Modeling and Texturing

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  • Animooted Custom Turret

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    Heh…

    I feel like - the one-eyed man in the valley of the blind!

    Here guys…

    http://forums.seriouszone.com/showthread.php?55565

    There are many tutorials and tech tips there, check them out and use them and link to them freely.
    http://forums.seriouszone.com/forumdisplay.php?417

  • Maya users help.

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    No one has replied
  • Animated Planet Textures

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    If you can figure the deltas out to make a storm travel around the atmosphere, while spinning, I’d love to see that 😛 Mixing mesh and mat anims gives a rather wide range of possibilities and is relatively easy.

    wow I just almost swallowed the screw from the bottom of my pepper mill 😕

    Which is what I’d been thinking about for a binary star model, and a little niftier black hole that swirls and sucks ( sounds like a naughty solar :oops: ) instead of just spinning. Apply this to the hurricane idea above and you have some nifty storm stuff going on. It’d look pretty sweet, particularly on huge gas planets like Jupiter with that gnarly “eye” which both circumnavigates and spins. Might take some work aligning the “eye” section with the right band on the texture, but it’d be another cool touch for our travelers to break the monotony of barren space flight.

    Recall that binary star orbits are wobbly because of gravity and centri(whichever)al forces wobbling them throughout the rotation. Without mat and mesh anim together, more accurate portrayal isn’t possible. Mat anim can handle the task of the gas exchange between binaries; then your dual star model with an offset axis can rotate around an invisible poly with its own offset axis.

    Anyways, just saying, why not use all the tools available? Flying through space with static planets gets boring.
    //offers CoT some antihistamine//

  • Here's a Present

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    awesome! would be nice to see all modesl like this 😄

  • Custom ship randomly turns white

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    Thanks both of you, you will both be getting a hidden easter egg in my mod 😄 although adoxa you didn’t get to help me much in this problem your utilities more than make up for it.

    Ozed.

  • Looking for a 3D modeller

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    Since I dont have develoupment team and I work on it alone, it is “my mod”. When (if) I’ll find a crew it will be “our mod”

  • Hardware - Lost & Found

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    Don’t worry i’m not that desperate for icons that i’ll steal them, I think i’ll wait till Adoxa finishes his engclass.dll until i get into all the hardware, i have to agree with you that most of these would have been externally mounted but i can’t think of any way that you could do this to a model without it just looking wrong.

    Just wondering did you just make up the colour of the glass textures or am i missing something in the import plus inspecting the MAT. Either way, they look good 😄

    Ozed.

  • Questorial: FLModelTool / Fl Sur Builder

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    adoxa wrote:
    My previous message has the link to the sur resizer.

    Yes, I downloaded that, thanks! It does its job properly.

    Weird thing is, that my FLModelTool doesn’t seem to work anymore: the exported models have the same size (and I did doublecheck the code in SolarArch.ini and the system’s ini), so I cannot resize .3db files at the moment… A ‘reinstall’ of it (actually deleting the app and create a new version from the .zip folder) didn’t matter. Could this be due to the new DirectX version I installed?

    EDIT: Nevermind, FLModelTool does work when I first clone an archetype. And maybe there is maximum to the size it can handle.

    I can now use FLModelTool to enlarge the .3db file, and SurResizer for the accompanying .sur file. I made a Space_Habitat_Tall_x25 this way (only the radar kinda thing on top looks ugly. I’ll have to put something over it 🙂 )

  • Adding weapons on originals Freelancer ships

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    CSV baydoor animation worked fine for me, although it seems a little strange, sliding up into the bay.

  • Weird issue .mat Oc setting

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    Not sure if the lights issue is a bug but i found myself in the same spot when i changed them…

    I finally added ALOT placeholders into the goods.ini and only changed the light_equip.ini as i want my lights to be. That way i don’t have to buy a new ship all the time. It’s only a work around i know.

    There is a mod which has a lights shop, “Hamburg City”, however i do not know how they handle it.

    And about changing Hp’s… I came across something weird too. Sometimes when i placed Hp’s in hard_cmp they were changed in orientation and sometimes in position too. Actually i think they were put to the next surface if i had them inside one object. Maybe they were too close to the edge or something idk, it finally worked when i changed that object to have a real interior, like say ur object is a sphere and u substract another smaller sphere from it u get a real “hull”.

    Not sure if this helps, just my observation.

  • Milkshape and Rendering

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    I can also confirm that this importer sometimes crashes, but it’s usually OK when you use it in manual search for the .mat file.

    The author tried but couldn’t find the cause of this problem.

    So like other utilities we have to live with it…

    … until Lancer can find time to make a new good 'un!

    😄

  • Making surs for ships

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    Not as far as I know, but I’m no SUR expert.

  • Orientation

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    thank you very much 🙂

  • .OBJ and .MTL to CMP and MAT files

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    thank you

  • A Texture Problem

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    Yes, use LithUnwrap to open up the entire ship “skin”, it’s reasonably straightforward but you probably do need to follow one of the guides the first time you do it.

    By the way - remember if your texture is .tga format it MUST be set upside-down! It will look wrong until you load the ship in the game.

    If you use .dds format then it MUST be right way up.

    BUT - remember only PhotoShop’s nVidia DDS plugin works correctly, the GIMP and PAINT.NET plugins mess up the dds many times. You may be able to correct it by saving as .tga and then using DDS Converter 2 to make the dds.

    Here are some links to texture mapping…
    http://forums.seriouszone.com/showthread.php?58881-Tech-Tip-UV-Mapping-Tools-and-Tutorials

    Good Luck. 😎

  • Texture Sizes…

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    why not create 2 textures and code a XML to choose what to use? server side wont notice…

  • Creating own Navmap symbols

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    yes i know how it works , but now i used all navmap symbols wich was not used in our mod , i need more tzats why iam askin ^^

  • Research: LODs

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    Seems like LODs are not supported at all for asteroids… what a shame 😞

  • Eve Online Ships

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    cursor wrote:
    Maybe you should ask Ionestar, he said in this topic : link

    that he talked to CCP and got permission.

    CCPGames Person " It’s okay on my end as long as it remains nonprofit, which means no ads within game, no selling of the mod, etc. and of course they credit CCP accordingly. "

    I´m not quite sure if this is correct, no offense Ionestar, but very hard to belive that CCP did that. If so it would be a great addition to FL. Was thinking of sending a PM too and doublecheck.

    cheers
    CURSOR

    Yep this is ture, We have the e-mail from the CCP games rep that allowed us to step forward with the mod.

  • I hate surs forever

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    the center can be edited with a hex editor