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** Tutorial ** - Drizzt4.0''s FL Ship Creating Tutorial

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

Post Fri Apr 23, 2004 7:20 am

An update:

I heard from Drizzt, this little bit from his email..

"quick update... im walkin again without too much of a hitch but I get tired easily, still workin my hands out too... but at least im on my feet."


Good to hear from you Drizzt.. get well soon.

Harrier




Retreat[![! ---- I'm too badly messed up now[![!

Post Wed Apr 28, 2004 5:48 am

I was wondering if you could help me with a problem.

I've done everything the tutorial says but couldn't download the CMP EXPORTER PLUG-IN FOR MS3D. It said the domain had expired and I couldn't download it. So I used the MAT file exporter to export as a CMP file, is this why it doesn't work? I can take off from Manhatten and strafe in space, but none of the hardpoint exist and my ship is invisible. Can anyone help?

Post Thu Apr 29, 2004 4:37 pm

How do u import your model to milkshape3D from gmax

thanx for the awesome tutorial Drizzt
ps: get well soon

Edited by - Moore121 on 4/29/2004 6:02:25 PM

Edited by - Moore121 on 4/29/2004 6:04:10 PM

Post Fri Apr 30, 2004 6:44 pm

Casten,

The cmp exporter is available
here
There is a thread on editing utilities forum by Baked Potato that lists and links practically all Freelancer editing and other utilities.. as well as plug-ins for most proggies used.. I also did a search under cmp exporter and found it easy enough.. there is also an updated version with a thread and a link to the download..
Cannot see you having any success with the method you tried...

Moore121,

I am not entirely sure if there is an exporter importer for gmax...however, can you save or export in .dxf or 3ds format? MilkShape can import those...as well as Lghtwave .lwo format. There is an exporter/importer for 3ds max5 to MilkShape, where you would find it I could not say...

Sorry I am not much help but I dont use gmax so dont know whats available for it..

Harrier


Retreat[![! ---- I'm too badly messed up now[![!

Post Sat May 01, 2004 4:19 am

Thanx Harrier i got it working some how??????

also can u use a mat file from another ship
if so can someone please tellme how

thanx

Edited by - moore121 on 5/1/2004 6:04:25 PM

Post Mon May 03, 2004 9:50 pm

moore121,

Yes you can use the mat file from another ship, a lot of the Freelancer ships share common texture files, however you would still need to apply those textures to your model by using those textures and texturing your model with them in say milkshape (for example)..Or you could use the same custom textures for several custom ships.. like your own custom factional colours for instance...
You could then have a custom ship in the colors of any of the major houses. or a series of custom ships in the same custom textures...

If you need more info just ask, I'll try to help..

Harrier.


Retreat[![! ---- I'm too badly messed up now[![!

Post Sun May 09, 2004 5:45 pm

Ok, I'm trying to do the walkthrough in the guide, but my box is not at the same angle as the one in the guide...how do I rotate the box so it matches with the one in the guide?

Post Wed May 12, 2004 6:38 pm

deus_ex_machina,

Has your box rotated somehow? or is it still on the correct plane?

If so you can "select all" and using the "rotate" tool rotate it back into the correct position...However this can be a bit tricky to get exact.
What program are you using? Normally by default any box made will be positioned "on axis" correctly.. so if your box is "angled" and you are not too far along.. It may be better to start over.

Harrier



Retreat[![! ---- I'm too badly messed up now[![!

Post Mon May 17, 2004 7:22 am

Guys,

I've got the ship in Milkshape now and I'm struggling mightily with the hardpoint placement. I'm a having a terrible time selecting the triangles I want to put the hardpoints on. It's nearly impossible to select just one triangle and not select a few other shapes. The tutorial has scant details on this so I'm sure I'm going about this all wrong.

In addition, when looking at the mesh, how the heck do you know if you've selected a face on the surface of the ship or a triangle inside the ship (like for the tractor beam). It looks like one big mess to me.

Can anyone expound on what the best way to get through the hardpoints is? Any tips?

Thanks

Edited by - marduke on 5/17/2004 8:23:03 AM

Post Mon May 17, 2004 1:40 pm

make the triangles for your model seperately off to the side, scale them down to as small as they can be, almost point like. Duplicate this one triangle multiple times, rename them, then move them into position. Don't bother with selecting faces, select the vertexs of the triangles and position it to where you want it on your model.

Post Mon May 17, 2004 8:51 pm

better yet... select the triangles in the group listing tab...


a message from firebase...

Post Mon May 31, 2004 12:23 pm

I don't know if this was talk about befor in the thread but on the image of the comp exporter there is only a box but he said to make groups for textures. I was woundering if I read what he said wrong?

also in gmax you can mirror would it work to make have the ship and mirror it?

thirdly i whent throught the Tutorial and in freelancer only one group of textured parts is visable

don't bug me if I can't spell

Post Wed Jun 02, 2004 3:55 am

wearwolf2500,

The idea behing grouping items is for texturing individual parts of the ship (lets say the fuselage), i.e. select faces on the same plane and group them as - group1 - for example, then texture them, move on to the next section, group and texture that until you have all your faces with a common texture, textured. Then you can simnply select all the faces and re-group them as fuselage. so long as you dont reselect them as a group and re-apply the texture by mistake, the same single texture can be used in all 3 planes (x,y,z). Save frequently....

Sure you could mirror a ship , but all you have then is 2 ships. Mirroring is normally used to make an exact duplicate of a component and place it in the exact opposite position. (Left/right, front/back up/down), many modellers as a standard practice will simply cut a model down the middle, and mirror it textures and all. The same applies to textures as applies to components and enables you to get 2 exactly the same halves as one single ship.

Hope this helps....

Harrier


Retreat[![! ---- I'm too badly messed up now[![!

Post Wed Jun 02, 2004 10:29 am

I dont know how to get gmax working every time it loads up all the boxes are black or fuzzy it says that there is an object but i cant see one does my computer have a virus or somthing i followed all your steps and all it does is go black please reply quikly im begging you this GMAX is doin my head in aaaaaarrrggghhh

The guy with the mod prob

Post Thu Jun 03, 2004 2:51 am

someone said that i had renstall the gmax but it did nothing and now im really mad i downlaoded the full version and its still doin my head in and now its saying al kinds of error messages why is sveryone else so lucky and i payed fer it B-) im begining to wonder if i should not model at all becasue i suck at computers

The guy with the mod prob

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