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Problems with ship texture

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

Post Mon May 23, 2005 8:24 pm

Problems with ship texture

I have an interesting problem. I recently imported a Moray model from WC: Prophecy using Milkshape, and re-textured the model in what I thought was the proper manner. The skin worked properly while planetside/baseside in the ship dealer, on the landing pad and at take off but once it was in space the skin disappeared and was replaced by a mat gray color.

Also, I recolored several different .mats for the Arwing model (ie. one with red wings, one with blue wings, etc.). The models work, however, whenever I launch one of them
all of the other Arwing models take on that same color, despite having completely different folders and file paths. I checked the ini files and everything is correct.

Any ideas or help? Thanks.


Edited by - TrueNoob on 5/23/2005 9:40:10 PM

Post Mon May 23, 2005 9:49 pm

This problem isen't file paths or folders, from what i know it'll be the name of the model say "main". It will casue all sorts of probs , so just rename'em as somthing that wont be used in the models like "236482346236428" over kill but at least you'll find it hard to do the same thing with another model. you could also do the name of the ship plus a number from 1 to infinity.

hope this works...

Edited by - NightHound on 5/23/2005 10:49:47 PM

Post Tue May 24, 2005 12:11 am

Thanks, I'll give renaming the arwings a try and get back to you. How about the Moray? I don't have any other ship models with that name..any idea why the whole thing turns gray and doesn't use my .mat when it goes into space?

Post Tue May 24, 2005 5:20 am

Yeah, make sure the texture names are completely different from anything in FL. Like TrueNoob_Moray_Tex or something like that. Now you will have to rename the texture group in milkshape and then re-export into cmp. This might help. I'll be writting a tutorial to update Dritzz's work very soon. (As soon as I release my first and second addon for FL, I still need to learn a bit more stuff).

Good luck and I loved that game. How about making a The giant ass alien battleship or whatever that thing was. It was huge!!

Post Tue May 24, 2005 7:32 am

Okay, it didn't work at all lol. I changed the name to newship12345 and the mat and sur to the same name. I even went as far as creating a new folder out of the ships folder, and changed the paths in the ini. No luck. Same thing with the Arwings.

Haste, hope the tutorial is soon I'm goin nuts over here .

Actually, if anyone wants, I can give the moray files (the cmp and the mat I used) and you can fool around with applying the mats. I must be doing something wrong in the process so maybe a more experienced person will have better luck.

Post Tue May 24, 2005 8:53 am

Feel free to email the CMP/MAT my way, I'll take a look. I have a feeling that you've probably either got a problem with your mipmap settings or with the Dc setting for your texture.

Post Tue May 24, 2005 2:08 pm

Email me also. I'd like to see if I could help.

Post Wed May 25, 2005 4:53 am

Excellent. Do you guys want the milkshape models and the tga files I used? Or do you want the cmp and mat files? If you have room in your respective mail boxes, I can send them all.

Thanks a lot, if you guys can help me see what we're doing wrong (it's myself and a close friend of mine learning to model) it'd be a big help.

Post Wed May 25, 2005 9:28 am

Go for it. My email still has like 1700megs left so I don't think that you are going to fill it up.

Post Wed May 25, 2005 11:16 am

I'd like the MS3D and the TGAs, yes. I'll probably just fix your issues and export a new CMP for you

Post Wed May 25, 2005 12:53 pm

I'll take it all, GIVE IT TO ME!!!!!!!!!!!!

Post Thu May 26, 2005 5:52 am

Thanks guys, all zipped up and emailed. Let me know what you find. Also anyone else that wants the extracted Prophecy models for milkshape, just lemme know.

Post Thu May 26, 2005 8:05 am

I've sent back a revised CMP and MS3D file, with comments. Basically, what happened was:

1. You didn't give your Groups and Materials truly unique names . I keep telling people about this, and it's not getting through, apparantly. Always name every Group and Material in MS3D with the following syntax: yourname_shipname_part/materialname. For example, a good name looks like Argh_NeatoFighter_Body, or Argh_NeatoFighter_TEX, for a Group and Material, respectively.

2. The TGA should've been a DDS, DXT1, no mipmaps. Again, I keep telling people that Drizzt's tutorial is waaaaaaay out've date here. TGAs are to be used only when there isn't any alternative. You could've made your texture at least 1024/1024 for the same filesize and memory footprint... and this ship would've looked 10X better. It's clear that you made a very interesting design here- it's just a pitty that it wasn't textured better. AluminumHaste, you should really get crackin' on that tutorial you said you'd write

At any rate, both problems were a cinch to fix. Let me know if you're still having trouble, but basically you should be OK now... it took longer to type this and your email than it did to repair your ship.

Post Fri May 27, 2005 7:54 am

LOL one step at a time. I gotta learn to crawl before I can walk.
This week has been bad as real life has intruded on every waking second of it. Next week should calm down enough for me to get this next ship textured and done and then onto the tutorial.

Post Fri May 27, 2005 8:11 am

Sorry, that was meant to be humorous- no pressure Real Life comes first.

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