Modeling and Texturing

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  • Mat/cmp error?

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    btw, hardcmp doesn’t save anything unless you klick “file” - “save” (or “save as…”)

  • Starsphere from scratch

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    Ok, I’ll try that in a bit.

  • Is MilkShape soon to be passé?

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    Mnd i my opinion MS3d isn’t really great for modelling, as it is rather difficult to select the right parts as you can’t select in the 3d view like in 3dsmax or gmax.

  • Psionic ship pack

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    allway’s nice work from you m8 😉

  • Tachyon the Fringe ship packs

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  • Co_base_ice_large02.cmp

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    Thanks ST, narrows it down to the hi res texture by radiant i’m using, possibly bugged, will remove it and see what happens

    *** UPDATE ***

    Radiant’s hi-res texture file was causing it, when i removed it and used the standard vanilla one, all fine. Need to compare the two and see what’s happening. It’s also possible i altered it but have no memory of doing so.

  • A few more questions.

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  • 3ds Max users help.

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    Bump

    🙂
    Ozed

  • Animation runs instantly

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  • HpMount help

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    Well - that was the polite reply.

    Here is what I’m thinking:

    Bloomin’ kidz! Have to bleedin’ well spoonfeed ‘em all the bleedin’ time! Step by bleedin’ step!

    Here, son… Open wide, there’s a good chap and we’ll play choo-choos to get food into your bleedin’ mouth!

    One…

    Two…

    Three…!

    Chooo!

    CHooo!

    Wooo-hooo!

    Grraaaaahhhhh!

    !!

    😄

  • Speed creating of ship for novices

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    thanks

  • FrankenDefender

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    Yep, so i think we have came to the same sort of animation, you know what they say, great minds think alike 😄 . I still invite anyone to try it out. I might try it out with some other models now that i’ve got everything downpacked.

    Ozed

  • Getting hardpoints to work

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    The HpWeapon01 etc Hardpoints themselves will not show in the game, this is normal. The reason the standard models show a “mounting point” is because it is a shape put on the ship model.

    If this is what you mean, then you need to copy the shape by importing the model .cmp file into MilkShape, copy it from another hardpoint location, and put it where you want it, then re-export the cmp. This is tricky if you have not done it before.

    Or if you mean you can’t use the new hardpoint then:- Can you mount guns or equipment on them in the game (depending on what types you defined them as, in shiparch.ini), for example:


    hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02
    hp_type = hp_fighter_shield_special_4, HpShield01
    hp_type = hp_fighter_shield_special_3, HpShield01
    hp_type = hp_fighter_shield_special_2, HpShield01
    hp_type = hp_fighter_shield_special_1, HpShield01
    hp_type = hp_thruster, HpThruster01
    hp_type = hp_mine_dropper, HpMine01
    hp_type = hp_countermeasure_dropper, HpCM01
    hp_type = hp_torpedo_special_2, HpTorpedo01
    hp_type = hp_torpedo_special_1, HpTorpedo01

  • Texture and lods questions.

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    1 - You need to open the mat file in UTF edit.
    In the texture library you should see texture nodes.

    2- Click on the + icon of each node to show what will be either MIP 0 if it’s a tga texture, or MIPS if it’s a dds texture.

    3 - If they are tga files then select MIP 0 as that will be the largest texture, click export on the right column and save the file as a .tga. Make a note of how many MIP nodes are present for the texture, MIP 0, MIP 1, MIP 2 etc.

    4 - Open the tga file you saved in photoshop, flip it vertically. Make sure the texture is square, it has to be either 128 x 128, 256 x 256, 512 x 512, 1024 x 1024 etc, you get the drift, square. If it’s not then just resize it to make it square, doesn’t matter if it looks wrong the game will sort it out.

    5 - Export it as a dds, DXT1 no alpha. If more than one MIP was present for the texture in UTF then you will need to generate MIP maps on export, match the number of MIPS you generate with the number of MIP entries you noted down in step 3.

    6 - Open the mat file in UTF edit again.

    7 - You now need to replace the MIP 0 entry for the texture, MIP 0 should be named MIPS instead to use a dds texture. Delete all other MIP entries present for the texture, MIP 1, MIP 2 etc, as they are no longer needed.

    8 - select the new MIPS entry, click import and import the new dds file you created.

    9 - Save the mat file and try it in game.

  • Specularity and glossiness in FL

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    Thanks! Thats what i need

  • Trent's dresses

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    I present it Rocker Trent 🙂

  • Where to get HW/HW2 models?

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    It works now!
    After a few updates and tweaks it works now.

  • Help with .sur and collision groups

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    Tutorial here: http://the-starport.net/freelancer/forum/viewtopic.php?post_id=35167#forumpost35167
    I dont understand it after 4 stage. Good luck lol.

  • Alpha and planet textures

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    Nice one! I shall test it out right away. Many thanks.

  • Texture trouble!

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    Of course you can, no credits required, I didn’t make them, just converting them.