Modeling and Texturing

no description available
230 Topics 4.8k Posts
  • Angles

    Locked
    4
    0 Votes
    4 Posts
    6k Views

    Xarian_Prime wrote:
    Blender is outright awesome… but not very newbie friendly.

    But there are tons of very good tutorials out there 🙂

  • 0 Votes
    18 Posts
    20k Views

    Since Sizer hasn’t updated his link yet, I did a bit of digging through the downloads section and found it. Here it is to save everyone else the trouble:

    http://the-starport.net/freelancer/download/visit.php?cid=9&lid=2659

  • DFM files

    Locked
    15
    0 Votes
    15 Posts
    18k Views

    yep, i have reallythink that you have really made it ^^
    Good photoshop skills anyway 😉

  • ELITE ship pack

    Locked
    26
    0 Votes
    26 Posts
    33k Views

    Unfotunatelly I am going to Prague tomorrow, where I will have no PC…internet also via my phone, so all my plans concerning FL are gone for a long time. Yea…in this case, bye guys, take care and don’t give up playing and supporting Freelancer 😉

  • Cube map to starsphere?

    Locked
    27
    0 Votes
    27 Posts
    22k Views

    @ Timmy,

    On the first page, I uploaded a vid showing them mapped on a cube in game, and yes they suck. Check it out if you didn’t see it before.

  • Wings 3d uv map question.

    Locked
    14
    0 Votes
    14 Posts
    13k Views

    oki thanks 😉

  • .blend -> ship?

    Locked
    8
    0 Votes
    8 Posts
    8k Views

    Thanks Bob. Am looking.

  • 0 Votes
    4 Posts
    5k Views

    Yeah I have the latest UTFedit (I always take the best ^^). And that was THE EXACTLY thing what I wanted to be confirmed, THX adoxa!

  • Apollo 11 model?

    Locked
    3
    0 Votes
    3 Posts
    5k Views

    Check at Nasa.gov, they have alot of 3D models available for free.

  • Milkshape, Smoothing Groups and CMP Exporter

    Locked
    10
    0 Votes
    10 Posts
    14k Views

    +1 for above post…lol

  • Planet Texture Problem

    Locked
    8
    0 Votes
    8 Posts
    9k Views

    Yep, that was the problem. I did the MAT manually in UTF editor 2.1, thinking that was the most recent. 3.0’s much better.

  • Adding fx to weapons/equipment

    Locked
    7
    0 Votes
    7 Posts
    8k Views

    Mini_Me wrote:
    You could try adding a unique HP type on the weapon model, specifically for say… flamethrower_smoking or whatever, then go through alllllll the ship packages and add the effect via addon = .
    In theory it should work; nothing should show up when the unique HP is missing (gun not mounted).

    That works, at least if you add the effect by fuse. Only Problem: If you mount two flamethrowers then, the effect will only appear on the first of them.

    Try it yourself: Create a fuse that fires instantly and adds an effect to the hp_fire hardpoint.

  • Kuze's Freelancer Ship pack 2

    Locked
    15
    0 Votes
    15 Posts
    18k Views

    It’ll be getting a new name. Since it’s a Medicean ship, it’ll be an Italian name, but we haven’t decided on one yet, so we’re using Trident as the working name in the meantime.

  • Kuze's Freelancer Ship pack 1

    Locked
    46
    0 Votes
    46 Posts
    65k Views

    YAY! It looks more aggressive than with my textures. Cool.

  • Game crashes on ship launch

    Locked
    30
    0 Votes
    30 Posts
    25k Views

    Glad it worked out for you guys. It was a team effort finding it 🙂

  • New Cursor

    Locked
    3
    0 Votes
    3 Posts
    9k Views

    Thanks…it worked after I’ve deleted the other nodes 😃

  • A few questions to help a noob >.>

    Locked
    4
    0 Votes
    4 Posts
    6k Views

    OK.

    So if you export and open the current texture, let’s assume you want to keep that for two sides perhaps.

    Now double the size of the canvas (if it was 512x512 make it 1024x1024), and you can see that the original texture will take the topleft quarter of the canvas (move it if you need to). That will now leave room for 3 more textures of the same size as the original.

    Oh - by the way - make your textures resolution 72 pixels per inch), e.g.1024x1024x72

    So create your 3 new textures, being sure that each one is the same size as the original, and fit them into each quadrant of the canvas.

    When you are happy, export the new texture as .dds, import it into a copy of the original .mat file with UTF Edit, and if the node was MIP0 rename it as MIPS. Save the new .mat file.

    Remember to copy the new .mat file into the model folder. Re-open the model in MilkShape and see how the new texture looks.

    Use MilkShape’s Texture Coordinate Editor to move each face of the container to align it on the correct texture.

    For best results it’s better to separate each face of the container into a single separate MilkShape group if it’s not already, I’ve not looked. To do that, copy the whole group first, then select the copy, rename it, and delete the bits you don’t want. Select the whole group again, copy it again, rename it to suit, and delete the bits you kept in the new group, so you don’t have duplicates. Keep the whole group until you have done this for all faces, then delete the groups you don’t want.

    It’s not too hard.

    When you move on to curved shapes you will need to use one of the more advanced UVMappers.

    Let us know how you get on.

  • Texture display issue

    Locked
    3
    0 Votes
    3 Posts
    5k Views

    Well, that fixed it. Thank you very much for the heads up on that, I was getting very frustrated by this point.

    Now I can move on to breaking something else (and learning useful stuff in the process).

  • Sur for 3db?

    Locked
    17
    0 Votes
    17 Posts
    16k Views

    Try it out and let us know. Experimentation dude…

  • Tagra without background

    Locked
    29
    0 Votes
    29 Posts
    24k Views

    Google on how to make an alpha layer. There is tons of help out there on the net for non-FL specific topics such as this.