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Show off your new and WIP ships! **New Thread**

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

Post Fri Jan 12, 2007 7:51 pm

Who was the ingenious fellow who figured out how to use the nomad texture?
I would like to see that thread again hopefully to glean useful information on texturing an object useing a different "active" texture.
I have "sails" on an 1800's "Pirate" space ship that need this type of texturing and would like to learn how to do this.

Post Sun Jan 28, 2007 10:12 am

Here's something i found while surfing round the net, this model is by a guy called Psionic named the Psionic Fighter which i've converted from a 3ds model into a working CMP file for Freelancer. The model was a freebie on some site i came across.

http://i5.photobucket.com/albums/y155/W ... rfront.jpg

http://i5.photobucket.com/albums/y155/W ... errear.jpg

Post Sun Jan 28, 2007 10:56 am

that is freakin sweet, and its nice to see a new model posted - this would fit perfectly into the borderworld's shipline as a torpedo bomber, imo

Post Sun Jan 28, 2007 12:15 pm

And what else have we found? Oh yeah, this new station i've converted for FL.

http://i5.photobucket.com/albums/y155/W ... rrapin.jpg

Post Sun Jan 28, 2007 1:03 pm

Ah yes Psionic's fighter, that was a skinning competition on his site back in 2005, IIRC you can find a free copy on Turbosquid with over twenty of the best skins (the General Lee is a classic). Most of the custom models that I have are either converted from other games or freebies I've converted for Freelancer.

**shuffles of with a new headache**

Post Sun Jan 28, 2007 6:09 pm

Ah I remember that texturing competition, it was early on in my modeling journey so I didn't have the confidence to enter.

Take a good look at the mesh untextured and then with the textures. It's the perfect example of how details put into the texture can preclude the need for detailed meshes, the mesh itself has only 936 polys.

For a professional example I extracted a fighter from a well known FPS game. The mesh has 706 polys:

First the untextured mesh;


Now with the texture;


The texture looks a bit flat because the game engine uses normal maps that dynamically adds shadows to the texture giving the appearance the model has has a much larger poly count. This is a feature that FL lacks unfortunately.

Post Sun Jan 28, 2007 6:56 pm

isn't there a way to reverse a normal map into a high-poly LOD? brand new cards just eat FL for breakfast, so I don't see the harm in constantly having 8000+ polys onscreen (eg the player's own LOD0 shipmesh) as long as you let people know that it will run like crap on older cards. freelancer uses directx 8 sadly, so none of this fancy new stuff is available - i could care less, mostly. i enjoy playing emulators and i'm playing multiplayer mario kart 64 almost as often as gears of war now, and mario kart has no bloom lighting or anything

Post Mon Jan 29, 2007 7:44 pm

True my friend gameplay beats graphics every time.

I also agree that we have a lot more leeway in regards to polys but many modelers are very inefficient. I've seen a lot of models with polys inside the model that nobody will ever see or flat surfaces unnecessarily subdivided.

Granted this was a awhile ago and the quality of models released is much better now but every so often I like to climb up on the old soapbox .

Post Sun Feb 04, 2007 9:23 pm

Hi all. Been a while since i poseted here. I been checking out the models and all I can say is WOW.

Lots of nice stuff posted here.

I lost my freelancer game with a fried computer (Discs are bad also) but i still model now and again. Here is my latest. It isn't set up with hardpoints and all but it's a nice low poly model.



Edited by - jsncalif11 on 2/4/2007 9:37:32 PM

Post Mon Feb 05, 2007 6:33 am

That's a pretty cool design and nice job on the textures also. The only thing is that the borders of the panels and rivets are too thick and look out of proportion with the model.

Post Mon Feb 05, 2007 8:22 am

I like that, nice compact design. As to the rivets PantherX, get a big spanner lol

Post Mon Feb 05, 2007 12:17 pm

If you have any that can handle 6 inch rivets I'll need you to loan me one .

Post Mon Feb 05, 2007 11:17 pm

I aree about the big panels. I ended up increasing the resolution and recreating the panels and stuff then resized it down. Seems to have worked out ok. I also lightened up the color scheme a tad. I went ahead and got it game ready minus the SUR file. I don't have freelancer on my machine anymore so it's not game tested but if you want it I posted it on the TLR Texture and Model Exchange

Here is a pic.



Edited by - jsncalif11 on 2/5/2007 11:19:54 PM

Post Tue Feb 06, 2007 6:09 am

Downloaded and i'll get on the case. Thx for sharing that

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