Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

**** Tutorial **** Creating a new weapons .cmp file

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

Post Thu Mar 25, 2004 4:05 pm

99% (if not alll) of skinning is done in MS by Nova design. Its just easiest and best way to do things. You just develop a "habit" when learning things, this is an example.

Post Fri Mar 26, 2004 4:50 pm

Sparky,

Yes, the model was created and skinned in milkshape....

Also,

I have received several emails regarding creating the .ini files to get this weapon into the game... and to create your own custom effects for it.... (I do wish ppl would post the questions in the tutorial thread.... *sigh*)

Parabolix has done an excellent tutorial on that aspect of weapons creation:
Here


I will see what we can come up with regarding ini files... perhaps a small mod with editable entries... or a zip with the required files included...however the .cmp was provided as an example so people can learn from it...and build their own weapons

Harrier



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

Edited by - harrier on 3/26/2004 4:53:28 PM

Post Thu Aug 19, 2004 5:39 am

I have recently been asked about this subject..

So.... Bump.

Harrier


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

Post Thu Aug 19, 2004 11:33 am

Just to clarify, textures can be:
A) Any format (TGA or DDS)
or
DDS format only, and must be square?

The tutorial that comes with Meshconv0.7 states that Turrets MUST use DDS textures, but you don't specify in the tute whether you need one or the other type of texture.

And if it is DDS format, how do you format that in UTF edit?

Texture Library ->
Texture.tga ->
MIP0 (Texture.dds)

or

Texture Library ->
Texture.dds ->
MIPS (Texture.dds)

Just a bit of uncertainty.

Post Thu Aug 19, 2004 6:24 pm

Ryuujin,

textures must be .dds and square and should be 64 x 64, 128 x 128, etc.. to keep the file sizes small I suggest that 256 x 256 is about the maximum.

Now just to clarify something else if you open any of the native Freelancer .mat files you will see that the files have a .tga suffix, however they are in fact .dds, dont know why they were done that way but if you export as .tga they simply will not work. This throws a lot of people completely off the track

Using your_texture as a guide (substitute the texture name)

In UTF the format is:
Material Library

your_texture (no suffix)
/- Dt_name
/- Type

Texture Library

/- your_texture.dds
/- MIPS
Go to the right side and import the mips from the your_texture.dds file

Does this clear it up?

Harrier


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

Post Sun Aug 22, 2004 4:02 am

In a word "yep"

Post Fri Nov 24, 2006 11:32 am

i have created a gun without elevation ability by exporting the model to cmp, adding the materials with the mat exporter directly to the cmp and adding HpConnect, HpFire01 and HpMount to the Root node with hardcmp , in space the gun is visible but at the equipmentdealer it is invisible ... im confused .... help!

Return to Freelancer 3D Modeling and Texturing Forum