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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
OK, I've got the textures in place and everything but one detail is working: the shield isn't active. It displays in the inventory but no blue bar appears and damage goes directly to the hull. I've searched the forums but can't find an understandable fix for this problem. Any help would be appreciated.
crawfu,
You may have given more details on your model, but I cant find it. It sounds to me as if you have more than one problem. Are your groups listed correctly, with the largest group listed first and your hardpoints listed last? The fact that loadouts change is very strange.. can you be more specific?
Xbrix,
A .sur files is one of the three files freelancer uses and allows a ship to take damage, it also provides the basis for a shield.. take a look at the structure of how Freelancer ships go together.. it consists of a .cmp, .mat and .sur files to complete the structure...
Harrier
Retreat[
Retreat[


The order of groups is important - if for instance you have a hardpoint listed as the first group in the ms3d file prior to export the cmp file will most likely not work at all.. I have looked at many ship files and find this is a common error.
Secondly all groups must have the texture names the same as the texture that you use, i.e. listed in the material file in milkshape, for example lets say your main texture is plates.tga then the material is listed in the material list in milkshape as plates...

Then I collect all the groups that have the same texture and REGROUP these into one group, starting with the largest common texture group, I then rename this with the model name. Once I have collected the and renamed the groups, I then add my hardpoints listed with HpMount first then all the fixed hardpoints followed by the revolute - as this is the way they are listed in the .cmp by the exporter.

I'll list a typical example below:
1st group - largest - named after the ship name (ie my_ship) This gives the ship an unique name and provided it is done correctly will prevent .cmp confusion
2nd group - next largest (e.g. the wings group)
3rd group - next largest (e.g. the engine group)
4th group - next largest (e.g. the tail group)
5th group - next largest (e.g. cockpit group)
6th group - next largest (e.g. trims)
7th group - glass textures (I list these last as it is one material file that needs to be edited usually)
Hp/Fixed/HpMount
Hp/Fixed/HpEngine01
Hp/Fixed/HpEngine02
Hp/Fixed/HpThruster01
Hp/Fixed/HpThruster02
Hp/Fixed/HpShield01
Hp/Fixed/HpTractor_Source
Hp/Fixed/HpCM01
Hp/Fixed/HpMine01
Hp/Fixed/HpConTrail01
Hp/Fixed/HpConTrail02
Hp/Fixed/HpRunningLight01
Hp/Fixed/HpRunningLight02
Hp/Fixed/HpRunningLight03
Hp/Fixed/HpDockLight01
Hp/Fixed/HpDockLight02
Hp/Fixed/HpDockLight03
Hp/Fixed/HpHeadlight
Hp/Revolute/HpWeapon01
Hp/Revolute/HpWeapon02
Hp/Revolute/HpWeapon03
Hp/Revolute/HpWeapon04
Hp/Revolute/HpWeapon05
Hp/Revolute/HpWeapon06
Hp/Revolute/HpTurret01
Hp/Revolute/HpTorpedo01
Hp/Revolute/HpTorpedo02
Now the engine and thruster can share a common point ..BUT.. the engine hardpoint is the source of the flames you see when flying the ship so I normally place these outside the ship and a little behind with my thruster Hp inside the engine slightly lower and forward of the engine Hp. This way they are not seen although they can go on any surface towards the rear.
The next thing I do is take a sample ship that already exists and is similar to the ship just made and replace the .cmp and .mat files (after renaming the existing ones to .old) then test. Often the weapon/equipment mounts need to be edited as the guns/equipment are upside down or sideways etc.. I do this using templates. If you need these I can easily post them.
One problem that can occur here is the lods may be wrong so I usually either run the FLaddradius tool (by Anton) or set my lods at 0, 9999..
Once all of the above is done, tested, adjusted and edited I then take a shiparch entry that is similar to mine and edit it for the equipment required, also changing things like num_exhaust_nozzles = to suit my model. Followed by a goods.ini entry and a location to sell it.
Now this is the way I do it and it has been arrived at with many past failures, perhaps it is totally wrong, but I rarely have problems.

I will be interested to see the results of your efforts and if I can help further please feel free to email me.

Retreat[
Oww my head
I followed your tutorial and i made my ship all code plotted, everything done but when i played my ship invisible it didnt even exist and when i tried to liftoff it crashed, all my work BANG!
What did i miss, what did i do wrong.
the only thing i missed was the infocards because the program you suggested didnt work with my computer.
I bet that was the problem
My squadron is down!, im taking flak!, prepare for landing ARRRGGHHHH!!!


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