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problem with reworked stiletto

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

Post Thu Sep 09, 2004 11:34 am

problem with reworked stiletto

hi

i have some weird problem here i can`t figure out ..

i have made a copy of the stiletto (border worlds heavy fighter)
everything works .. but i have a weird problem with the new texture (i just changed colors mainly)

when i buy the ship i see the new texture, and when it launches for space .. but once in space it has the old bw_ships.mat ..

how`s that possible?
it obviously switches to the old mat file when entering space ..


hope it`s a simple question for you ..

help apprechiated, thx
RimShot

Post Thu Sep 09, 2004 12:09 pm

Sorry that I can not help you RimShot, but I also have this problem!

Please somebody tell us what we are doing wrong. I changed the color of the Legionnaire to a dark grey and on planets and stations it looks right. But if I'm in space the ship has the normal brown color.

I once got the new color on some parts of the ship, but there still were some parts in the normal brown. I changed every texture file I could find in the .mat file, but it didn't work really.

Post Thu Sep 09, 2004 3:19 pm

Okay, this is something known as the "cloneing" disease. You also see it with *ahem* sloppy icon making. If you make an icon with a new picture, and import it into a copied 3DB file - you will find it shows the original ship if at the same base.

The same thing happens with those textures - its related to the CMP file i think it is - the references to the texture (original) still remain, and when its in the same space as the original it will "revert" to the orignial instead of the new one!


However, a modeller will post exact details of what it is/how to fix it in due time i am sure

Post Thu Sep 09, 2004 4:11 pm

Yeah....

Freelancer takes the original texture and applies it as a matter of course, you see the .cmp files are the same, so it uses the stock freelancer texture, and no amount of changing textures seems to work. The only "solve" is to import the ship into milkshape, rework it and rename all of the components, textures, then re-hardpoint it and export a completely new .cmp file. And it still may not solve the problem. I worked with glock on this problem but did NOT solve it.

Harrier..


Retreat[![! ---- I'm too badly messed up now[![!

Post Thu Sep 09, 2004 6:56 pm

This problem is specifically caused by the material names.



If two ships have mat files with the same material names (eg bw_panel_256) then when those ships enter the same system the material that was used first will show on BOTH ships.



To fix this you have to:
1/ Import the ship into milkshape.
2/ Rename the materials in the material window (see second pic).
3/ Re-export the .cmp.
4/ Create a NEW .mat file with the new material names.

Your problem will be solved.

Post Fri Sep 10, 2004 6:21 am

thx all !!

sometimes i wonder how an easy thing like that can be difficult at all ..

anyways, will have to try it like PantherX said .. tho it sucks cause i wanted to save the destructible parts ..

maybe there`s a workaround .. hope i`ll get it done

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