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Illuminated Textures - Alien Textures

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

Post Fri Jul 09, 2004 4:41 am

Illuminated Textures - Alien Textures

Hi,

Many months ago a topic was posted on Lancers about illuminated textures.. (I can dig it up if need be), and the possible use of these in self illuminating Alien textures...

Now here's the interesting thing.....

I can switch them on... but I am having trouble finding the dimmer switch....

Plus...

Freelancer will accept ships with the textures included in the .cmp files (same as weapons).. So my thinking is that it may be possible to include and illuminate a texture embedded in a .cmp file.. then use a separate .mat file.. with the same texture included but with some transparency added..

Result....... internally illuminated alien textured ships....

However..... lol , I have gotten so far but now need some help.. anyone seriously interested in helping ?????..

We may crack the nomad texture and start a whole new line of custom ships...

There is also the chance that I am off in the wrong direction.....(*smiles*)

Harrier





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

Post Fri Jul 09, 2004 9:10 am

question,
for ships you designate a path for where the texture for the models mesh is stored, this is one path though to one file. Will it work to have the textures for a model be split up, and to use materials placed in two seperate files?. I know 3db files work because the texture is within it, but it's not trying to combing finding textures from more then one file, never tried this, so just asking if you new if it works.

Also using the same texture name but with different setting in different files imo most likely won't work, because it goes by the crc name, and once it's read in it doesn't re read it in even though it might be a diffent texture, it will still use the firsts; aka the problem with just copying icons or making ship clones with different textures. Whichever it reads in first it will use, it won't combine a texture with a same name from one file with that of one from another file. Inwhich case if all your textures have different names there is nolonger any reason to split them up into seperate files right?


Post Sat Jul 10, 2004 3:16 am

black_lightning,

Freelancer does not seem to care if textures are included as part of the .cmp file... I know... I have done it... weapons and ships display equally well.. the .mat file does not simply hold textures, there are various "switches" in there that determine the display characteristics of a texture... several examples of this are easy to see.. for instance.. the illuminated panels in ships like the Rhino.. hmm.... odd.... one single texture panel.. there is a way it is done.. what I'm looking for is the key...

I'm not suggesting that that different textures be used and trying to get Freelancer to use them..... I agree that is not possible...but...take a look at the GS suffix in some .mat files.. what does it do...?

Why do the nomad textures work??, The native Freelancer ones work??

There are answers in the .mat files.. there must be.. or we are missing something in Freelancer that is undiscovered....

Harrier


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

Post Tue Jul 13, 2004 6:14 pm

I have tried using the nomad materials in other ships by copying everything in the material in the nomad .3db file without success so there is more than meets the eye.

I have some experimentation planned in this regard. I'll post as I make discoveries.

Post Wed Jun 15, 2005 10:23 pm

i know this is an old post, but is this something like what you were trying to do? mainly directed to pantherX because they are original nomad textures

http://i11.photobucket.com/albums/a171/ ... reen36.bmp

http://i11.photobucket.com/albums/a171/ ... creen4.bmp

Post Thu Jun 16, 2005 12:17 am

I actually solved this not long after I started this thread, now my solution is not perfect as the 'alien aspect' has not yet been perfected, but it's close..

The model pictures are in a couple of threads..

Harrier

Post Thu Jun 16, 2005 5:39 pm

Those pics are pretty small so I can't really say.

Can you post something bigger?

Post Thu Jun 16, 2005 9:46 pm

sorry about that, ill try and get them bigger

Post Thu Jun 16, 2005 10:11 pm

1
2
3
4

these are some of the ships that im working on for a mod that may or may not ever come out number 2 was just a test of the texture
they are human ships with a bit of nomad technology so i had to figure out how to add the nomad textures


Edited by - Freezefire on 6/16/2005 11:12:42 PM

Post Fri Jun 17, 2005 7:01 pm

Those are pretty good. I had the same idea some time ago but gave up because I couldn't get the textures to work. Now I have to figure out where I went wrong B-).

Any chance you could send me the .mat file?

Post Fri Jun 17, 2005 8:05 pm

well i didnt use any mat files for it, but ill try and type up a quick
tut. for how i did it and send it to you or post it up here.
what is your email?

Edited by - Freezefire on 6/17/2005 9:05:54 PM

Post Sat Jun 18, 2005 6:44 pm

if the mat's embedded in the cmp you could just delete all other nodes besides material/texture libs and save it as one

Post Sat Jun 18, 2005 8:21 pm

Thanks m8 I really appreciate it.

My e-mail is [email protected]

Post Sat Jul 09, 2005 11:45 pm

i started trying to get the other textures to have the nomad effect as well, and it worked. but it keeps the coloring of the nomad no matter what the texture color is. im pretty sure this is because of the .txm file, specifically the RGB.tga within the txm. i tried changing the tga file to give a darker effect but so far with no success. anyone have a tip on this?

harrier, how was it that you did the illuminated textures? was it just by adding ilumination in photoshop then opacity in a utf editor or something? i just didnt quite understand

Post Sat Jul 09, 2005 11:51 pm

if i understood correctly, that is exactly what fl uses the .txm files for. i.e. the nomad_fx.txm has the NomadsomthingorotherRGB.tga, which i think is the basis for that rainbow like glare on the nomad hulls. while the actual nomad textures have a bit of opacity. have i strayed in the wrong direction here?
or have you already figured all this out?

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