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MiniHauler with targa roof almost ready...

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

Post Wed Jun 08, 2005 6:17 pm

MiniHauler with targa roof almost ready...

Take this ship with a grain of salt guys as it's just a study in glow/glass/cockpits for me.
I'm not sure if I'm going to release this but here's a few screenies.




This is just for learning.
It's stats:
Cargo: 185
Guns: 4
Turrets: 4
Armor: 8500
Extra: CM
Polycount: ~2250

What do you guys think??

Almost ready for launch. 6 colors now to choose from which you pick when activating.

Edited by - AluminumHaste on 6/16/2005 7:16:03 AM

Post Wed Jun 08, 2005 8:08 pm

are you using hardCMP to make them? i would.. what are their orientations?

Edited by - Cold_Void on 6/8/2005 9:08:12 PM

Post Thu Jun 09, 2005 6:50 am

Yes, and I didn't change the orientation of the front facing, rear turrets.

Post Thu Jun 09, 2005 3:00 pm

Using glow for the white and yellow areas looks very strange, the way that they're painted. It doesn't feel like they're lit from within- you need to use a darker shade at the edges of the painted areas, and give it a much more subtle gradient, or work a lot harder to give us the impression that these are lit window surfaces. Go look at real-world examples of light passing through things and art in graphic novels and anime where light's being transmitted through an object's material. A great example, if you're bored and have the time, is the "lava wall" sequence in The Incredibles, where they used a combination of depth shading and angular diffusion to create really nice lava that fit the style of the movie really well.

I guess my feeling overall is that I just don't think that you've lit the right areas of this ship. I'd have made the interior the glow area, and have that be the fun part- instead of "just" being able to see into the cockpit, players could view multiple parts of the ship through the copious glass- making the interior tell as much of the story as the exterior. The glows you have... don't really do that for me.

Post Thu Jun 09, 2005 8:43 pm

LOL, like I said, it's just an excercise in function not form.

The white part is just paint. I was going to make the interior the glow part but that was more work and I wanted to get this in game to see how it would look. Yes the white stripes are waaaayyyyy over done but did you look at the pics?? Do you know why the guns are doing that??

Post Thu Jun 09, 2005 8:46 pm

BTW does the glow actually cast light onto nearby geometry as in a real light source??

Post Fri Jun 10, 2005 11:20 am

Okay, I fixed the texture and the glow mapped parts. It didn't work right in FL though.
I set a glow map for the exhaust and a glow map for the interior of the cargo hold. You can do this right?!?!

Post Sat Jun 11, 2005 5:42 am

Sure... you can make anything glow...

Post Sat Jun 11, 2005 7:14 am

The question was: can I have more than one group with "Glow" in it??

Post Sat Jun 11, 2005 10:46 am

Yes. Just use the naming schema correctly. For example, you could have 2 different levels of Oc for two Groups... just name them

ModderName_ShipName_glow_glass_one
ModderName_ShipName_glow_glass_two

...and then edit them appropriately.

It's not strictly even necessary to use the word "glow" in the name, btw- the word "glass" is all that matters here. But I'm very strict about naming Materials, because it ensures that every single Material I use is garanteed to be 100% unique.

Post Sat Jun 11, 2005 7:11 pm

Well, makes sense.

Post Wed Jun 15, 2005 4:39 am

Okay, fixed the turrets and countermeasures. It apears that in order to get the weapons to look like they are flat against the hull, you have to put the hardpoints half-way into the geometry in HardCMP.
But for some reason my pilot still isn't showing up.




Post Wed Jun 15, 2005 5:22 am

You won't see the pilot unless you're in space. Also, the HP for the pilot needs to be "Hp_pilot", not "Hp_pilot01"

As for the hardpoints... basically, the centerpoint of the cube is the "base" of any weapons. After a bit of practice, you can use this feature to get Hardpoints onto difficult angled areas.

Post Wed Jun 15, 2005 10:23 am

Okay, is it Hp_Pilot or HpPilot?? HardCMP says HpPilot and I already figured that you only have one pilot so you don't use the enumeration.

Yeah I also knew that you only see the pilot in space.

Thanks again Argh, I'll go check it out.

Post Wed Jun 15, 2005 2:25 pm

Okay, everything is working. I've added 6 color options for the mod and you pick when you activate it.

This mod is going to replace the Rhino as it's starting to show it's age.






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