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Ship question

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

Post Fri Nov 26, 2004 10:09 pm

Ship question

I have a ship I just modeled, Would it be possible for one of you talented modders to throw her into freelancer? I would love to play the game with this ship. If you can help me please drop me a line ([email protected]) and/or post here.

heres a shot:
http://www.deviantart.com/deviation/12598089/

Thanks all

Post Sat Nov 27, 2004 11:44 am

I would but im not skilled enough
Go through the moding forum if you want to learn your self
You need to edit the ini files and alot of stuff.
(i think)

Post Sat Nov 27, 2004 11:54 am

Are you talking about doing all the ini stuff for you? Or just converting the model(s)?

(This site is best viewed with your eyes open)

Post Sat Nov 27, 2004 2:31 pm

if u talking about the ini
i can help out

Post Sat Nov 27, 2004 7:27 pm

I'll giove you guys the model in the neccessary format and you throw it into freelancer as a playable ship

Post Sat Nov 27, 2004 8:10 pm

Those are very nice designs... but since I'm a pain in the butt (i.e., I want you to succeed here, despite the challenges) I have some questions:

1. Is this thing, or the "polished" versions... UV-mapped and skinned? I don't see any skinned versions, and spacecraft without skins won't render in the FL engine. And, sad to say.. those of us who're any good at skinning (not me, obviously... my ship skins are pretty bad) are all busy working on the "leet" mods, and won't have time to help you out.

2. What's the polycount? From your wireframes, I'd guess that each one of the "rear thrusters" was over 100 tris apiece, let alone other areas where you have more complex curvature than you really need, such as the cockpit. Try to get the total model polycount below 3000 if at all possible- I'm guessing here, but it looks like it's between 6-8000 tris right now... waaaay too high for best performance.

If you can get it split up into UV-Mapped Groups with proper skins at the target polycount, you can email me for help getting beyond that point. Your model shows that you've got talent- getting from "talent" to "in FL" involves several more steps, though, and you'll be happier in the long run if you learn how to do it yourself. At any rate... best of luck, and hope you finish the ship- it's a very nice Anime design and true to the reference materials

Post Sun Nov 28, 2004 11:43 am

I'm about 75% done with the uv's I have some basic half ass textures to go with it. The poly count is 3,784 and I'm unable to lower it anymore (without discombobulating the craft) I'm not including my auxilary weapons pod (big Ball) in freelencer. Argh I'm sure your texture skills are WAY better than mine. Does the ship have to be below 3,000 poly to be in freelancer?

If some one who has any texturing skills can help me texture it, I wouldn't mind including it in your ship package. I'll try to finish the tex anyway myself

Post Sun Nov 28, 2004 7:08 pm

It doesn't have to be below 3000- it'll still work. But it won't perform as well as it should. Of course, I say that, and I know I have several objects in my mod that exceed this total... but I try very very hard to keep it around there or lower.

I just got a boat done, for example... and by using better methods than I had been, I kept the whole boat to < 200, and it still looks good But most of my aircraft models are between 2000-3500, so I"m sure that at 3800, it'll be OK, so long as there aren't 10 of them on the screen at once

For texturing... I strongly recommend exporting to MS3D, and then exporting again in the OBJ format, and using UVMapper... the "demo" is a fully-functional freeware application that will allow you to skin things with (relative) ease, and you can hand-paint things in PS or PSP with a great deal better looks than can be achieved by tiling

Post Mon Nov 29, 2004 3:45 pm

Sweet! An R-Type! I remeber playing that game on my Gameboy Color years and years ago.

Nice model. Not so sure about the big orange forward fire thing on the front. But apart from that. Nice.

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