We who are about to die salute you!
Important MessageYou are browsing the archived Lancers Reactor forums. You cannot register or login. |
** Tutorial ** - Making a new ship from scratch
Here you can discuss building custom ships, texturing and 3D modeling in Freelancer
Shure Its really cool actualy. Did you make a material in Milkshape? If not, first, select your ship hull (everything except the 2D triangles) you click on the materials tab and click "new" or sonthing like that. There are two buttons there that say "none". Click on the top one, and find your .tga file. Than click apply. Now rt click the 3D window in and select "textured". Ugly huh? Soooo select your ship hull if it isn't still selected (everything except the 2D triangles) and open your texture coordinate editor (cntrl T). There should be your tga picture with a wireframe of your ship stretched over it. Now is the fun part. Select and move vertices around until the color you want only on your engine nozles say, is on the faces that represent those and NOTHING else overlaps that color. Contort your ship however you like, it won't mess up your model. You may have to adjust your graphic a little but you can do almost anything with just one cleverly designed square. gl
We who are about to die salute you!
We who are about to die salute you!
Bob: About the texture names, I'm not really sure. I made the tex antioch and the image antioch.tga. The node in the mat with just 'antioch' could either be the name of the image without the extension or the name of the texture file. All I know, though, is it works if you set your tex and img names to be same.
The flmmbak is apparently the backup file for flmm. Do not mess with that. Go to the properties of the shiparch.ini read-only and toggle the read-only attribute off.
Swordmaster: Warlordbob is right; you will need to learn how to apply textures in Milkshape, because that is where you let the tga stick onto the ship. It's called skinning, and is a skill like modeling. There are a couple of good tutorials on milkshape's website. Make sure you finish skinning before you export the cmp file.
Edited by - Imagine on 25-08-2003 21:06:33
The flmmbak is apparently the backup file for flmm. Do not mess with that. Go to the properties of the shiparch.ini read-only and toggle the read-only attribute off.
Swordmaster: Warlordbob is right; you will need to learn how to apply textures in Milkshape, because that is where you let the tga stick onto the ship. It's called skinning, and is a skill like modeling. There are a couple of good tutorials on milkshape's website. Make sure you finish skinning before you export the cmp file.
Edited by - Imagine on 25-08-2003 21:06:33
could somebody please make a ship for me? with pretty much the same specs as Zousug? sent to this email please: [email protected] ? i would be very greatfull
Ok. I must be missing sonthing. The shiparch config. file I mentioned does not require bini de-compresion and doesn't have .ini at the end. Is it the right file? Shure looks like it. BUT even with every precaution I can think of, I can't get the game to stop crashing!!! Did this work for you? If so, please post the two lines of code in question from the modified patriot file... the data/ships/"yourgroup"/etc... and NOTHING else is changed? Right? Just those two lines? And deleting the "simple" and "colision" groups. Here are the two lines from mine...
DA_archetype = ships\liberty\li_bobship\li_bobship.cmp
material_library = ships\liberty\li_bobships.mat
The cmp is in the liberty folder ina a new folder called LI_BOBSHIP and the mat is in the liberty folder
We who are about to die salute you!
DA_archetype = ships\liberty\li_bobship\li_bobship.cmp
material_library = ships\liberty\li_bobships.mat
The cmp is in the liberty folder ina a new folder called LI_BOBSHIP and the mat is in the liberty folder
We who are about to die salute you!
Thanks for the assist guys.
My ship is now complete and thanks to Imagine's great tutorial my ship is now in the shop at manhattan and looks good. I have a few issues to work out though. First, my model is a little too small, so I'll have to scale it up a bit. No Prob. But I started up the story mode to check it out and when King is flying my ship in space his ship is invisible... Any ideas? I'm hoping it's just because it's too small but not sure...
In the world of space it becomes more difficult to follow the way of the sword.
My ship is now complete and thanks to Imagine's great tutorial my ship is now in the shop at manhattan and looks good. I have a few issues to work out though. First, my model is a little too small, so I'll have to scale it up a bit. No Prob. But I started up the story mode to check it out and when King is flying my ship in space his ship is invisible... Any ideas? I'm hoping it's just because it's too small but not sure...
In the world of space it becomes more difficult to follow the way of the sword.
There is an interesting thing to note when you follow this tutorial; by replacing a ship, npcs may try to use that ship. Many npcs have their own loadouts, which may use hp's you don't have on your ship. I think it would be less of a headache to just edit the dll files to add the ship as a brand new ship. There's a tutorial for that in the database. I will do some testing with that and will prob incorporate that into this tutorial.
Yea I know the tractor_source is supposed to have an underscore...but milkshape wasnt liking saving the ms3d with it in...so i had to leave it without the underscore...
And no...It was not textured in milkshape...It was textured in 3dsmax4 and exported to milkshape...
Edit: I just scaled it way up...now I can at least see the individual engine exhausts...but still the actual ship is invisible.
Edited by - hellraisermike on 29-08-2003 02:56:13
And no...It was not textured in milkshape...It was textured in 3dsmax4 and exported to milkshape...
Edit: I just scaled it way up...now I can at least see the individual engine exhausts...but still the actual ship is invisible.
Edited by - hellraisermike on 29-08-2003 02:56:13
Return to Freelancer 3D Modeling and Texturing Forum