Jefferson's 3D Modeling Tips for Freelancer
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https://forge.the-starport.net/projects/maxcmpexport/files
3ds Max 2017 exporter for CMP and MAT.
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Yep. Uh-huh. Thanks. And you made my point. Tell people how much 2017 costs. And I last shelled out for 2010 and it works fine for me, and had I updated to 2017 I’d be into Autodesk for 5 figures by now as I was when I updated 3DSMax from 5 to 6 to 7 to… And then they bought Maya… Etc.
So when I retired in 2011 I decided to NEVER shell out for updates again. Which is a lesson that unless you’ve got a client or employer who’ll shell for software AND let you keep it…(yeah RIGHT…good luck) Then be prepared to spend big time, take tax deductions, be audited yearly and so on.
See why I champion FREE software?
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Free software? MS3D isn’t free.
Also, Autodesk Education provides free software for students, including 3ds Max 2017. That’s the overwhelming majority of modders right there.
But hey, if you want to keep using the shitshow that is MS3D (whose exporter consistently fucks up crucial aspects of CMPs and MATs), you do you.
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Well you educated me there. And no I don’t export with Milkshape since the Max exporters came out. The process is so much easier. I’m still reading through the threads, but some processes haven’t and that’s why sites like this exist. Now has anyone came out with exporters for Cinema 4D?
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I’ll readily admit the exporter documentation is severely lacking (the original author disappeared a while ago, but fortunately the exporter was open source and I recently ported it to 2017), that’s something I hope someone can take some time to do properly. If you have questions, I might be able to help and w0dk4 as well if he sees the thread.
Unfortunately the Cinema 4D userbase is even smaller than the 3ds one, so nobody’s investigated that.
Oh, also, it’s not very classy to edit snide remarks in well after posting something (in the hope I won’t notice?). Plus, if you’re gonna do it, at least put some effort into the insult man.
If you’re wondering where my attitude comes from, I’m a little tired/peeved that people keep using outdated tools (fled-ids, the old UTF Editor, HardCMP, MS3D) when much better, open source (and therefore maintainable) replacements exist.
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No problem. Everybody has their buttons. Sorry I pushed yours.
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You make MS3D sound worse than it is.
Effectively most 3d models in FL mods were exported using MS and most of them work flawlessly (you just have to know what you are doing).
Its also free to use for a limited time and not everyone is student to make use of autodesk education stuff.I of course wouldnt recommend using MS for modeling since its way too complicated but its good enough for exporting working FL models.
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Milkshape really have many problems. For example - Defender’s cockpit have visual bugs after export. But Milkshape is not terrible. It’s simple tool for simple things. And nothing more.
One modeller created in SketchUp new models for me. That models totally crashing after any change in MilkShape - in this case you can’t use Milkshape. Milkshape don’t become bad after that - this is just more than it allowing to do.HardCMP
HardCMP is more useful for editing hardpoints instead of new UTF.
Ok, about new tools.
UTF - in last releases was changed renderer of models. I not seeing color of materials anymore. Result - I don’t using latest version of UTF.
FL Mod Studo - changed controls of camera. Result - I don’t using latest version of FL Mod Studio.much better
May be, but not everywhere.
the old UTF Editor
Simple example. I want to add and rename some nodes to pilot voices. In new UTF it required more than 5 seconds for every new node. In OLD - it hasn’t any lag.
Every tools useful in own case. Old and outdated too.
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sketchup models work pretty fine with milkshape if you use the right obj exporter. There is a free one which does the job pretty well (i currently can not remember the name and would need to search for it since I got a new PC just a few weeks ago).
Some other obj exporters that I have tried before export way too many double vertices. That needs to cleaned before exporting stuff with milkshape (lithunwrap might do the job here).I use many old tools since I know them from the very beginning of FL modding and got used to them. Next to that are many new tools “too automated” and dont allow me to see and edit specific details that I personally consider important.
That does not mean that I dont use new tools aswell.
FLdev is great… much better than fiddling wiht reshacker.
FL Mod Studio also has its use eventhough I still write the code of the systems by hand (windows editor) since it allows me more control over specific settings. FL Mod Studio however is pretty nice if you want to check how stuff looks like without constantly launching the game.New and old tools have their justification.
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HardCMP is more useful for editing hardpoints instead of new UTF.
Ok, about new tools.
UTF - in last releases was changed renderer of models. I not seeing color of materials anymore. Result - I don’t using latest version of UTF.
FL Mod Studo - changed controls of camera. Result - I don’t using latest version of FL Mod Studio.You do realize those tools have threads on this very site and that, at least for UTF Ed, I actively monitor it for bug reports? Instead of stupidly dropping a tool because of a singular feature breaking (which absolutely is a bug, but people don’t tell me about them), why didn’t you write something in that thread?
I’ve added virtually every single feature HardCMP had and then another layer on top just for good measure, so why the hell are you still using HardCMP anyway?
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Here’s an idea from the pro’s and it’s probably buried in the threads somewhere. OUTLINE THE MODELING PROCESS.
EG; From 3D model, hardpoint addition, texturing, export to cmp-mat, scripting, testing. And what software was used. (And if that software is available on what site ).
To the pros this is called “The Pipeline” and raging arguments result in art/design departments over the most efficient pipeline. Which usually get settled by the boss saying “Do it my way”.
If some software is buggy/outdated/clunky,etc then what do you think is better and why?
If you think you have a pipeline nailed; What is it?
Chances are good someone else is doing it better.There might be a handful of people who can do everything for a good Freelancer mod. (I’d like to meet one, but their probably suffering from OCD.) And that’s why were on the Specialty Modding thread because we model.
Things have changed drastically since about all we had in 2004 was UTF and Hex editors. In this Friendly Fire out there is dead right. Still, of all the parts needed for a good mod, there’s nothing I’ve found that beats putting your own pretty ship into Freelancer and taking it for a spin around Sirius.
So folks, what do you use and how do you use it? Huh?
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If you’re into editing xml I’m using UltaEdit but it’s pricey.
I’m primarily modeling in Cinema 4D, but export .obj into
3d Max 2010 and then do my hardpoints there and export to .cmp and .mat files. Textures I do in Photoshop. On the threads someone was experimenting with getting normals mapping into the game. That would be a MAJOR leap if you could get DXT5 .dds maps into the game!
I experimented modeling in Z-Brush but the results were lost bringing the polygon counts to something within reason. As for textures I learned the ships look better using the original Freelancer Textures as templates and giving them a total redo.I just got back into Freelancer after a 7 or 8 year hiatus making “mods” they called “Downloaded Content” and whatever I did belonged to them. At least here Steam and the @$!* IPCC hasn’t killed real freelancers like us.
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For a good example of a modeling pipeline
Look for the Fast Ships Anyone thread and skip the links until post 10 and download “FIR’s Guide 2 fast + dirty model conversion.”Forget most of his posted links to software. Most is on the download pages here with newer versions, but it’s the process, not the tools to look out for. Since the bottom line is putting a model into the game (though I prefer to use MY models). Admittedly I’m weak on things like 3db icons, SUR files and cockpits, but I’m learning and now have the time and with this site, access to tutorials. And FIR’s tutorial pointed out a few things to me.
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Hey here’s the link to grab UVMapper. It’s a tiny single .exe. (Unpacked it’s only 576kb for the Win version) available in Window, Mac and Linux flavors. Creates maps in any flavor .bmp format so loading then into any graphics program is easy. Creating a tutorial .pdf for it.
UVMapper at http:\www.uvmapper.com
IT’S FREE!
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Under the heading of FREELANCER; OUTSIDE THE ENGINE! (Or what you can do with a render farm in your closet)
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Okay for fellow 3D geeks like me:
Single pass render to .tif @ rtime of 24min 58 secs
Global illumination with 4 levels of diffuse depth.
AA fixed as 16x16 min & max (sync)
Single area light with all excluded except ship model and figure. Raytraced shadows attenuated to 60% with cast of S 12% V 8% at cast of R 21 G 19 B 19.
Starsphere pulled from starsphere_bw04_stars.cmp along with associated stars_large01.tga and stars.tga
Nebula and sun volumetric effects (0 geometry).
Stars set to IBL through associated materials in luminance channel with 200% value.
No camera effects. -
Decided my old avatar was too cluttered and didn’t read very well. I’m working in a tutorial on UV mapping in pdf format with over 80 pics. Doing it like the tutorials in the 3D trades and putting the mapper software, model for mapping and textures all into the zip. (Except the image software, if they need that they can grab Gimp or something). The final image turned out so well I cropped it into the new avatar.
Here’ the original;
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Okay among my irons in the fire I’m giving an entire base a redo. Planet Toledo, the Order base no less. I’ve got the new smoother geometry finished and have added landing pads and am going to render out near seamless textures for her. However I’m stuck at that pesky fx of the landing forcefield under the ship. The fx showroom thread’s last post was from Helloween a year ago, but I posted my appeal anyway and am crossing my fingers.
Now I’ve got some pretty potent terrain generators. (Vue, Bryce, even a few proprietary ones from past gigs). So the terrain mesh looks much better though the polygon counts aren’t that much higher. It’s going to need a total re-texturing to get rid of the tile effects, but that’s not that much trouble. I have the software that does that.
Heres the shots of the half completed Toledo Order base, a test ship of mine (the Asteroid) with a lame placeholder I made instead of the forcefield and a workfile shot of the terrain to show the new polygon mesh and that it’s not just a increasing them with a nurbs smoothing.
EDIT: given the ale, it’s 2 break out files and told until their finished with software their zip I can do with any of it. Still thanks.
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I just broke the news about what .dds DXT5 implementation I was referring to in prior posts on the OpenGL thread. When I got trolled about it I shut down and figured these people must think DXT5 begins and ends with interpolated alpha. At one time or other I’ve worked professionally with every flavor of .dds and that was years before Freelancer shipped. Well now there’s one thing I and everyone else can use the NORMALS MAP implementation to do and that render NEW and REDONE textures in and resolution you want from vanilla 512 x 512 up to whatever though I’d suggest not going over 2048 x 2048. That’s textures rendered directly to .dds files or .tga files right from the 3D software.
A word of warning here. You REALLY have to know what you are doing or you’re going to crash Photoshop’s NVidia Normals map filter. There’s tricks to doing right. Trick I learned from the NIF Group, tricks I learned that you’ve seen me use in video games somewhere I flat guarantee you. That’s not a boast that’s just the facts.
So if you can take a single square plane and do the below with it using just the renderer welcome to the big leagues: