Model ship viewing
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Unfortunately you will need to use Milkshape. It is the only program with mostly complete importers/exporters for FL. There was an model pack somewhere at one time that contained all of them in max format, but I haven’t seen it in a long while.
If you need a specific model someone here might have it converted already.
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ok, I have gotten milkshape registered.
Now, I have tried importing Milkshape 1.8.4
EX li_elite2.cmp
or the .3db file types and it just crashes…
What is the file, file type to import a model?
and or why does it crash?
basically what do I need to import to view a complete model with textures in milkshape.
looking up file types, it seems that .cmp .sur and .mat are needed…
is there a compiled file type?
EDIT: try importing a .cmp file and it loads loads loads crash…
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Which CMP Importer plugin are you using?
if it is 2.7 then you need to select the materials (.mat file) manually, don’t let it use “Auto” to open the .mat file because that importer does often crash if you do. If it still crashes, change the options until you find a way, it will work well once you find out and disable the options that are causing the problem.
The original CMPImporter v0.1 by Mario Brito does not crash.
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only been working with FL for 4 days.
well it appears 2.7 is in milkshape.
EDIT:
Ok I will fool around with the options, but where are the textures .mat located?okey dokey I got the model imported , just need textures LOL
when I use extract textures it locks up.
any suggestions on getting textures in/on model?
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If all you want are quick and clean pictures of ships like this:
http://freelancercommunity.net/viewtopic.php?f=15&t=587
just use HardCMP.
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Great , Thanks for the link.
It will be very helpful right now.
thanks to all for your replies.
But I will hopefully still want to use these tools in near future,
I am really getting into this game.Oh cool old BSG Viper’s
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Ok I will fool around with the options, but where are the textures .mat located?
If you import Liberty ships (e.g. ships\liberty\li_fighter\li_fighter.com), you will need the li_playerships.mat for the fighters and the li_capships.mat for capitals (e.g. ships\liberty\li_playerships.mat).
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Hello again. ( dont like being noob or a pain)
About the .mat (texture)
(1.)
I have imported several models into milkshape.
I have also gotten the .mat files with them, but they are not on model.the materials show up in the materials tab.
Do they need to be re-assigned to the model for view?
Or why are they not already on the model they have been assigned too?
(2.)
I have also seen things in reference to .dds files, these I assume are like “skins”.
because when I look into texture folder alos, there are only enuff it seems for 1 object.Also, I have seen some pretty nice models made for FL
EX: the Viper from BSG. I would love to skin one of them.Is there a place here or somewhere to D/L these models for use?
I always give credits for any thing I do use on or in a project.
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When you import a model, make sure your turn on the ‘import textures’ feature. This is done by selecting the mat file then finally importing the model. It will ask you where you want to store the textures, choose the same folder you intend on saving the model too.
As far as the Viper, maybe someone will provide you with the one they use…
FL uses dds and tga only. TGAs must be upside down to work properly in-game. These are stored in the mat file, normally not by themselves.
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1; Check the settings in the 3D view, right click on the background and there are four options refering to the appearance, click “Textured”. (if it haven’t already done)
2; Extract the textures you can find on the material tab in UTF editor, simply export them, and add the proper name to each as you can see in the ship’s UTF material tree. Not a bad idea if both the textures and the model are placed in same folder. Save the ship’s ms3d file, if you got luck when you open it again they will appear on the model, otherwise you have to assign each on the material tab.
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@Lancer
thanks any info helps.@davis
BINGO!!! TYVM
step 1.
I knew there was something I was missing.step 2. so the UTF acts as the extractor-err what I might call the Mixer.
have not yet started or opened that app yet.
big help thanks
1 more thing if any one can.
is there a grid turn off .
I find the preferences and change grid to 0 but it remains.sorry I am having a hard time finding my way round milkshape
like pan,zoom move simple things LOL -
i had been struggling with milkshape and exporting the models to obj files (with textures)
ive worked it out with some help
ive not used gmax, does it import obj files if it does then it should work but youll need to edit the obj mtl file (when you export as obj 2 files get created, the model (obj) and the texture/material files (mtl))
if you edit the mtl file youll see each section has numbers then the line where the material is pointed to, only thing is not a lot of programms can read dds files (freelancer material files)
so they need converting to png 1st
then edit the line in the mtl change the .dds to.png resave making sure you save as .mtl then should work
here a render of a shire i did