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Ships not visible in base - typical causes?

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

Post Tue Nov 30, 2004 4:02 pm

Ships not visible in base - typical causes?

I'm having some custom ships not show up in-base when, for example, I'm at the equipment dealer. I see the nice little shimmering force mount, and then nothing above that. Outside bases, everything looks good.

I've looked through the forums a bit, but unfortunately the only references I dug up to this via search said that the answer was on the forums; can anyone help narrow my search down?

Post Tue Nov 30, 2004 4:59 pm

Use FLModel Tool to set the radius information for the CMPs and resize a FL SUR, and this will go away.

Post Tue Nov 30, 2004 6:15 pm

Sounds like my searches in this kind of thing should include CMP/SUR/radius.

This didn't work, but it may be 'user error'. Is there an art to resizing? I assumed that if I ran fladdradius (which I did a bit earlier) it would fix radius problems, but it didn't seem to detect any in this model. Trying to rescale by 1 in FLModelTool and then applying it to the SUR as well didn't work; neither did resizing by 0.5.

I'm working with a ship from a mod that has never shown up - the Tanker (b5cargo1) as used in the "All Good Things" mod. If I sound like can't shipmod my way out of a wet paper bag currently, it's because I can't.

Post Tue Nov 30, 2004 6:32 pm

How big is this thing?

If it's ... gigantic... you simply may not be able to see it,because all of the polys are outside the camera viewing area.

Other possible causes:

1. Yes, there's an art to resizing things. FLModel tool makes it pretty easy, but it still requires some practice. It's possible (not probable, but possible) that the ship's not sized right.

2. If the ship's waaaay off the centerpoint, that's a possible cause, but I doubt that's happening.

3. The SUR needs to be the same size as the ship, in terms of its outer bounds.

4. Mixing TGA and DDS textures on a single CMP has had this effect. Check out the MAT file with UTF Edit, and export the textures (you'll need to add the file extensions by hand... MIP0s are TGA and MIPS are DDS... and DDS textures require a special plugin, which you can download from nVidia).

I should admit (sheepishly) that I've had similar problems with ships that look great in-game... that will show up in Equipment Rooms and the Shipyards... but won't show up correctly during landing sequences. I'm hoping that the next version of FLModel Tool resolves these issues for me Hopefully somebody with more hard-core experience has some other things to try (hey, maybe I can resolve this for my ships too, hehe).

Post Wed Dec 01, 2004 3:08 am

Hey Watercooler - When you first export a cmp from Milkshape there is no bounding box / center / radius info included (Colins fixing this for next release).
My tools FLAddRadius2 and FLModelTool (buggy in the dl version but getting near to next public release) will both do the job IF the cmp good... i cannot help if the model has fundamental errors.

The radius routine is improved in FLModelTool (I'm mailing you the latest version now which is better again). Look at the panel right to see the current and fixed info. If it's different just save it (no resize needed) and try again in FL.
If still not good mail me the CMP and i'll see if i can help from there

+++ out of cheese error - redo from start +++

Xtreme Team Studios

Post Wed Dec 01, 2004 8:43 am

I'm pretty sure this is a model problem. For now, I'll skip worrying about this any more - not worth your time since I don't even know what the model issues might be.

Post Wed Dec 01, 2004 10:23 am

It's not a waste of our time- I was asking the same kinds of "stupid questions" last month, and now I'm answering them So don't worry, you'll get it. If you are still badly stuck, feel free to email the CMP to me, and I'll take a gander.

If you haven't built a working CMP before though... I'd suggest taking on something simpler, like a cube or a sphere. You've gotta walk before you can run, and the simpler thing you start with, the fewer possible things can go wrong. Trust me on this- I didn't just waltz in here and magically learn how to build things for my mod. It took some practice (and occasional bouts of swearing) before I got things working right

Post Tue Dec 07, 2004 5:29 am

Open your cmp. file with HardCMP. Then look for the "Mount"-Hardpoint. It must allways be under the bottom end of your ship. Otherwise your ship or parts of it will be in the ground.

Post Tue Dec 07, 2004 6:47 pm

Stefan, thanks - the Mount point is there. I don't have it installed at the moment, but the 2.0 version of All Good Things has that model updated so it may be fixed anyway; I'll have to check before bugging it.

Argh... zero experience with CMPs, and not sure I want to touch it yet (I'm science, my girlfriend is arts - and there's a good reason for that). I will eventually I'm sure, but better to start with something simple.

Post Wed Dec 15, 2004 7:26 pm

Hi Watercooler. I had this problem not 24hours ago. I fixed it by going into the shiparch.ini looking for my ship and looking for the entry "LODranges" in it's listing and setting it to LODranges = 0, 2000. It worked good and it showed up on the base and landing pads. hope that helps

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