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New Ship: Ragnarok

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

Post Mon Aug 16, 2004 2:43 am

Nearly finished:
http://www.geocities.com/ryuujin_0/Sour ... able_8.jpg

I think I need to shrink the "nose" a bit.

Exide: I dunno, those ships are pretty unimaginative. The arwing was something, but the rest of them are pretty run of the mill for ultra-low polycount spaceship.

Post Mon Aug 16, 2004 8:41 am

Well, the textures and model are just about finished now (few teaks here and there, couple of little bits to add), and I've got all the hardpoints and stuff working. (More or less)

Looking pretty neat huh?
http://www.geocities.com/ryuujin_0/Sour ... able_9.jpg
http://www.geocities.com/ryuujin_0/Sour ... ble_10.jpg
http://www.geocities.com/ryuujin_0/Sour ... ble_11.jpg

Now I'm going back over, tearing the ship apart and giving it destructable subsections. This could be time consuming since it's a very untrodden field adding damagable subsections, but I think it'll be worth it if it means making a cool ship even cooler.

Post Mon Aug 16, 2004 2:19 pm

awesome work ryuujin, if you need any help coding let me know

Post Tue Aug 17, 2004 2:35 am

Funny you should mention that Para'

I tried to get the damage subsections to work, but my model was invisible, I guess I must've exported the subsections wrongly or something, the bounding boxes were valid, and everything else was fine (Hardpoints in their correct locations, and the model was perfectly visible prior to mesh conversion, so I doubt the material was the (direct) cause).

I might try again later, but if anyone here feels really confident about multiple part models I can send you the model now and you could have a try - if you suceeed then you're sure to get a big chunk of credit because it'll be very cool to get it to work.

I already have the damaged model parts set up and hidden beneath the the surface, and all the groups set up, it'd be purely .CMP file work.

Heres the Ragnarok with wings and spoilers blown off: (The damaged parts visible)
http://www.geocities.com/ryuujin_0/Sour ... ble_12.jpg

And today's random screeny... Quick size comparsion for those who hadn't realised yet:
http://www.geocities.com/ryuujin_0/Sour ... arok_3.jpg

Post Wed Aug 18, 2004 3:04 am

Well, the ships ready, everything is set up, it works great... just one minor detail is stopping me from releasing it, if you have a copy of Adboe Photoshop and feel like playing a pivotal role in releasing this model, check this topic

Post Thu Aug 19, 2004 3:31 am

...and there we have it. On FLMOD file zipped, tested and on it´s way to BakedPotato for upload. Don't like rush too hard for the file or anything ^_^

And thats all folks!
http://www.geocities.com/ryuujin_0/Sour ... aggyAd.jpg


(I have plans to make a Heavy Fighter based on the style of the raggy as a counterpart ship, so look for that soon)

Post Thu Aug 19, 2004 2:06 pm

Vary vary good looking ship. I know that I will try this one soon. Keep up the good work, so people like me{without very much creatitivy} can use these great things to spice up freelancer.

Wonderfull job..................................AZAR

Post Thu Aug 19, 2004 8:06 pm

the main gun on it cant be unmounted/sold correct? could you please tell me how to make it unremoveable. i need it for a mod i'm making

Do you want a cloak? Click Here HEHEHE

Post Fri Aug 20, 2004 1:45 am

Two words!!!!!!!!!!! SWEET SHIP>>>>>>>>>>>>>> One of the best i've flown. Just when you think it couldnt get any better, A ship like this happens. I am trying it out now. Incredible, Please make others

Wahoooooooooooooooooo.............................AZAR

Post Fri Aug 20, 2004 3:12 am

Tightan : Yeah the gun is fixed and cannot be removed, sold or replaced.

They way that is done, if to specify the gun as part of the chassis. Basiclly, go into "Goods.ini", and under the "Hull" section for your ship, specify the gun you want to add, and at which hardpoint you want it.

Make sure that the Hardpoint you specify does NOT appear under shiparch.ini as a weapon mount or it'll be removable. Basiclly as long as the hardpoint you specify the gun to appear at in Goods.ini doesn't appear in Shiparch, it'll be inaccessible to the player.

Edited by - Ryuujin on 8/20/2004 4:36:09 AM

Post Fri Aug 20, 2004 9:14 am

I would like to use this mod with the FL Rebalance mod, but every time I read the xml file and replace the and append the text in the ini files, freelancer just crashes back to desktop. If I restore the Rebalance files, it runs fine. I want to keep on the single player missions using the rebalanced mod cause it adds so many cool things, but I also want to use this wonderful ship.

Any ideas??

Post Tue Aug 24, 2004 12:03 am

I just have to say a humongous THANK YOU for this ship. I've been wanting this to be done since FLwas released, but unfortuanately my modelling skills are nil.

Thanks a million.

Post Wed Aug 25, 2004 9:14 pm

Hey Ryuujin

We will be offering people the chance to test the Ragnarok on a MP server called NZ Server (1.1) W/E 28/29 Aug 04

Would be great if you could join us.

We write reviews on ships and post in the Gameplanet Freelancer Forum. The first, last week, was the Peregrine.
Here's a link
http://www.gpforums.co.nz/showthread.ph ... did=235071

If we get enough support for this kind of thing - I'd like to think we could run regular features on everything that comes out.

Great work Btw..the skin is fantastic.

Post Thu Aug 26, 2004 11:35 am

AWSOME SHIP,
a couple of wish changes, as so far I've only played w/ it in evolutions 1.28
1. could you make it more compatiable w/ evo 1.28, like up the armor like a cap ship or make the shield box a freighter class 10 shield instead of a cap ship shield? and the ability to mount powerplants, shield regen boosters, powerplant regen boosters etc? maybe custom modeled class 10/cap ship turrets? I can put the regular capship turrets but it makes your beautifully done ship look rather funny.
so far yours is the only add-on mod to evo I've seen, thanks again.

2. make the gauss gun keyable like a torpedo? that might not be hard as the ragnarok doesn't have a torp to begin w/ I've noticed the gauss fires once after a docking then doesn't fire again. I'm hoping a keyable gauss would re-fire.

thanks again.

Post Thu Aug 26, 2004 12:30 pm

Ok quick update:

Evolutions 1.28 : The Ragnarok has a Freighter shield class 10 mount, and Class 10 on all hardpoints. The Evolutions guys must've changed that, you'll need to raise this issue with them not me, I just supplied the model, texture and basic ship archictechure. Specific mods usually edit those stats to taste.

Keyable Gauss I don't believe this can be done. I could reclassify the gauss rifle as a torpedo though, the Raggy has no torpedo or cruise disruptor by default.

The fix is due out in a few weeks, my graphcis tablet stylus packed up, so no skinning (ack).

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