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New cityscape - exactly how?

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

Post Wed Dec 14, 2005 1:57 pm

New cityscape - exactly how?

I know this hasn't be done a lot of times up to now, but nevertehless I'm hoping someone has experience in the matter and can help me.

I'm creating a new planetscape for, well, a new planet. In order to easily be able to test the script, I decided to replace Manhattan's "hardpoint script" with my new one and first built into it all the basic things, like ship standing point, character standing point, landscape and the landing pad (both one model). I left the background, meaning the sky, as it was.

Now, I created a camera, called Camera_0, which Freelancer is now to use as standard camera. This it does quite well, as I intended it to do, at coordinates 0, 0, 0 and no special rotation whatsoever. However, it should just be hovering above the ground of my landscape (which I just painted a bright green for texting purposes). HardCMP showed a Hardpoint set at 0, 0, 0 right where I wanted it -- hovering above the ground. But there is no ground. I can see the lower ends of the "skydome" in the background, but not the ground that should be before it.

Am I right to assume the materials have to be in the MAT itself,? -- cuz in petaldb.ini, which I also edited accordingly, there is no special reference to a MAT file. This exludes the possibility of missing textures. Well, HardCMP showed them up, too, anyway, so I don't thing that's it.

Only thing I assume are the lights, which are missing up to now. But then I would at least get a black horizon, wouldn't I? Cuz at the moment I can really see the round bottom end of the skydome.

Having any ideas?

Post Thu Dec 15, 2005 8:04 am

Okay, I have started a different approach now. I left all the Manhattan buildings, positioned the camera at a staight-down bird perspective and added, as a prop, the new landscape. However, the gaps between the buildings reimain black like they do on an unedited Manhattan, and the surface still doesn't show up. There are no errors in the FLSpew log.

So what could it be? I've checked whether the model maybe is upside down and I'm actually seeing the untextured back, but unless I am totally dump, I can pretty savely say that doesn't seem to be tha case. Another thing may be the textures. Are there any special requirements for a texture?

C'mon, there must be someone around here, who got into this. I know that the Free World modding team is working at new cities and they seem to look quite well, so, what's the trick?

Post Thu Dec 15, 2005 9:08 am

Right, ANOTHER approach. I have deleted the landscape from my model and just put the landing pad building right in the middle of it, then I introduced that to the scene. The building is textured from all sides, so I should see it regardless of its orientation.

But -- as you might have guessed -- it's not working either. Now, after banging my head against the wall for half an hour, I am almost at the point of just abandoning the idea of new cityscapes. What is this, that I can try to make a landing pad appear for THREE hours and still not get ANY results. *sigh*

It MUST be the textures. Everything is linkes just fine. There is an entry in the petaldb.ini (prop, because I refer to the model as "Prop" in the script), the script is okay (well, it is a modified Manhattan script, large junks still not edited) and the room-ini for the cityscape has been modified to refer to the new script. I don't see where the problem could possibly be!

Post Thu Dec 15, 2005 3:04 pm

Manhattan Guy,

Now this may not help.. but this or a similar problem sometimes occurs with ships, particlarly where you use a lot of textures, and also sometimes extruding a certain part can result in double faces.. where this occurs the panel can look black and opaque..

I presume you are using milkshape for the final stages of modelling..? If so I suggest that you get Lithium Unwrap.. LithUnWrap 1.3 its free but will not be updated..

then open the .ms3d in Lithium Unwrap, select\all, then go to tools\optimise... it fixes most of these problems...

Also have you imported the textures into utf by hand or used the .mat file exporter..? The exporter occaisionally screws up textures.. particlarly where you have similar names.. ie texture01, texture02 etc.... also are you using .dds or .tga. I cant be sure but I have a feeling from a thread I saw that planetscape textures are treated a little differently I may be wrong ... but I cant find it now.. after trolling for about half an hour.. However try both .. invert the .tga's tho..

I too am interested in this aspect of freelancer modelling and would like to know the answers.

Hope this helps.. but I have not tried to create new planetscapes so I may be pointing you in the wrong direction.. Lol

Harrier

Post Fri Dec 16, 2005 7:43 am

Lots of textures? Well, ATM I use two textures, so I think I can safely say, that's not the problem.

The modeler working on that used 3ds max 7, and so do I. I just use Milkshape for assigning the textures and then exporting the whole thing.

I use DDS textures and imported them to the CMP via the MAT exporter and its "Update" function. My textures are named "li_10_landscape" and "li_10_landingpad". Okay, the names have some similarities, but I can't believe that is to be what's causing the trouble.

I'll try out those things once I have the time.

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