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The content may be outdated and links may not be functional.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

I don''t know if this has been covered before, but I couldn'

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

Post Fri Nov 26, 2004 8:38 pm

I don''t know if this has been covered before, but I couldn'

I've got a model I've been working on, and I've recently put raised hardpoints on it. Problem is, when I texture them I have to regroup them, but when I export with the CMP exporter they don't show up on the model. Does anyone know of a way to fix this? Or a way around? The model looks kinda dumb without them, and I can't get the texture for the body of the ship to wrap around them correctly.

(This site is best viewed with your eyes open)

Post Fri Nov 26, 2004 10:31 pm

what did not appear?


FIREBASE Technologies

Post Sat Nov 27, 2004 1:12 am

So long as you've given that group a unique name, and the texture used is a unique texture... you should be able to do this. If you aren't, then check the following:

1. Certain types of UV mapping aren't supported by the FL engine. Cylindrical and spherical maps are known trouble-makers. If you've been using either type of mapping method... you're lucky the CMP Exporter didn't just crash.

2. Is it possible that by re-grouping those hardpoints, you've flipped the polygons?

3. Have you imported that new, unique texture into your ship's MAT file, and is it using the correct name, i.e., MIPS for DDS, or MIP0 for TGA?

4. Are you trying to mix DDS and TGA textures on the same ship? I don't know for certain, but I have a feeling that could cause problems.

Post Sat Nov 27, 2004 3:37 am

Glitch,

A question.. Why are you texturing hardpoints? they require NOT to be textured..sure they can be textured, but to what advantage, they will show in game......

Second point.. I can tell you this for sure.. A mixture of .tga and .dds will almost certainly lead to problems.. Do this and you are asking for problems.. the best file format for freelancer is .dds.. they are smaller for a start off and lack no detail.

Harrier.



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

Post Sat Nov 27, 2004 8:12 am

Ok, re-reading my post I see I was not clear. My model has raised hardpoints, which the mounting points (Hp/whatever) sit on, like the ships included with the game. I am not texturing the mounting points, but the hardpoints. It's these hardpoints which are not appearing. I know the textures are making it into the MAT file, but for some reason the raised hardpoints are not. I'm not using any goofy UV mapping, and I'm reasonably certain that the polys haven't been flipped (although I should check). Lastly, yes I am using tga and dds files in the same mat. I'll change the file format and make sure the polys didn't flip themselves and I'll post back.

(This site is best viewed with your eyes open)

Post Sat Nov 27, 2004 8:52 am

Ok, changed all textures to dds files - no change. Then I checked the poly flipping (that the reverse vertex order right?) still no change, they were right the way they were. Any other ideas?

(This site is best viewed with your eyes open)

Post Sat Nov 27, 2004 12:54 pm

Argh! I figured out why! I renamed the groups HpW1 for weapon 1 etc. So when I exported it the CMP exporter made it into another hardpoint instead of part of the model. Thanks for the help anyway guys, I'll remember to check my work better next time

(This site is best viewed with your eyes open)

Post Sat Nov 27, 2004 1:04 pm

@Glitch...please use the edit button located above your posts if you want to add something instead off making a new post

Return to Freelancer 3D Modeling and Texturing Forum