O.o Dumb Weapons o.O
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I have 2 ideas about whats wrong.
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Wrong model link in weapon_good.ini
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Bad exporting of models. I see you made 4 LOD’s, maybe they all have liberty turret at 1st LOD?
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1. I didn’t make goods yet.
2. LOD is not related to model switching, but to view distance. Problems like this are usually related to nickname confuse.
About the export: If this isbad exporting, then what is good? I tested every single model while I tried to fix it and it was perfectly exported. Only thing irregular is that they have no SUR, but this isn’t nescesary for a gun.
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You have same group name for all models that exported from Milkshape.
Make uniquie group names for each model in Milkshape.
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Is “Root” unique enough? Absolutely ALL of the models in Freelancer have a main group called “Root”. How is it that all the models in Freelancer aren’t same model?
BTW those turrets are capital ships turrets resized with Milkshape, so the group names stayed the same.
Just for details, the resized models are: br_turret04, ku_turret01, li_turret04, rh_turret03. -
TheDvDMan wrote:
Is “Root” unique enough? Absolutely ALL of the models in Freelancer have a main group called “Root”.Haha. Thats your error. FL groups doesn’t called “root”, “root” means something else not a group. If you read my ship creating tut carefully, you’d know what names must be unique.
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I said I resized the original guns. Check them out and see theres no group called Root
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nonetheless, there are groups called the same as the original versions’ groups. you have to export it as if it were an entirely different model. the exporter will define the new groups as “Root” object anyway.
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Lets get to the point OK?
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TheDvDMan wrote:
Lets get to the point OK?-1
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Legion wrote:
-1I knew you’ll say it!!!
BTW I tried all I could but nothing… Lets just forget this idea!
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any geometry is importable as freelancer VMesh with any size, even if the geometry is already present in the game. any VMesh can be defined as weapon as well, so there is a right way and only because some single people failed on re-importing a weapon model it doesn’t mean it is impossible or hard to realise. the solution is already here. you are free to stay back from it, if you don’t like the idea.
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Messing with gun models is not for me… I’m best with Icons (L;)L)!!! I’ll pass the idea this time, but I’ll keep it until the problem will be solved (if).
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Feel difference between milkshape groups and cmp sections and all will be ok
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“Feel” the difference? You sound like Yoda!
What do you mean? -
TheDvDMan wrote:
Yoda!What is it?
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Magister Yoda from Star Wars. Don’t tell me you never saw that movie!
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Seems to be freelancer caches data in memory.
If you named material groups for different models with different materials in Milkshape like “material1” - all models in freelancer will be with same material.
The same with your models - somewhere at Milkshape you did used one name for different models.
Take li_fr_def.cmp into milkshape and name like this:
Tab Groups - Tab Materials
li_fr_def_gr01 - li_fr_def_mat01
li_fr_def_gr02 - li_fr_def_mat02
… etcOpen br_fr_def.cmp. Do:
Tab Groups - Tab Materials
br_fr_def_gr01 - br_fr_def_mat01
br_fr_def_gr02 - br_fr_def_mat02
… etcThe same for other models.
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as they use the same textures and material settings you can even keep the old material names and point the ini to the same mat files. most models in FL have common materials with at least one other model.
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TheDvDMan wrote:
Magister Yoda from Star Wars. Don’t tell me you never saw that movie!Honestly, never. I hate starwars
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Dislike a movie without having seen it, I wonder how you could.
Like them you might.
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