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Station disappears at steep angle of view

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

Post Sat May 13, 2006 2:32 am

Station disappears at steep angle of view

After searching through this forum a while and not coming up with an answer, I'll just post my problem.

I've created a new station model and used it in-game to test it and scale it correctly. It's a rather large station (probably about the size of Newark). Now, when I am close to the station and look at it in a steep angle, the station will disappear.

I also believe I've got the same error for a new battleship of mine, which is also quite large.

I've experimented with setting the solar_radius entry to a higher value, but to no avail. The station at the moment is using the SUR of the (much smaller) standard depot from Freelancer while the battleship has no SUR at all. Could that be the error? I'd just like to know wether or not I have to change something else BEFORE I start creating the SUR.

Any help is greatly appreciated.

Edited by - Manhattan_Guy on 5/13/2006 5:17:39 AM

Post Sat May 13, 2006 3:57 pm

This is not only you lol, It even happens with things that are already in the game, gas clouds, rocks, suns and the coronas all dissapear. I belive this to be a bug which mite be fixable.

So basicly you're Station is fine i think, so dont quote me on that

Cheese on toast:
Like the name
Beware the player

Post Sat May 13, 2006 4:16 pm

If you haven't already, try running your CMP through the FLModelTool- it'll set the radius for the model itself, so it should show up on the sides of your screen as well as just the center.

Chris Bates

Post Sat May 13, 2006 10:47 pm

Well, I scaled my station up with FLModelTool, so according to you the radius should be fine by now.

So it gotta be something else.

Post Sun May 14, 2006 2:30 am

Before exporting the model from milkshape - reorder(regroup) the groups:
the most visible/large groups must be in the LAST place. It sounds quite strange but this is the solution.
If you have the last Milkshape1.7.8 this will be quite easy - it has Up/Down button.

Silvik

Post Sun May 14, 2006 3:07 am

Ah, this could be it. I'll try it out.

But if I wanted a CMP to have multiple parts in-game, how could I use the right groups as center if I am bound to the restriction that the group with the most polygons has to be the last in MilkShape?

And besides, I have exported smaller ships with multiple groups and I did not have the largest group as the last one. Yet it still worked. Any reason for this?

Post Sun May 14, 2006 11:46 am

Not the group with the most polygons, but the group that is larger as size. Let's take for example a battleship: the main hull is the larger part, the towers or anything else are the smaller parts.
I've experimented a lot with this stuff, so believe me - for large/huge models it works like I said. I have too a couple of "elephants" (24K radius according FLModel tool) in my MOD, converted like I've mentioned earlier and they "behave" nice.
For medium/small models groups order doesn't really matter.

Silvik

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