Sparky,
Yes, the model was created and skinned in milkshape....
Also,
I have received several emails regarding creating the .ini files to get this weapon into the game... and to create your own custom effects for it.... (I do wish ppl would post the questions in the tutorial thread.... *sigh*)
Parabolix has done an excellent tutorial on that aspect of weapons creation:
Here
I will see what we can come up with regarding ini files... perhaps a small mod with editable entries... or a zip with the required files included...however the .cmp was provided as an example so people can learn from it...and build their own weapons
Harrier
Retreat[![! ---- I'm too badly messed up now[![!
Edited by - harrier on 3/26/2004 4:53:28 PM
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**** Tutorial **** Creating a new weapons .cmp file
Here you can discuss building custom ships, texturing and 3D modeling in Freelancer
22 posts
• Page 2 of 2 • 1, 2
Just to clarify, textures can be:
A) Any format (TGA or DDS)
or
DDS format only, and must be square?
The tutorial that comes with Meshconv0.7 states that Turrets MUST use DDS textures, but you don't specify in the tute whether you need one or the other type of texture.
And if it is DDS format, how do you format that in UTF edit?
Texture Library ->
Texture.tga ->
MIP0 (Texture.dds)
or
Texture Library ->
Texture.dds ->
MIPS (Texture.dds)
Just a bit of uncertainty.
A) Any format (TGA or DDS)
or
DDS format only, and must be square?
The tutorial that comes with Meshconv0.7 states that Turrets MUST use DDS textures, but you don't specify in the tute whether you need one or the other type of texture.
And if it is DDS format, how do you format that in UTF edit?
Texture Library ->
Texture.tga ->
MIP0 (Texture.dds)
or
Texture Library ->
Texture.dds ->
MIPS (Texture.dds)
Just a bit of uncertainty.
Ryuujin,
textures must be .dds and square and should be 64 x 64, 128 x 128, etc.. to keep the file sizes small I suggest that 256 x 256 is about the maximum.
Now just to clarify something else if you open any of the native Freelancer .mat files you will see that the files have a .tga suffix, however they are in fact .dds, dont know why they were done that way but if you export as .tga they simply will not work. This throws a lot of people completely off the track
Using your_texture as a guide (substitute the texture name)
In UTF the format is:
Material Library
your_texture (no suffix)
/- Dt_name
/- Type
Texture Library
/- your_texture.dds
/- MIPS
Go to the right side and import the mips from the your_texture.dds file
Does this clear it up?
Harrier
Retreat[![! ---- I'm too badly messed up now[![!
textures must be .dds and square and should be 64 x 64, 128 x 128, etc.. to keep the file sizes small I suggest that 256 x 256 is about the maximum.
Now just to clarify something else if you open any of the native Freelancer .mat files you will see that the files have a .tga suffix, however they are in fact .dds, dont know why they were done that way but if you export as .tga they simply will not work. This throws a lot of people completely off the track
Using your_texture as a guide (substitute the texture name)
In UTF the format is:
Material Library
your_texture (no suffix)
/- Dt_name
/- Type
Texture Library
/- your_texture.dds
/- MIPS
Go to the right side and import the mips from the your_texture.dds file
Does this clear it up?
Harrier
Retreat[![! ---- I'm too badly messed up now[![!
i have created a gun without elevation ability by exporting the model to cmp, adding the materials with the mat exporter directly to the cmp and adding HpConnect, HpFire01 and HpMount to the Root node with hardcmp , in space the gun is visible but at the equipmentdealer it is invisible ... im confused .... help!
22 posts
• Page 2 of 2 • 1, 2
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