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** Tutorial ** - Making a new ship from scratch

Here you can discuss building custom ships, texturing and 3D modeling in Freelancer

Post Sun Sep 14, 2003 3:59 am

Do you need the texture as well?

Post Sun Sep 14, 2003 2:03 pm

If you can give me the texture files, but just the graphics (MS3D) and mat files would be enough to test ship.

Edited by - Sodrak on 14-09-2003 15:05:15

Post Mon Sep 15, 2003 1:28 am

Okay check your email for a revised model.

I found some one and two point polygons which cause some invisible faces.
Generally they are bad faces to have in your model, all except the Hp mount point ones.

Just fill in the holes with some new faces or join the vertices.
If you need any thing more just email me.

Interested to see how you texture it.

Good luck

Edited by - Sodrak on 16-09-2003 00:55:37

Post Mon Sep 15, 2003 5:52 pm

I'm starting to create a ship from scratch, and I was wondering :

How many polygons can I put in my model ???

Post Mon Sep 15, 2003 11:54 pm

I have read in these forums that 3000 is about max you should use because of performance issues. However, I have used up to 7000 with no problems.

Post Tue Sep 16, 2003 3:18 am

up to 12,000 works for my ships (battleship detail level), but do not try that on a weak computer. For reference, the original FL ships poly efficiently with 250.

Post Tue Sep 16, 2003 10:14 pm

Great Tutorial, worked for me really well after a bit of effort

Initially had problems getting the ship to display in FL (invisible ship problems), but that eventually worked out, it was due to me putting the file name of the Image inside the .map file as the material library name, rather than naming it the name of the material used in milkshape and assigned to the groups.

* Bangs head against the wall saying 'stupid stupid stupid' *

Post Wed Sep 17, 2003 3:22 am

well if my copy of freelancer wasn't randomly crashing right now I might have posted some screenies...but alas...

Post Wed Sep 17, 2003 8:58 pm

Sweet tutorial!
Im going to make a Order light fighter, the Phat.
Almost as good as that Anibus but more manuverable.

jas

Post Thu Sep 18, 2003 2:28 am

That is the best and simplest tutorial i've ever read i even understood it all!

I was wondering if anyone might now if there was a nicer skin for the Archangel ship from Tachyon, or the easiest way to make one if there isn't.
thanks in advance.
Jas

Baldrick, I advise you to make the explanation you are about to give phenomanally good!

jas

Post Thu Sep 18, 2003 9:02 am

I've managed to sink further into the pit of despair than i thought possible.
i got hold of milkshape, UTF editor, cmp importer and exporter and even manged to get a copy of paintshop pro. So i looked at the model (it's cool), i look at the skin (it's crappy, no offense intended to anybody), I edit the skin (no problem) BUT after i use the UTF editor to put my skin on every time you try and look at the ship (in shop or space) the game drops out!!!!!!!!!
help me please, i'm a whining newbie but i can't help it

Jas

Baldrick, I advise you to make the explanation you are about to give phenomanally good!

jas

Post Thu Sep 18, 2003 9:25 am

Stoopid whiney newbie figured it, i missed all the hundreds of explanations in other threads detailing the need for nvidia .dds editor :S

sorry for the waste of space

Baldrick, I advise you to make the explanation you are about to give phenomanally good!

Post Thu Sep 18, 2003 3:30 pm

Do anybody know if I can map my ship in 3ds Max and THEN import it mapped in Milkshape ??? is there a prefered format to import it ?

I've read that the model must have no holes, then is it possible to create a cocpit like those on the original ships, with a transparent window ?

So many questiions for my little ship ...

Si vis pacem, para bellum !

Post Fri Sep 19, 2003 3:04 am

jas: no problem, everyone is new once

Edawan: Yep, texture maps should be convertable to milkshape. Just transfer via .3ds format

Post Mon Sep 22, 2003 3:01 pm

Thanx.

Ok, for a transparent cocpit, I've read on another forum that an alpha chanel on a separate texture would do it (or maybe it works with a semi-transparent "hole" in the main tex ? I don't know yet)

I've also read in a skinning tutorial that the textures were in a *.dds format. So is it .dds or .tga ?

Si vis pacem, para bellum !

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