EXPORT Q: Enter HERE PLzz
-
Sky-Blazer wrote:
I created below it seems with save settings. but it then wanted to go and open somthing else not really sure what its wanting from me.Starflier Test.ces
Same results when i tried to import it back to ms3d a mess of hardpoint’s
i have been leaving scale at default do ineed to mess with Scale some.WHAT IS A CES FILE??? as i go through the proccess of save setting it doesn’t even give me anything to open so i am more than at wit’s end on what the thing want’s
if there is any tool ANY TOOL that will Give me results
PLEASE be my hero
TOOL, or Explanation of either , Chat convo anything
thanks you guy’s are awsome ill go research old materials but wow i’m trully stumped
Trader,
I saw your plea of help earlier today at work and wasn’t able to respond. I’m afraid that the exporter I gave you in that other string was the incorrect .dll file, which I will fix at the end of this post. The exporter .dll file I meant to give you was msCMPExporterV2.dll.Why was the cmp was so tiny you asked. I will quote myself from a tutorial I wrote for converting files from the game Descent 3 to Freelancer .cmp as to why:
D3 to FL Tutorial wrote: Users of the original exporter will prob remember getting a serious shock when you went into your build the first time and discovered that your x.cmp model “Shrunk in the Wash” in a matter of speaking, and got seriously small. This is because in the original exporter, since you have no control on it’s sizing during export, it defaulted to the Scale=92.
However, in Ver 0.2 and 0.3 of the exporter (don’t use 0.3 as there is a issue with it) you CAN control the scale sizing. The settings you want is “Scale Down = 1”. I use the slide bar instead of the box to select the scaling.
What this means is that you don’t have to increase the size of your ship’s model in Milkshape anymore in order to get it to be full size in game. Just use these settings w/the attached exporter and you will be all set as far as the size is concerned.
The reason it came back into Milkshape so wonky, if you used the Importer ver 2.7 I gave you, is because it was importing the insanely ship in it’s tiny format as it was exported.
What is a .ces file you also inquired?
I don’t know what is stands for, but it’s purpose is that so that you can have multiple models of the same shape come out in game at the same size. I used .ces files for a element in our mod. Saving a .ces file using the 0.3 (zero point three) exporter I had issues with, but If made using the 0.2 (zero point two) exporter, I had no issues. When you are at the exporter screen simply open your x.ces file (Where “x” is the name of the file) and it will automaticly (sp?) set your exporter to your desired settings.I hope this explains some more whys of Freelancer modding.
Fus
-
i will get on it pronto thank’s
-
do i need to save settings the other confused me ill try not and come back
-
SWEEEET SUCCESS
i created a cmp file and was able to import back into ms3d
with all intact. whooooohooooooo
Five Boulder’s just fell off my shoulder’s
-
THANKS A MILLION
Now i gotta fly the little bugger -
<insert dancing=“” smiley=“” here=“”>Glad to hear the good news Trader. Knowing this information will help you towards building successful .cmp models in the future.
Fus</insert>
-
Well i was able to fly the staflier that i exported
and found out it Flys upside down quite gracefully
Guess i’ll have to fix that LOL but it did work.
-
Sky-Blazer wrote:
Well i was able to fly the staflier that i exportedand found out it Flys upside down quite gracefully
Guess i’ll have to fix that LOL but it did work.
Ya, that’s the other setting. As you discovered, you test ship flew upside down because you were using the other default setting, “Orientation = Flip Upside Down”. The Correct option for your Starflier test and any future test .cmp’s should be “Orientation = Back to Front”. In order to make sure that the cmp comes out right using this setting, first make sure that in the view screen of Front in Milkshape, you are seeing the rear of the ship(or whatever the object is). If you are not, you will need to select your model using either the Cntrl-A keyboard command or the Select button in the Model tab to select all faces, then use the Rotate command in the Model Tab to turn it around. I can’t remember which will be the correct axis, but if you use the wrong axis, don’t fret. Cntrl-Z will reverse the last function done, and you can try another. The nice thing is that you can try the three axis one at a time so you know which one you did right and which was wrong.
Edit: You will also need to make sure your ship or other object is right side up in the same screen, and if it isn’t, use the above steps to correct that.
Fus
-
thank you for that info [RIP]Fusion
and all your help TRULY gratefull
-
Using 0.2 exporter but HardCMP crashes while opening .cmp !
Even if I did selected separate groups and smoothed faces individually, or even with dif. export settings.
Tried one group, 10 groups (with 1 subgroup), scale to 1, back_to_front, …
Any idea? -
sumanuti wrote:
Using 0.2 exporter but HardCMP crashes while opening .cmp !
Even if I did selected separate groups and smoothed faces individually, or even with dif. export settings.
Tried one group, 10 groups (with 1 subgroup), scale to 1, back_to_front, …
Any idea?Strange. I always export as one group, and 99.9% of the time I don’t have a crash of Hard cmp. My first question would be how many polys does your model have? HardCMP may be having an issue rendering it cuz of poly count. To find that information out in Milkshape 3d, go Tools/Show Model Statistics.
Fus
-
sumanuti wrote:
Yea, default Eagle works good in import/export.
Here is my stats
34K! Holy cow! is that the model you mentioned in the post previous to mine? If you have the program and Milkshape extra file, get LithUnwrap and use its’ optimization command to try and reduce the poly/vert count of the ms3d file. If you don’t have the program and/or the ms3d addon file, zip up your ms3d file here and I will see if I can do the poly reduction.
Fus
-
http://www.fileswap.com/dl/DdymscWl0N/3MAJ-VHF.rar.html
Its already been lowered - damn!
MUCHOS Kudos!
-
I did not extract your textures from the mat file, but even at reduction to 28k, I am still unable to get the model to load into HardCMP. My HardCMP doesn’t crash, but all I see is white. I have no wireframe, no black background, nothing. I can’t even open the mat file.
My suggestion is to use the Direct X Poly reducer found in the Tools menu for limiting the poly count. If you can get it somewhere near the 10k mark successfully, it might co-op for you.Fus
-
Upon testings 20K is max limit that in HardCMP shows properly.
Lowered values to 19K and model still looks good (even better!).
Will models work properly in game even it is beyond that limit?
And will the poly count in any way affect game-play in performance fields? -
sumanuti wrote:
Upon testings 20K is max limit that in HardCMP shows properly.
Lowered values to 19K and model still looks good (even better!).
Will models work properly in game even it is beyond that limit?
And will the poly count in any way affect game-play in performance fields?That is an interesting question. First off, grats for knocking the polys to 19K! That’s nearly a 50% reduction! (17K would be 50%)
Freelancer is an old game. The best response I can offer based on my work on The Underverse is this rule of thumb: Fewer polys = better gameplay. That’s both from the perspective of the game engine rendering the model and the players being able to fly it. There was a person here in this forum who was able to bypass the 20K limit by breaking his model into 2 seperate cmp files, and then combineing the two into one cmp. I was never able to successfully able to duplicate this, so I can’t help you with that. Hope that answers your questions.
Fus
-
1: Not Completely Sure on EXPORT GROUPS Using CMPVo.2
Below i tried to be as precise as possible in hopes that my mistake stands out
My understanding is as below example for Anubis
a:To my understanding this is what it’s asking for “number of groups”
As Number of Groups:–—*0a
Or_elite as 1 of 9
Or_star_wing 2 of 9
Or_port_wing 3 of 9
Or_Engine01 4 of 9
Or_Engine02 5 of 9
Or_Engine03 6 of 9
baydoor01 7 of 9
baydoor01 8 of 9
Or_glass 9 of 9b:To my understanding this is what it’s asking as “group Quantities”
As group Quantities-----*0b
Or_elite <mat.: elite_2560r=“”>--------- as 1 of 5-----*1
Or_elite <mat.: engine_grill01=“”>------ as 2 of 5
Or_elite <mat.: lib_weap10r=“”>--------- as 3 of 5
Or_elite <mat.: metal030r=“”>----------- as 4 of 5
Or_elite <mat.: weaponsplate2=“”>------ as 5 of 5-----*1Or_star_wingmat.:elite_2560r----- as 1 of 3-----*2
Or_star_wingmat.:lib_weap10r----- as 2 of 3
Or_star_wingmat.:weaponplate2---- as 3 of 3-----*2Or_port_wingmat.:elite_2560r------- as 1 of 3-----*3
Or_port_wingmat.:lib_weap10r------- as 2 of 3
Or_port_wingmat.:weaponplate2------ as 3 of 3-----*3Or_Engine01mat.:elite_2560r-------- as 1 of 2
Or_Engine01mat.:engine_2560r------ as 1 of 2Or_Engine02mat.:elite_2560r-------- as 1 of 3-----*4
Or_Engine02mat.:engine_grill01----- as 2 of 3
Or_Engine02mat.:weaponplate2----- as 3 of 3-----*4Or_Engine03mat.:elite_2560r-------- as 1 of 4
Or_Engine03mat.:engine_grill01----- as 2 of 4
Or_Engine03mat.:metal030r---------- as 3 of 4
Or_Engine03mat.:weaponplate2------- as 4 of 4baydoor01<mat.: elite_2562sideor=“”>---- as 1 of 1
baydoor02<mat.: elite_2562sideor=“”>---- as 1 of 1
Or_glassmat.:o_glass--------------------- as 1 of 1
2: Originally Plates Or_star_wing ,Or_port_wing ,Or_elite ,where grouped with there selected spots
What I Did:
Added
*1 Plate for another shield mount and Hp|Fixed|HpShield02
*2 Plate for existing hard point torpedo,added one Plate and Hp|Revolute|HpTurret01
*3 Plate for existing hard point torpedo,added one Plate and Hp|Revolute|HpTurret02
*4 Two Plates for each side 2 for Hp|Fixed|HpMine01, Hp|Fixed|HpMine02
Two Plates for each side 2 for Hp|Fixed|HpCM01 Hp|Fixed|HpCM025 Renamed hard points at my choice of positions to suit my need
I Grouped New Plates with Older Existing Plates in there respective NAME GROUPS
I Tried ungrouping them Also1: PROBLEM-The ship shows as missing,deformed,some weapons visable,Mat-planes that extend the far reaches of the solar system
2: PROBLEM-Weapons don’t go to the proper spot
3: PROBLEM-One items Shows as 2 in mount window,more mount windows than are HPAgain using CMPVo.2
for level of detail i left at “default 0”
for orientation i set to “Back To Front” Prior to opening exporter i set my object (Anubis) so that i was looking at the back of it
for setting i did save a ces file but dont know if its neccessary
for scale down i set to 1 using the slider
for number of Groups i put as believed according to -----*0a
for group quantities i put as believed according to -----*0b
WHEN I TRIED THE UNGROUPED WAY I ADDED each new plate as another GROUP QUANTITIES
1: Do HardPoint’s need to be grouped?
2: Do Hardpoint’s need to be grouped with there respective Mount Plates?
Thanks in advance Sky-Blazer.</mat.:o_glass></mat.:></mat.:></mat.:weaponplate2></mat.:metal030r></mat.:engine_grill01></mat.:elite_2560r></mat.:weaponplate2></mat.:engine_grill01></mat.:elite_2560r></mat.:engine_2560r></mat.:elite_2560r></mat.:weaponplate2></mat.:lib_weap10r></mat.:elite_2560r></mat.:weaponplate2></mat.:lib_weap10r></mat.:elite_2560r></mat.:></mat.:></mat.:></mat.:></mat.:>
-
Use Piper’s CMP Exporter.
No need to define groups and no group limits!
Just place Hp’s below group parts where they need to belong (be part of).