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GAH! Sleeper ship

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

Post Mon Dec 04, 2006 12:11 pm

GAH! Sleeper ship

ok, im in high school and cheap, i use milkshape, and when i import the hispania sleeper ship it looks like somthing is exploding. could anyone send me another file?

.(\__/)
.(='.'=) This is Bunnies clone.
(" )_(" )Copy and paste bunny into your signature to help him gain world domination. And always, always beware of velociraptors.
Go to XKCD.com to learn more.

Edit - No all caps in the subject pleae, its shouting.

Edited by - Finalday on 12/8/2006 1:27:27 PM

Post Mon Dec 04, 2006 3:47 pm

its not your file, it does that for some reason, probably a bug or sumat i dunno

Cheese On Toast:
Like the name
Beware the player

Post Mon Dec 04, 2006 4:55 pm

To put it bluntly the importer plug-in is crap, it has compatability issues with DX9c, newer openGL and large numbers of different graphics cards/chipsets, it badly needs rebuilt, but it's creator abandoned it shortly after he made it.

I used to be able to import most of the models in FL, but after I installed SP2 with it's Dx9c I started to notice problems with importing. Shortly after that I updated my graphics drivers and now none of the models load properly, no matter what version of milkshape I use.

What you want is to find someone who can still import it and get them to send you an ms3d of it.

**shuffles of with a new headache**

Post Tue Dec 05, 2006 7:49 am

I'm glad to know that I'm not the only one who has seen this same problem.
I thought it had something to do with the importer.

Post Tue Dec 05, 2006 3:10 pm

but nobody actually has a ship? weah!

I really dont want to make this by myself it will probobly end up really screwed up... i tried making the Nomad uber sun destroyer thing from the extended fl intro... it was not at all pretty. dont ask. just dont

Post Tue Dec 05, 2006 5:02 pm

Lancerlover,
I did do a recreation of the mother ship, but since I'm still under par for texturing in transparencies... I made an organic texture with veins running throughout. (That ship is unvelievably huge...but flyable).
It was kind of funny watching npc transports collide with it and explode.


Edited by - Rankor on 12/5/2006 5:07:04 PM

Post Thu Dec 07, 2006 5:59 pm

wait... where did this come from? im so confused! Well, I tried importing the nomad lair (been making l337 versions of ships) and it looked the same but a LOT bigger and its beginning to irritate me since i cant find it anywhere else. Is there even another program with a cmp importer?

Hey Rankor have you ever posted any pics?

Edited by - lancerlover on 12/7/2006 6:00:15 PM

Post Fri Dec 08, 2006 7:15 am

Lancerlover,
when I find the pic for that mother ship, I'll post it.
(if my head wasn't attached, I'd misplace it too)
(about two hours later...)
I ended up having to fly it again to get some screenshots. I think this is its best profile. The local fighters looked like gnats compared to it.)



Edited by - Rankor on 12/8/2006 9:33:27 AM

Post Fri Dec 08, 2006 10:14 am

whoa... cool. does t have a superweapon lke in the movie? I was actually planning to make one of those myself but milkshape didn't like my huge model so It looked odd and I never finished it.

Post Fri Dec 08, 2006 1:16 pm

Lancerlover;
the original model I built in milkshape was easy to manipulate since it was such a small scale. When I first scaled it up in milkshape, it was something like 3000. Even looking at it in cmp editor, it was still too small so I used the model tool to scale it up again another 300 to give it the present size.

I've been pondering ways to create a "super gun" for this. At present it's using the Liberty Cruiser Forward Gun. (hull_damage = 250000).
I think a more preferable gun fx would be the Britonia Battleship Main gun. At least something with a huge plasma ball effect that I can scale up to larger proportions.
A refire delay of 10 to 30 seconds with admin damage output (hull_damage = -1)
Then, a way to slow the plasma ball down and extend it's lifetime so it will take about 3 minutes to reach the target. The only "drawback" to this weapon is that is has a "fixed" angle. The ship moves slow since it's huge and for it to take the killshot at a star, it has to line up exactly on the star.
The next thing to figure out is how to create a destructable star for it to shoot at. Problem is, I haven't seen a destructable star or planet....yet.

Edited by - Rankor on 12/8/2006 1:19:19 PM

Post Fri Dec 08, 2006 2:17 pm

that is cool. the bretonia battleship gun would be awesome. is it possible to animate in-game stuff like ships, bullets ect?

Post Fri Dec 08, 2006 6:52 pm

I'm not sure I understand what you're asking.
Is it possible to have a particular npc or "custom" ship follow a certain path and perform a certain function? I think so. (It's one of the aspects I've been wanting to do with this particular ship)
Is it possible to have "animated" parts on a player flyable ship? I don't think so...unless perhaps it's a type of texture file that makes it seem "alive".
I don't know if a mounted turret can be set to "auto_turret = true" on a player flyable ship. This might be limited to npc ships.
If you wouldn't mind clarifying your question, maybe I can give you a better answer.

Post Sat Dec 09, 2006 8:52 am

in the old intro the bullet spun around, could you make it rotate or make parts of ships move like the miner's pincers is what I mean or would you need to change the engine, because I've wanted to make my dom kavash ships more... lifelike. (ominous music)

Edited by - lancerlover on 12/9/2006 8:53:02 AM

Post Sat Dec 09, 2006 3:25 pm

lancerlover those kind of animations aren't possible, the part you want to animate needs to be connected to the rest of the model with a JOINT and then create a custom animation for it. This part is very possible but the CMP Exporter doesn't export joints (at least it doesn't with any of mine), and we still don't know what format the animations need to be in or how to code them to work in game.

**shuffles of with a new headache**

Post Sat Dec 09, 2006 5:06 pm

Lancerlover,
Only npc ships have the animations you're refering to except with perhaps the exception of original player ships that have that cargo door animation. Anything beyond that the engine doesn't support since we haven't figured out how to make animated parts. (have we?) Well, it still has me scratching my head.
The particular "spinning bullet" fired by the nomad mother ship was in my best guess part of the animation sequence. The only thing I've seen in game that closely resembles it is the Britonia Battleship main gun.

I think it might be possible to "make" a new projectile with existing fx files. It might be as simple as putting together new combinations of them.
I haven't even begun to try this out, so I don't know with any certainty how possible it is. I do know however that you can change some parameters of fx and move them around. One of those was how to make a sunslayer give massive damage and display a massive explosion using existing files. I added a twist to the sunslayer by giving it a faster angular velocity (5. something) . Although it's slow...it will track it's target (if not in cruise) until it's in range....then KABOOM.

Bejaymac, I think the "secret" to those animations are neatly tucked away in those .thn files. From what I've seen so far...to me it looks like a nightmare.


Edited by - Rankor on 12/9/2006 5:16:57 PM

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