Models giveaway
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Adoxa is right, as always. Google found it as always. This is a download link for the original FL ships in ms3d format that’s on the discovery site.
I know many people have cannibalised the original ships and added elbows and legs to them and stuff in an attempt to make them walk, that’s not what I meant.
I was referring to the fact that they look a bit like flying lego bricks now due to their age, Sols ships look very nice and smooth, nice edges and curves, a hell of a step up from the original content.
I’m not asking you to do this for me Sol, I’m not a mod maker, if you did this you would be doing it for yourself and just about everybody that still plays the game really.
There’s a huge advantage to tidying up the originals in the respect that they already have excellent sur files, plus every mod out there other than those that are total conversions will have a use for them and you to thank for them.
If you get a spare 5 minutes here and there just potter away at them and see if you think it’s job worth doing. If not, you’ve got plenty of other stuff to get on with by the looks
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@ timmy…
closest i’ve seen to a overhauled mod “without” much new content was plasmafire or flak88… now… having said that… forget i mentioned PF… & go check out flak… if its extra fx your after… well i offered to help on A51… but was ignored, but still willing to help as im an A51 admitee from way back…
& yes… we keep Mr.Sol here quite busy… don’t we m8 (lolz) 8-)
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Were you really ignored at A51? They’re a friendly bunch there, at least they always have been in the 5 or 6 years I’ve known them, admittedly you have to be among them for a while in order for them to get to know you but once you’re in, you’re in for life there. Good community, hope they manage to make it back, Glock deserves it for his efforts over the years.
As for Flak, Plasmafire, it’s all good stuff I’m sure, but I’m not angling for a mod to play here, it was a sugestion I thought might well benefit the entire community really, not me.
This game has a better chance of surviving if the community pools it’s resources, I know everyone agrees with that, it’s not often that someone like Sol comes along that seems so selfless, yet so talented at the same time, so if he could achieve something that benefits everyone, it would be a good testament to his nature. It’s a general feeling I get from this site, look at Adoxa, knocking down the obstacles that stand in other peoples way, people seem to be really pulling together here for the benefit of all, like some kind of last stand where the real genius’s are all together finally in the same room banging heads together, no surprise the boundaries have been pushed further in the last year than in the five years before.
Best of luck to you all I say.
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Indeed websites like this one really helps out the community and we’re all grateful for that
I’m gonna download that archive and maybe I’ll put it at use sometime yet I still need those pics I mentioned. Showing each ship and what faction does it belong to. I’ve been too bussy to play freelancer lately so I kinda forgot some things.Tonight I’ll start working on a model that came in mind couple of hours ago, will be a scenery object. I had the Destiny lined up for work tonight but plans changed cause this model I thought of is original and least in my opinion, worth designing before the details start to fade from head. I’ll probably not gonna finish it too soon cause I wanna test a new texturing technique on it and till I’m not happy with how it looks I’ll not release it. It’s all about learning, the more stuff I learn with each model will improve the quality of my future works, a little bit with each new model.
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For clarification on alpha channels, Freelancer uses in-texture alpha channels to determine opacity/transparency, not illumination (like 90% of other games do).
The way Freelancer works is it uses a second texture (Et), applied over the diffuse texture (Dt) which tells the game what glows and what doesn’t.
The only downside to “glow-mapping” is you lose specular highlighting. It is for this singular reason that Freelancer utilizes separated textures on its assets so that windows can glow while the rest of the ship still gets specular highlights.
Just FYI, in case you didn’t know.
When I get the opportunity later today I’ll post up a few pics of a FULLY glow-mapped ship.
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Wile I’m working on my bigger projects I made these things on the side just for fun, dunno what the heck they’re supposed to be in Freelancer so I named them “Unknown scenery objects” but in my verse they’re gas cloud sensors.
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Download this model from > windows live server <. Tomorrow I will upload it on the digital brilliance server too. -
Hey man.
I had a look at that document from Infinity, with the rules and stuff …… I don’t think I’ll make any models for Infinity. They’ve got way too many rules on how to build the model, “do this but don’t do that and especially not this etc etc etc”. Thing is I do all these models on my spare time to relax, to relieve the stress acumulated wile at work, and as soon as I start making models guided by rules … well, there’s no more fun in that. If they want to use my models as I provide them fine, if not, that’s it. Probably other members of their forum could take on the endeavour to “convert” some of my models that are fit for Infinity by design if they so choose. -
Heard about a type of ore called Eezo (element zero) in game and that sparked my imagination a little, enough to make this station anyway.
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HOT!!! :pint:
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Oh, I likes that one. It may find a how in FW:ToW. Thanks Sol
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Thx guys, appreciate your support ….
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Hooray for the Mass Effect series!
Only crit, element zero is supposed to be dark blue.
For those who don’t know:
Element zero, also known as ‘eezo’, is a substance that, when subjected to an electrical current, releases dark energy which can be manipulated into a mass effect field, raising or lowering the mass of all objects within that field. A positive current increases mass, a negative current decreases it. This ‘mass effect’ is used in countless ways, from generating artificial gravity to manufacturing high-strength construction materials. It is most prominently used to enable faster-than-light space travel. When humans discovered the Prothean ruins on Mars, they also discovered refined element zero that the Protheans had left behind. It enabled research into FTL ship drives before the Charon Relay was discovered.
Eezo is generated when solid matter, such as a planet, is affected by the energy of a star going supernova. The material is common in the asteroid debris that orbits neutron stars and pulsars. These are dangerous places to mine, requiring extensive use of robotics, telepresence, and shielding to survive the intense radiation from the dead star. Only a few major corporations can afford the set-up costs required to work these primary sources. Some planets have small eezo deposits or coalesced around a larger deposit during their formation. While these secondary sources are safer to mine, the yield from the ore is not as large. There are rumours that the Nemean Abyss has particularly rich eezo deposits.
Element zero forms the basis of many advanced medicines throughout Citadel space. The biotic drug ‘red sand’ allegedly has element zero as its base - according to urban legend, it was created by criminal triads on Mars from the eezo samples recovered there. The Normandy’s massive Tantalus drive core cost 120 billion credits because of the amount of element zero needed to power the ship’s specialized stealth system.
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:)) Hehe ok that will be corrected in my next model on which I’m working now. I may also revise this model if I feel like it
waiting for Mass Effects 3 ……
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Quick question: I know there’s that poly limit of 20k polys in ms3d but I need to know exactly what is the limit: 19.500 / 19.995 / 20.000 ? As I’m trying to keep my future models inside that limit.
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I believe the limit is actually in the range of 21,XXX polys. However, for the sake of simplicity, everyone throws 20k around because it is easy to remember, it’s a nice round number, and sticking to that as a guideline always means your models will be just fine as far as detail levels go.
Now I just need to finish the custom Normandy model sitting on my HDD and hopefully get that thing out for the community to use (and I need to write a detailed permissions readme too to prevent it from being abused).
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Arvis Taljik wrote:
Now I just need to finish the custom Normandy model sitting on my HDD and hopefully get that thing out for the community to use (and I need to write a detailed permissions readme too to prevent it from being abused).
You really think that would help ? If ppl wanna use something they’ll use it, regardless of your detailed readme, that’s why I keep mine simple.