Models giveaway
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:pint: :pint: :pint:
Looks very pirate-ish in the last pic :x
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hmm 75,004… this sucks to be the one to say this… but that’s a wee too big for the humble ms3d, i just tried …
game might choke a bit too… but there are ways around that…
now… where’s that tut on multipart models?.. hmmm… time to learn a new skill it seems lol -
http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=2018&forum=26
If you have any troubles, let me know.
@Sol: beautiful model!
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… nahhh The model stays as it is from my point of view but if you guys feel the need to make changes to fit better in your mod go ahead. You could probably take out a sigficant number of polys if you remove some of details.
On this particular model I wanted to do many details using polys and not texture cause I wanna do a small personal video in the near future and I need the ship to look somewhat realistic. -
I can break her up in blender… going to have to make my own texture though… (no probs lol) … just needed that thread on multipart .cmps, Thanks Sushi
I may also try some poly reduction… but that’s a last resort… its time i learn’s more about complex .cmp types anyways.
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As XP mentioned, there can be used other software to “prepare” the model. Thing is that if I were to start reducing the poly count on this model, aka removing lots of stuff, would take me more time than creating a new model from my to-do list Anyway since there are some many models being used in mods that are way over 100k polys means this can be done … not easy but it’s doable, if you wanna have a cool pirate/junker ship in your game
All in all the fact that I got such a good response from the community about this model (even though it requires some work to get ingame) makes me feel all fuzzy inside :pint: Cheers -
Sorry m8, next time indeed
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Quick question: does freelancer support textures with alpha ?
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[Confusing Answer]: Yes master, but its a tricky process and as such was only used on nomad ships… probably also need to alter the dacom.ini to accommodate.
(sry… been playing KOTOR-TSL… in a HK-47 response mood lolz)
@ gibbon… don’t worys m8… if i somehow get it done, I’ll send you her, might be a few weeks though as im back into codeing as i kinda overdid the whole ms3d thing over Xmas (fried nerves & all… lol). im only really up for simple converts at this time… this may change though (dam modding mood swings…)
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Of course it does
SImply add an alpha channel to your texture, thats it. -
Seems you have quite a talent for modelling ships. Very impressive.
I would love to see the original freelancer ships cleaned up, if you catch my drift. They’re looking a little blocky and dated nowadays, a few added curves and smoothed edges would work wonders on them and give the original game a much needed facelift, especially if the textures were sharpened up a little aswell.
Has anyone produced a mod which improves the overall graphical quality of the vanilla game without adding new content? Other than the HD texture pack that is.
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I know what you mean Timmy however after all these years I can’t stand watching any longer at the original Freelancer ships, that’s why I’m doing new models, so I’d give a total facelift to the game.
Anyway, a good news, after experimenting a bit wile texturing the Morena I got an idea of how to add original details on my future textures to make the model look more detailed poly-wise than it actually is. I’m not gonna apply this technique to all new textures cause it’s extremely time consuming so I’ll only do it on those models that deserve it, but it should make the models look a tad better, detailed or realistic.EDIT: Still …. does anyone have a package containing all the ships in vanilla in OBJ or 3DS format ?
I thought this through and I’m willing to at least give this project a try but for that I need all the models in the specified format, plus a screenshot of the models ingame and which faction do they belong too. One thing thou, even if I do this, I doubt the textures I will make will resemble with the originals even in the slightest cause it will be my version of Freelancer. -
I was just told that this has been done before so I guess no point in doing the same thing all over again …… oh well, I guess I’ll go back to my stuff then.
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dam… sry for the misinformation… I was under the impression that was the case… as its rarley used outside of nomad ships… & that particualr texture is referred to in dacom.ini… along with all its DcEc data
so i can make translucent ships… hmm… i do have a Q… if i set the emissive… ect in ms3d… does it translate to the .mat or will i still have to manualy (like i do now) use UTF to add my Ec nodes?
& yeah… FL’s stock ships have been updated a few times over the years… what would be better (& ive found a few of these as well…) would be “new” house ships that fit the existing style layed down by DA… once agian… been done & alot of older mods have many already…
Bases are where its at Sol… & .dfm’s… but that’s a path straight into the mouth of madness (as no-one really knows the way…) we have a part 1 from the mighty alderbarren (females)… but no real “public resource” male overhaul… or alien… I know some mods have these things… but they aint sharing … so sad
when that nut gets cracked… (one day)… ive got 100’s of different models from various sci-fi games that are just begging a seat at the bar… or to be bartender… i can get them into ms3d np… but pointless without a way to export them into FL… or any understanding of the rigging method used.
Keep up the fine work Sol… I’ll keep trying to build a decent enough mod to fly them in