Milkshape texture help
-
Hey all long time no hear from me.
I’ve been busy with college and just got back into freelancing. I have also started to make models for FL and the mod i like to play. But i have troblke getting texture on them.
I’ve got two fully textured ships, but they flicker in and out and sometimes the whole ship just vanishes. The mod I’m playing is 88Flak with default settings, nothing changed from the FLMM selections.
I have a Mat, Sur, and cmp files for both ships, And If someone wishes to take a looksee at my FLMM Script file let me know and I’m more than willing to post parts of it Or send it to you.
-
Need a bit more information about that ships: you wrote “milkshape texture help”. Does it mean, you made new ships with unique textures or retextured existed ones?
What type of textures do you use? dds or tga?
If you use tga i’d advise to change them to dds, because freelancer flip up the tga textures in the game for some reason it may cause errors. Be sure the size of the textures are symetric like 256x256, 128x128.
After this, set the LOD ranges and camera positions as Forsaken wrote, because unique ships dont really work with vanilla settings. (they disappear when you use thruster, or cruise speed, etc…)
LOD ranges i use for non-vanilla ships:
LODranges = 0, 999999, 999999, 999999, 999999
Not sure it fits to your ships, you have to try many times to get the better result.Hope it helps
-
I think i got it working and yes they are the tga format and freelancer textures, not got around to making new textures just yet.
Is there a tga to dds converter, or do i need to reimport them as dds?
I’ve made a few weapons and they show up just great in space, but once i dock they go bye bye, whould that be casued from not having a sur file??
Olso going of topic here a little, But is there a way to animate a barrel of a gun to recoil backwards when it fires. I was looking at animations but it talkes about doors and wings, not much about weapons.
Might be nice to make a Millse luncher were the door would open before it fires, or you give it a command and they open for combat. Might be able to make internal weapon bays also, were the door opens and woosh a missles shoots from it.
-
Yes, there is a free converter between tga and dds, just type this keywords into google and i ensure you will get many hits where you can download it.
Basically i use irfan view to modify textures( in minor of course) if you want to use it also, download its plugin from the irfanview website and you can open dds formats with it.
The dds converter works easy just click on the tga file you want to convert and thats all.
The good thing if you have unacceptable size of the tga the dds converter will warn you.In regards of the sur file things, i have no experience on that, but im sure experienced sur/modeller guys here will answer to you.
-
Disappearing might be due to mis-setting the LOD ranges on your model. Most only make 1 LOD so it would be:
LODranges = 0, 9999As for recoil, it should be possible to assign
“use_animation = Sc_fire” in its weapon_equip.ini entry
This means you’ll either need to find another recoil type animation script in a vanilla model, copy / import it into yours, and change the names to match those of your meshes. Then you’ll need to do the same for a Cmpnd / Cons / Pris node. There should be posts on this here if your model has more parts than the one you’re trying to use as a reference. Within that, I’d probably set the Origins to 0.000000 for X,Y,Z and mess around with the Angle (Radians) section until it looks how you want it to –I believe this is the range of movement.More tweaking can be done within the Script as well, but if you do, be sure to read up carefully on how to add frames, and header modification requirements (there are 3 sections, each with differing data types, which must be edited by changing the “Interpret Data as”).
EDIT: UTFeditor 3 & 4, and perhaps a Hex editor, will be needed for animation work. UTF comes in handy for many, many things; from texture changes and material animations to hard points and importing Wireframes.
of course, as always: make backups -
Um I think i understod just 1/16th of that about the recoiling animation.
Just to make it simple at first, I havea HUGE gun that I’m putting on a carrier that i’d liek to have recoail like the big planet bombardment cannons that was in the extended intro. I have a two group simple setup were there is a box, and then barrel groups.
The massive weapons hard point is within the modle itself so if i can get the barrel group to recaoil backward into the box. I’ll have it made.
As for looking for the recoil annimation I have no idea how to start, and the same for the nodes. I use milkshape, hardcmp, flmodeltool, and just started to use LithUnwrap for my sur files.
So as you can tell i’m still a noob, but a nood that wishes to learn. I’ll look around and do a few searches once i get a working model of my carrier and its new weapons working. I’m taking a break from seeing it go nuclear on me and crashing. I think i have it now, but like awlays another problem rears its ugly head, or heads.
Lonestar out…