Modeling and Texturing

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  • Eagle clone

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    You should have generated the strings list, which would have allowed converting the material CRCs to names. Having done that, you’d see the first material is the edge, the second is the main texture and the third is the hardpoint mount.

  • How to texturing for nebula exclusion?

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    Try flipping the texture vertically and reimporting it back into the proper node using UTF editor.

  • Texturing in 3DS Max.

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    @frozen:

    Yes, i use 2009.

  • 3D Ripper DX

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    oh come on, don’t let us throw one more thread into the copyrights topic… its getting somewhat unoriginal and boring. in the end its up to each one of us personally, what he uses and how and whether he works himself or uses foreign work. we will not find a perfect compromise for all of us so let us keep where we are currently - every modder does what he feels is righ. both chess players may be successful, the risky aggressor and the defensive strategyst.

  • 3DS Max Unwrapping and UVMapping Tutorials

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    Nice links, I’m only just starting with 3ds so theyll come in handy. Cheers

  • [Resource] HD-Textures for Freelancer

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    ahh come on this is sweet stuff admit it. good job bro i love it.
    Tausend Dank

  • Help with texturing

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    Okay, thank you very much 🙂 I’ll try to make something ^^ but not yet… I needed help because I can’t do it now because of personal problems… I havent any time to do this… I can start only in next monday - 30th 😞

  • Converting to Freelancer

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    So after going through the model, the problem isn’t the .cmp exporter, it’s actually the MSH importer. It incorrectly imports the model so it has quite a number of bad groups. We’ll need to find another version of the MSH importer for either 3DS Max or MS for this to work.

  • FL Texture trouble

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    Nova… please rephrase your translations… ST pulled you up once for sounding rude, we understand its a translation problem… but if every post you make DEMANDS something… pretty soon your just going to get ignored…

    If your prob is with AF or AA… its your problem… to be sorted by you… and your PC gfx card… no-ones going to reach in and set things how you like them over the net… learn to use your PC

  • Asylum51 Ship Pack

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    Yeah… just looked… the old red/black ones too… oh man… my heads exploding 😛 I fell in love with many of these ships years ago, so good being able to use them… they will not be gathering dust anytime soon.

    Funny thing though… i always thought the AURELIA, IRUKANDJI ships were Evelyn’s work… but that’s just based on looks though… that’s Kadak7’s ships in the SEVEN folder 'eh… final piece of the puzzle lol… now i know (woulda looked pretty silly crediting the wrong person).

    As a side thought… doors always open to ANY A51 member over at XLR (its open to anyone really…) I’ll never forget my 1st online mod experience (A51) & would gladly code in a faction, ect if there was an interest from old faces 😮 🔨 8-)

  • .MSH to .MS3D

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    allready done. just need to cut it to 65 000 polys.
    The problem is that I dunno how lol… I’m total n00b… FAIL lol…

    BTW. I’m using MeshLab for manipulating with this .OBJ file

  • Vanilla Fl ships questions

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    =D

    White Civilian ships are now possible 😄

  • Animated Ship Models

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    You can use regular engine fx for this without issue. It’ll look better in the long run because it will include the cruise effects and vary intensity with throttle also. It’s possible to make your own “engine type” ale wich uses throttle but not cruise, and still attach that via the internal fx method. You just lose out on cruise, which can add quite a bit to any engine’s cool factor.

    As for it being silly, well did the huge mining ship in Star Trek not look totally badass? Also recall a great looking ship from X3, a gunship for the Ka’ark or whatever they were called. I was actually planning on porting it over to FL, the textures all looked great and the animation would be simple but look very suave; glow maps and all. A couple textures were a bit elusive though so I lost interest 😜
    Oh, and I’m lazy.

    Unfortunately there isn’t a throttle on mesh animations, only ale fx, so that kinda blows. Maybe a plugin for one of the server software around here could help with that aspect.

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    thanks for the reply

    it seems like i have to get a older version of milkshape to get the cmp importer to work, is this still true…?

    where can i download the cmp importer…?

    thanks…

  • Sur Exporter without 18 limit?

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    one sur mesh per cmp group ?
    i’ve surely not understood because Overfiend and i, we do hitbox with more parts than the cmp …
    and the hit/collision detection for the player’s ship works well 😉

  • Extracting Starlancer textures

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    Seeing as i lost all my textures i had to re-extract them again. I used SLEditBeta2.16update to do this.

    When you fire that up, click on the Tcache editor and look for the tcachehw.dat in your main Starlancer folder. Then put in an output folder of your choice. There is a button on the side which says Open tcache, click on that, then all the textures are listed. These are in an unreadable TGA format. Select all, extract the textures and they will be automatically converted to BMP format.

    See how you get on with that

  • Group number limit?

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    You’re right on this one. (FF = 256 for all people unfamiliar with hexadecimal numbers) However, as you’re not using Milkshape to create your model, I’d recommend doing the grouping work in blender and then exporting group by group into Milkshape and afterwards into FL.

  • From model to ship…

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    **You can also search here using google…

    example -> site:the-starport.net drizzt**

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    you can either split it up as i explained, or you could do the dummy spheres with the unique names, that doesnt matter. the way sur splicing works (at least from what i understand) is that you need to have the same number of groups in the cmps as the primitives you use to make the sur, in order for it to work.

    you probably need to make groups to have parts blow off as well, but since im not sure how that bit works, i cant really comment on that.

  • Custom npc problem

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    Ok as u know from the NewGenerationGuy:
    Its was a problem with the fuse, to make it safe it was a not existing fuse nickname.
    He changed it to an existing fuse name and now anything work.

    If u know german u can find his answer here:
    http://modding.flnu.net/viewtopic.php?f=7&t=112