I know I asked before if they were necessary, but now I saw HpMount in the tutorial graphic.
O. nevermind the engine part and nevermind the part about HpCocpit. I looked at the Raven and it has HpEngine etc... and I know that ship works. Still dunno what HpMount is
lol. 3rd edit. I got all the Hp's (except HpMount... still don't kno what it is) but I can't figure out how to use the cmp exporter. It doesn't have an executable!
Edited by - Warlord Bob on 23-08-2003 15:58:48
Edited by - Warlord Bob on 23-08-2003 16:02:17
Edited by - Warlord Bob on 23-08-2003 16:48:11
Hi, I'm new too modding, but was wondering,
can you scale hardpoints ...
In other words, make the mounts smaller to fit inside model so only a little of it shows?
I think the HpMount is the location and height above ground your model lands on.
Edited by - sodrak on 23-08-2003 19:29:49
The milkshape exporter is a dll to be put in programs directory.
You select it from the export menu.
Edited by - sodrak on 23-08-2003 19:31:23
can you scale hardpoints ...
In other words, make the mounts smaller to fit inside model so only a little of it shows?
I think the HpMount is the location and height above ground your model lands on.
Edited by - sodrak on 23-08-2003 19:29:49
The milkshape exporter is a dll to be put in programs directory.
You select it from the export menu.
Edited by - sodrak on 23-08-2003 19:31:23
In other words, make the mounts smaller to fit inside model so only a little of it shows?
When you export, the triangles do not show up anymore. They just act as markers so that CMP export can determine where to place the hardpoint. The triangles themselves are not hardpoints. CMP export apparently takes the point equidistant from the 3 corners(middle of triangle), and uses that as the position of the real hardpoint. If you want to resize weapons, you will have to make a completely new weapon model.
WarlordBob: Sodrak has the right idea. If you put HpMount 3 meters under your ship, the ship will float 3 meters off ground when it lands. Basically HpMount indicates where the ground level should be. When you get the milkshape exporter, yes, put the dll in the milkshape directory and look in the export menu for "FreeLancer CMP"
Ok... my mod lingo is nowhere close to par. As I understand it, "put the dll in the milkshape directory" means open the ship in milkshape and go to the "export" menu. Than you get about a million options, but Freelancer wasn't there. Do I need to put the plugin in a certain folder when I install it? Or does dll refer to the plugin? hmm...
We who are about to die salute you!
We who are about to die salute you!
Thanks Sodrak. I was wondering if I needed to extract it to the MS dorectory (which I stuck in my documents with all the other stuff... others with bad ideas use my computer but this is even better. Slow progress... anyway, I bet that there are tutorials out there for weapon modling, but all I have seen are ones for weapon making, using existing skins. Look in the compilation by Imagine, It has several things about weapons. Plus its better than the other compilation
We who are about to die salute you!
We who are about to die salute you!
When making the .mat utf file, you need the name of your texture. does this mean the name of the material in milkshape, or the name of the tga file? Ex: my "square" is named "bobship2b" but in milkshape the name of the material is just "bobship". I know from your tutorial picture where "bobship2b.tga" goes from seeing "antioch.tga" but didn't know about the other 1.
Ok, another question. I have a file named shiparch.ini.FLMMBAK and a read-only configuration file named shiparch. If I destroy or scramble the FLMMBAK file it does nothing to the game. If I do anything to the config. file it causes the game to crash. What do i do!
Edited by - Warlord Bob on 24-08-2003 18:15:05
Ok, another question. I have a file named shiparch.ini.FLMMBAK and a read-only configuration file named shiparch. If I destroy or scramble the FLMMBAK file it does nothing to the game. If I do anything to the config. file it causes the game to crash. What do i do!
Edited by - Warlord Bob on 24-08-2003 18:15:05
Ok, I've designed my new ship the Hellhound. I've created it in Milkshape. I've added Hardpoints for weapons and everything. I've exported to CMP format. And I know how to edit the .INI files. My problem however is how do I create the texture? I have created a square that is 512x512 in paint and have the pic2pic program to convert it to TGA. But can someone explain how drawing colours on a square is going to turn into a great looking ship???
In the world of space it becomes more difficult to follow the way of the sword.
In the world of space it becomes more difficult to follow the way of the sword.
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