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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
Lord Anubis,
I have sent you an email.... the links (or lil "buttons" ) at the top of each post have a mail icon and a profile icon.. either will do...
anyhow.. I sent you an email using the above method...
Tha Jev,
Fled - ids ahh... I think he means copy the xml script from an entry, paste it where you have called up the number you intend to use then edit it.. then save the string..
Note: make sure the read only box is not checked otherwise you dont save anything...
Fled-ids is good once you get a handle on it but is a ***** to explain... lol ..
Sorry I'm not more help.. fled - ids is a job I put off till last...
EDIT: See answer above..better explanation
Harrier
Retreat[![! ---- I'm too badly messed up now[![!
Edited by - harrier on 8/7/2004 11:38:17 PM
I have sent you an email.... the links (or lil "buttons" ) at the top of each post have a mail icon and a profile icon.. either will do...
anyhow.. I sent you an email using the above method...
Tha Jev,
Fled - ids ahh... I think he means copy the xml script from an entry, paste it where you have called up the number you intend to use then edit it.. then save the string..
Note: make sure the read only box is not checked otherwise you dont save anything...
Fled-ids is good once you get a handle on it but is a ***** to explain... lol ..
Sorry I'm not more help.. fled - ids is a job I put off till last...
EDIT: See answer above..better explanation
Harrier
Retreat[![! ---- I'm too badly messed up now[![!
Edited by - harrier on 8/7/2004 11:38:17 PM
Hey again guys, one more question, im finished making the ship, i have the infocards and the mat file and all that stuff, and im ready to fly my ship in the game. So heres my problem, when i start the game on manhattan (thats where put my ship on for sale), everything seems fine, until i click on the ship dealer so i can buy my ship, as soon as I click the ship dealer icon, the game crashes back to the desktop, and i need to Ctrl+Alt+Del to get freelancer to close.
What's going on!?!?!
"You're getting an Xbox? Why? What good games are there?" -A simple minded friend of mine.
What's going on!?!?!
"You're getting an Xbox? Why? What good games are there?" -A simple minded friend of mine.
w4lt3r just go to editing forums. there is a complete (more or less) section for dawnloadable mod tools including a couple of shipscripters. Just oyu have more luck than I am having right now.
"we wish for one last landing in the land that gave us birth, to rest our eyes on the fleecey skies, and the cool green hills of earth" - 'Noisy' Rhysling
"we wish for one last landing in the land that gave us birth, to rest our eyes on the fleecey skies, and the cool green hills of earth" - 'Noisy' Rhysling
Alright, I sent off my ship model to harrier. He fixed the things I missed (like having the wrong sized texture file) and sent it back, along with this reply, which I think might help others with shipbuilding:
As far as I am aware alphamap does not work with Freelancer.. I suspect
that
certain effects were done in a different way (nomad ships etc...), but
I know nothing about it and the help file tells me nothing.. and I have
played with it with no result
Your texture name in your materials list MUST be the same as the
texture name... no spaces. (no caps), no abbreviations... Underscore only(if
needed) i.e my_ship_texture
Your texture must be square and 64 bit i.e. 64x64, 128x128, 256x256,
512x512 can even be 1024x1024 but I believe that there is no advantage.. maybe for single texture large models. yours is 612x792, the .mat file exporter
can not cope with that size.. hence huge mat file...no model
Oddly your .cmp file is also a .mat file...
I renamed the first group to destiny, made the texture square and then
.dds renamed the texture in the ms3d file to swordskin (in the materials
list) opened that texture.. saved file, exported to .cmp after flipping the
model so it was upside down and facing me.. (limitation of the old .cmp
exporter) (but I model upside down now .. so its no biggy). made a new .mat,
copied it over an old working ship.. started up freelancer loaded her up and
bingo..
Unfortunately if the model was texture mapped previously it is not
now....So the ship is a uniform dark colour. Plus hp mount is too low so the
model is half buried... lol dunno about your scale.. by freelancer standards its
pretty large... I will send the ms3d .mat and cmp with this but can
resize it for you if you wish.. tho you may want to retex it before you do any
more..
One other point.. I make it a practice to have all my hps in the "y"
axis
with lights etc a little smidge away from the ship.. it make no
difference I
guess as the centre of the hardpoint is the centre of the triangle..
but
they are not seen in game so long as they have no material assigned,
and are
easier to see and position in milkshape... its just my method lol
It may help others if you post the contents of this email so others can
understand where the problems were.
Ok here's a silly question, but i've been researching other threads and forums and tut's for info on infocards and scripts so as to insert a ship into the game and i'm just not having any luck fixing my problems. So tell me this someone, after making model and tex'ing, creating the cmp and mat files digging out a cockpit view and sur, using FLED-IDS and blank dll to make and save id names & numbers, shipscripter to make scripts(plugging in id names and numbers into said script) and adding ship to market_ships, adding copies of all modified files to ship mod folder(renaming files where needed so not to screwup program), and making sure folder structure is correct so that FLMM recognizes it, what am I NOT doing that isn't allowing my mod to work? It isn't that the game crashes, it's like the mod ISN'T THERE AT ALL! I've tried comparing my scripts to that of working mod scripts structuring them the same way, various different methods of editing the info of ships to make them as close to working models as I can but still no joy. Would like to figure this out but it's time to ask for some more guidance. I would appreciate any ideas and avenues to try(not asking for anyone to do my work for me, that's just cheezy) but i'm out of ideas. Btw not running the FL patch, and have reinstalled both the game and FLMM 1.31 and SDK 1.3 to make sure there's no corrupted files that I know of.
On a different tact here's a tip for other noobs like me who was having trouble texturing in milkshape. When you first inport your model, under the groups tab You'll notice that you have 1 group there already (i.e. Box01, Sphere01 etc..) that group is the whole of your model. When you get to the point where you are assigning tex's to your groups and after tex mapping you still can't see your applied tex's try selecting that first group and hiding it. Bingo there they are. Warning if you decide to delete that first group be SURE to have selected and duplicated all of your hps and tex groups otherwise the unduplicated triangles of your model will be deleted as well. Hope that helps someone cause it took me 4 MONTHS to figure that out. None of tex tuts, milkshape tuts, or theads in TLR ever mention that little tidbit.
"we wish for one last landing in the land that gave us birth, to rest our eyes on the fleecey skies, and the cool green hills of earth" - 'Noisy' Rhysling
On a different tact here's a tip for other noobs like me who was having trouble texturing in milkshape. When you first inport your model, under the groups tab You'll notice that you have 1 group there already (i.e. Box01, Sphere01 etc..) that group is the whole of your model. When you get to the point where you are assigning tex's to your groups and after tex mapping you still can't see your applied tex's try selecting that first group and hiding it. Bingo there they are. Warning if you decide to delete that first group be SURE to have selected and duplicated all of your hps and tex groups otherwise the unduplicated triangles of your model will be deleted as well. Hope that helps someone cause it took me 4 MONTHS to figure that out. None of tex tuts, milkshape tuts, or theads in TLR ever mention that little tidbit.
"we wish for one last landing in the land that gave us birth, to rest our eyes on the fleecey skies, and the cool green hills of earth" - 'Noisy' Rhysling
Well since i'm still having trouble making my mods work($@#^^$^^$!!!&*?<>L:L I think in the meantime the next time I have time i'll just upload the shiphulls themselves to the reactor. Maybe somebody can use them in their mods while I wrestle with my own. Just ask like everybody else does to give credit where it's owed.
"we wish for one last landing in the land that gave us birth, to rest our eyes on the fleecey skies, and the cool green hills of earth" - 'Noisy' Rhysling
"we wish for one last landing in the land that gave us birth, to rest our eyes on the fleecey skies, and the cool green hills of earth" - 'Noisy' Rhysling
junior1210,
Ship scripting is not my forte... Would suggest you talk to Crabtree he is prolly one of the best out there...
I do have one question.... Does the model work.. i.e. if you copy the .cmp and .mat over a working ship model.. (change none of the stats in shiparch), does it work...? can you see it in game.
As I said before I am happy to help out and it is not like the tlr community to ignore a genuine plea.. I will even make you a small ship pack .flmm so you can use it to load your model into a working mod (not scripted) to prove that it works or no.. I will even take a look at your ship files to see if I can see anything there.. I got, and was grateful for, help with not only my first ship, but getting it into mod form... And was very happy for the help..
The offer is there.. but as I said scripting is not my go..
Harrier
Retreat[![! ---- I'm too badly messed up now[![!
Ship scripting is not my forte... Would suggest you talk to Crabtree he is prolly one of the best out there...
I do have one question.... Does the model work.. i.e. if you copy the .cmp and .mat over a working ship model.. (change none of the stats in shiparch), does it work...? can you see it in game.
As I said before I am happy to help out and it is not like the tlr community to ignore a genuine plea.. I will even make you a small ship pack .flmm so you can use it to load your model into a working mod (not scripted) to prove that it works or no.. I will even take a look at your ship files to see if I can see anything there.. I got, and was grateful for, help with not only my first ship, but getting it into mod form... And was very happy for the help..
The offer is there.. but as I said scripting is not my go..
Harrier
Retreat[![! ---- I'm too badly messed up now[![!
Hi @ all.
I have a problem with the HARDPOINTS...... How can I make such points at my model with milkshape? Can Somebody give me a step for step answer wich funktions I should select?
(If it is possible mail back in german.....german--->..... Oder schreibt mir gleich welche Funktion ich schritt für schritt anwählen soll. ) )
Thank YOU!!!!!!!!! - sorry for my bad english
I have a problem with the HARDPOINTS...... How can I make such points at my model with milkshape? Can Somebody give me a step for step answer wich funktions I should select?
(If it is possible mail back in german.....german--->..... Oder schreibt mir gleich welche Funktion ich schritt für schritt anwählen soll. ) )
Thank YOU!!!!!!!!! - sorry for my bad english
I have been trying to figure out how to put on hardpoints that actually might work. I meen just for the sake of making it clear of how confused I am, what ship can't land, move, attack, or even do anything of the like. I need help badly so if anyone knows how to add hardpoints to my ship please reply. Considering that I am new to the forums and this is my second post on ANY forum your probably thinking "Ah well he's not that well known." But in fact I'm not on the forums but I have been around quite a bit in games like Warcraft III and Freelancer mostly WC3 so do not question my motives. All I want is to not have to mooch off of other peoples mods even though thats what they're there for. Although in order to make such a thing come true, I need to not only make ships, planets, stars, stations, and astroid fields, I need to make it so that you can fly ships and attack with them, dock with planets and stations, and be blown by hitting the planets, stars, and astroids. Oh and I agree completely with you X-Man, how DO you attach hardpoints to your ship and please use the step-by-step instructions.
Edited by - Thazell on 8/17/2004 8:41:04 AM
Edited by - Thazell on 8/17/2004 8:41:24 AM
Edited by - Thazell on 8/17/2004 8:41:04 AM
Edited by - Thazell on 8/17/2004 8:41:24 AM
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