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** Tutorial ** - Drizzt4.0''s FL Ship Creating Tutorial

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

Post Tue Aug 02, 2005 11:22 am

Oi! Well I made the Wraith Fighter from StarCraft cause I thought it would be cool to fly it. Course I stink at texturing but thats not my problem. I've tried flipping the textures, I've tried not flipping the textures, but I still have no ship. No visible hardpoints, no engine glow, no invisible solid object that takes damage, nothing. On top of that the only movement my ship can do is +/-1 while strafing. No forward momentum, not even a cruise engine, it won't even go passed 0% when charging the engine. And for whatever reason after I buy it and try to launch to space (from Manhatten), it shows only a side of Manhatten, not the docking ring or anything in that area, then teleports the camera(seeing as my ship is nothing more than a sensor glitch) to the debris field behind the planet. I'm really confused. This isn't my first model, so its not like I'm completely new at this, just not really experienced.
I dunno, maybe I overlooked something, any suggestions? Any at all would be appreciative.

Post Sat Aug 20, 2005 5:01 am

I'm having a small problem with the boxes that I create, they are not gridded like yours or divided into those smaller boxes like yours. They are just a big box & I can't figure out how to grid them, its hard to try to extrude a small portion, if w/e you try to select you get the whole side.

Post Wed Aug 24, 2005 7:34 pm

Okay, for all of those who cannot find the GMAX->Milkshape Exporter, it can be found HERE!

The site it is on is... this one, so it should work unless this site dies. Inside the zip you download there is another zip containing the Quake 3 exporter. Simply put it in the stdplugs folder and it should work.

Hope this helps, and thanks to Drizzt for the awesome tutorial!

Post Tue Aug 30, 2005 7:47 pm

okay I love this tutorial but it is obviuos that i can go no further with gmax other than designing models. the .md3 gmax exporter link is still down as is the milkshape 3d link.

if someone can get me those files it would be greatly appreciated. or if someone can at least tell me how to send the models i have made via e-mail I will do that and someone else can continue where i have stopped, I would however like to do it myself but if i can't this will have to do.

p.s
This is my first time trying out modeling, so thank you Drizzt for this very informative tutorial. I never knew I could do things like this, you are a wonderful person and teacher

Edited by - BlackKnight1975 on 8/30/2005 8:53:47 PM

Post Thu Sep 01, 2005 7:04 pm

Hey,
i dont understand "Once you have all your textures loaded and all the areas you want to texture divided by group (i.e.: glass or cockpit, hull, nozzle, and exhaust)"

how do i divide the areas i want to texture by group?

Post Fri Sep 02, 2005 3:41 am

okay here is the good news. I have finally figured out how to transfer my gmax models over to milkshape. I am currently using milkshape 1.7.5, and my latest problem is putting the hardpoints on. I will continue to push on and try to get this to work, so wish me luck and if i still have problems trust me you will be hearing from me soon enough

Post Fri Sep 02, 2005 3:04 pm

Dude, pay attention. The post right ABOVE your first one, by me, had a good link to the GMAX->Milkshape Quake III exporter!

Post Fri Sep 02, 2005 5:33 pm

yeah i know when i made my first post i made the classic newbie mistake. I didn't read the intire 18 pages of this thread i only went to page ten. Sorry.
Now my biggest problem with the moddeling aspect is texturing, mainly the assigning of groups so i can skin my ship. I have looked in the tutorial section and have found a few tutorials but unfortunately for me, I can't make hind nor tail of what they are trying to teach me. and with some of them it seems that i would need a colledge education to understand lol. but no big I will continue to try to figure it out and get it done. but if all else fails You will hear from me again. so wish me luck

Edited by - BlackKnight1975 on 9/2/2005 6:34:05 PM

Post Thu Sep 15, 2005 8:05 pm

Would anyone be interested if I were to release a file that had the tutorial, along with all the required files attached so people wouldn't have to go searching for some of these things because of broken links? (As I had to. )

Perhaps I could also include a second approach to skinning, like Argh's tutorial, because the way Drizzt explains is only one way (A way that I think is longer and more complicated than needs be) that you can go about it.

If anyone would be interested in having me do this, I would be glad to put it together and send it in to bp for posting on the TLR frontpage.

Let me know!

Post Sat Sep 17, 2005 5:32 pm

There are always people looking to learn to model. There's no reason you shouldn't release a tutorial, it can help people trying to learn and even yourself. I found that when I was working on a tutorial for weapons I learned some new things myself. It's a good experience for the writer and readers. I say go for it.

Post Sun Sep 18, 2005 4:00 pm

No, parabolix, I think you misunderstood me.

I want to release a new version of Drizzt's fine tutorial, icluding all the required files, so people wouldn't have to deal with broken links and the sort. Plus, I was thinking of putting in a different texturing tutorial, for variety.

Post Sun Oct 09, 2005 7:19 am

Hey all..

After lookin at mostly all the turtorials on this site im havin the most trouble trying to put hardpoints on or in or were ever there ment to go.. im using milkshape yet all the tutorials aint dumbing it down enough for me... anyone got any info or links to new turtiorals that have a good way of explaining hardpoints

Post Sun Oct 09, 2005 1:01 pm

Try Hardcmp, which is a great program which will make hardpointing really easy.

RPG

Post Fri Oct 21, 2005 11:21 pm

I've got my ship ready, but the link for the .MD3 export doesnt work. Can anyone tell me where to find it?

RPG

Post Fri Oct 21, 2005 11:27 pm

nvm i found it already

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