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What The HECK!!

This is where you can ask for help and post your knowledge on error messages from using the various tools that describe error messages in MODs such as DataStorm the Freelancer MOD Scanner the server console and FLSpit.

Post Sun Mar 26, 2006 5:19 pm

What The HECK!!

Look at my mod, at the sorta Almblada called ship on planet manhattan,
try to fly it! And help me!!

http://files.filefront.com/AlbdamaFacti ... einfo.html

Post Sun Mar 26, 2006 5:31 pm

To get someone interested, you might want to provide a link to a screen shot or 2. Site un seen is harder to get someone intrested.

Post Sun Mar 26, 2006 5:45 pm

Erm... i dont really want to show my mod to others, i need help...

Post Sun Mar 26, 2006 5:55 pm

heres what it supposed to be anyway!

Pic



Edited by - zorg on 3/26/2006 6:55:49 PM

Post Sun Mar 26, 2006 6:10 pm

EVERYTIME i make a ship mod, its ALWAYS invisible!!

Post Sun Mar 26, 2006 7:51 pm

Did you remember to invert the TGA files you're using for the skin? That's the first thing that comes to mind if all the ships are invisible..

Post Mon Mar 27, 2006 3:42 am

I've come across that problem...
1) If you have it, load the model into HardCMP.
(HardCMP is in the download section.)
2) If you can see it, no problems with the model, check your coding.
3) If you can't see it, hit the "+" PLUS-SIGN key a few times to see if comes into view.
4) If you still can't see it, there's a problem with the model/conversion.
(A bad texture will appear as white/black.)
5) If hitting the "+" PLUS-SIGN key brings the ship into view, use "Modeler Tool" to resize the model.

I've had several models sent to me that were micro-ships, the models were smaller than space dust.


Watch your 6!

Post Mon Mar 27, 2006 6:28 am

This one isn't micro but it's about the size of a gun, it's also horribly over poly-ed, it crashed MS3D when I tryed to import it from the CMP, the ships orientation is also arse about as it looks upside down in HardCmp.

**shuffles of with a new headache**

Post Mon Mar 27, 2006 12:05 pm

well, i can see it in hardCMP, but not ingame (btw a program called ShipScripter
put me LODranges like that: LODranges = 0, 999999, 999999, 999999, 999999

Post Mon Mar 27, 2006 1:00 pm

ok, it turns like i want now, but i STILL cant see it!!

Post Mon Mar 27, 2006 1:32 pm

ok thanks for all your help, it was just too small, it works now!!!

Post Mon Mar 27, 2006 1:32 pm

btw, can someone make some textures for this ship? thanks

Post Mon Mar 27, 2006 1:38 pm

Zorg,

The lod ranges for custom ships at the maximum.. should be:
LODranges = 0, 9999
(which even then is beyond the draw distance of unmodded FL as the normal maximum draw distance is about 5 k, so.... LODranges = 0, 4999
is as much as you need

errr.. LODranges = 0, 999999, 999999, 999999, 999999 - make no sense.. it's calling for a draw distance of a million kilometers.. not possible and not necessary..

Try running Anton's FLModelTool ... it will add the bounding boxes.. which may help.. its in the downloads section

Just out of curiosity and going by the comments by Bejaymac.., whats the polycount of this ship?

Edit: I went back and took a look at the pic..., man.. I suspect the polycount is way up there...

Harrier

Edited by - harrier on 3/27/2006 2:47:55 PM

Post Mon Mar 27, 2006 2:55 pm

Strange, but weapons cant hit my ship!
How do you guys make those .sub or .suv (or whatever...) files?

Post Mon Mar 27, 2006 4:37 pm

hehe that's GOT to be a LOAD of polygons No doubt there. You know, that was the FIRST thought i had when i looked at that model hehe.

Good luck making it work like you want it.

Baene

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