next week is fine I don’t expect you to do anything in 24 hours, I meant I will send the files your way in 24 hours.I will learn that splicing thing eventually cuz it’s inevitable but for now I have too many things on my to do list.
Nym
Posts
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if I send them to you tomorrow would that be ok? I need to revise some smoothing groups on the mesh and remap some areas cuz the texture looks like it’s tiled and I wanna fix that. how do you want the files? the cmp mat and sur?, also another question if you splice it together will the hardcmpeditor still draw the model so I can edit the hardpoints or will I need to do that in milkshape? for me the model is harpointed fine but I wanna release the ship so that anyone can use it in their own mod so maybe they’ll want to modify it.
Just let me know, and I’ll send u a PM with a download link tomorrow evening. It’s 2 AM for me right now so in about 24 hours I’ll finish the retouching.
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So I built this ship, a remake of the Ebon Hawk from the KOTOR game, and I split it into 2 halves(21k triangles each) like so:
Then I re-skinned it cuz the color-scheme was too… “meah…”
And it goes as follows:
- The main ship section is the AFT or back section a.k.a. the half of the ship that has the engines
- The front half of the ship with the cockpit and all that was used as a component to be connected to the main half in the game so that the 2 halves make one ship counting 42k triangles.
- The idea worked fine but with a slight problem.
- When I am in space the ship renders beautifully and the super-high rez texture makes up for some fx that the game engine can’t render and it’s a joy to fly around in this thing as you can see here:
The problem starts when I am docked. For some reason the attached component, A.K.A. the front half of the ship is invisible even though the ship appears as a whole in the ship dealer’s little preview window. and here are the images to show you what the frak I’m talking about:
Ship Dealer Preview OK:
Planet-Scape View NOT-OK:
Now I’ve tried making the front half of the ship a cargo container, a shield generator and even a static weapon(seeing that turrets and guns are rendered in the planet scape scene), but the result was always the same; full ship in space, half a ship when docked.
If anyone has a clue about how to fix this please help! I know there is another method of making super high poly ships by splicing stuff together but I’d rather keep it simple for now.
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ok, what are you guys talking about… first of all cmp cargo pods have collision if the pod itself has a sur file.
as for fl crashing because of cmp… mine works, I just have the issue as stated in my previous post…can no one give me a pointer as to why it’s happening?
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How can I make this work for a player ship?..I have a problem…I’ve made the entries in goods.ini , select_equip.ini, I even added my cargopod entry in the st_good.ini… then I’ve added it as an add-on to the ship. The problem is that while the ship is docked, the cargo pod will not be visible…it is only visible in space.
The reason I’m asking is because I’ve made a ship that is very high poly…so I split it into 2 halves… and I’ve attached one half as a cargo pod to the main half so that I have a 40k triangle ship working. But It’s very annoying because in station or even story cutscenes or docking cutscenes the cargopod half is not visible.
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Wow, I would have never thought of that, this brings thing into another perspective, Thank you so much for the hint. Fortunately I’ve managed to ‘kinda’ fix the issue by taking the physics for another cap ship from another mod and by increasing the dock radius of objects to 600. This way small ships dock the same way and large ships don’t have to position themselves perfectly for the docking sequence to begin. Still this angular drag thing makes sence. I will look into it as soon as I have the time. At the moment I’m continuing the Destructible Universe mod. If’ you’re interested here’s a link:
http://www.filefront.com/14614125/DestUni1.2.rar -
OK, so a while bac kthere was a mod that alowed you to destroy pretty much everything in FL except for planets. Now the thing about that mod was that the asteroid and debris fields were not completley done. The only place you could destry asteroids was in the badlands.
So I started making more fields dYnamic and destroyable.
So far i’ve done the fields in new york and 2 fields in california.
If anyone is interested here is a download link for the mod: -
dream wrote:
2nd Still in Li01_detroit_debris_field_001.ini:
[Cube]
xaxis_rotation = 0, 0, 180, 180
yaxis_rotation = 0, 30, 90, 195
zaxis_rotation = 0, 0, 180, 180
asteroid = debris_small1, -0.700000, 0.300000, 0.200000, 0, 20, 190
asteroid = debris_med2, -0.300000, -0.300000, 0.800000, 85, 0, 185
asteroid = debris_large1, -0.200000, -0.100000, -0.600000, 105, 160, 25
asteroid = debris_small2, 0.000000, -0.900000, -0.800000, 35, 110, 60
☆Be careful :All before asteroid “;” delet!!Don’t as you!If I delete the " ; " comment sign then I will have non dynamic asteroids in the field, asteroids that will stop ships instead of bouncing of on impact. So by deleting that I would get an effect opposite to the one I want to acheive.
anyways, fixed the mine crash issue…something in the asteroid arch…didn’t find out what, I just added the custom dynamic asteroids to the original asteroidarch.
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Baaaah, I got another problem…. I made the field in new york dynamic but the minefield is toasted…I left that alone and untouched and when I get close to a mine to see if it explodes the game crashes…the only way to fix it is to make the mines dynamic asteroids, in which case they don’t autoamticaly explode when you get close to them…anyone got any ideas why it’s crashing?.. I think it’s related to the asteroid arch…but I have no idea what because the [AsteroidMines] section is not tampered with
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Actually scratch that, I fixed it
[DynamicAsteroids]
asteroid = da_debris_medium2
count = 15
placement_radius = 550.000000
placement_offset = 200.000000
max_velocity = 0.000000
max_angular_velocity = 0.000000
color_shift = 0.000000, 0.000000, 0.000000 <–--------issue was HEREIchanget those to 1,1,1 and everything is now visible…man this mod is gonna kick arse :))
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Ok, so I’m working on creating dynamic objects in asteroid fields and debris fields…I’m pretty succesfull so far BUT, the textures are missing on some of the debris bjects. As far as I know the mat address is good in the asteroidarch.ini. So far I’m working on liberty Detroit debris field. in here debris appear to be black and I don’t know why because the same type of debris appears ok in the Jersey debris field…only the jersey debris field is not dynamic yet.
Please help, I’m working on a mod to make all asteroid fields dynamic so that flying giant ships through asteroids will seem more realistic. I mean C’mon, a ship 5 times as big as an asteroid will not bounce of the rock, the rock will slowly bounce off of the ship’s way. I’m basically continuing the Destructible Universe 1.0 mod by Integer Man. All the asteroids and debris are destructable…to give a Star wars empire strikes back effect (remember the star destroyers through the asteroid field shooting rocks & stuff)This is the debris section of dynamic asteroids from the asteroidarch.ini:
[DynamicAsteroid]
nickname=da_debris_large1
DA_archetype=solar\asteroids\models\debris_large01.3db
material_library=solar\ast_debris.mat
explosion_arch=explosion_large_mine3
;recharge_time=2[DynamicAsteroid]
nickname=da_debris_large2
DA_archetype=solar\asteroids\models\debris_large02.3db
material_library=solar\ast_debris.mat
explosion_arch=explosion_large_mine3
;recharge_time=2[DynamicAsteroid]
nickname=da_debris_large3
DA_archetype=solar\asteroids\models\debris_large03.3db
material_library=solar\ast_debris.mat
explosion_arch=explosion_large_mine3
;recharge_time=2[DynamicAsteroid]
nickname=da_debris_medium1
DA_archetype=solar\asteroids\models\debris_medium01.3db
material_library=solar\ast_debris.mat
explosion_arch=explosion_large_mine3
;recharge_time=2[DynamicAsteroid]
nickname=da_debris_medium2
DA_archetype=solar\asteroids\models\debris_medium02.3db
material_library=solar\ast_debris.mat
explosion_arch=explosion_large_mine3
;recharge_time=2[DynamicAsteroid]
nickname=da_debris_small1
DA_archetype=solar\asteroids\models\debris_small01.3db
material_library=solar\ast_debris.mat
explosion_arch=explosion_large_mine3
;recharge_time=2[DynamicAsteroid]
nickname=da_debris_small2
DA_archetype=solar\asteroids\models\debris_small02.3db
material_library=solar\ast_debris.mat
explosion_arch=explosion_large_mine3
;recharge_time=2This is from the Li01_detroit_debris_field_001.ini:
[TexturePanels]
file = solar\asteroids\debris_shapes.ini[Field]
cube_size = 400
fill_dist = 1600
diffuse_color = 100, 100, 80
ambient_color = 255, 255, 255
ambient_increase = 20, 20, 30
empty_cube_frequency = 0.600000[properties]
flag = Debris_objects
flag = Object_density_low[Exclusion Zones]
exclusion = Zone_Li01_Detroit_high_density_debris
exclude_billboards = 1
exclusion = Zone_Li01_Detroit_storage_area
exclude_billboards = 1
empty_cube_frequency = 0.750000
exclusion = ZONE_Li01_vignette8_exclusion
exclusion = ZONE_Li01_vignette12_exclusion
exclusion = ZONE_Li01_vignette14_exclusion[Cube]
xaxis_rotation = 0, 0, 180, 180
yaxis_rotation = 0, 30, 90, 195
zaxis_rotation = 0, 0, 180, 180
;asteroid = debris_small1, -0.700000, 0.300000, 0.200000, 0, 20, 190
;asteroid = debris_med2, -0.300000, -0.300000, 0.800000, 85, 0, 185
;asteroid = debris_large1, -0.200000, -0.100000, -0.600000, 105, 160, 25
;asteroid = debris_small2, 0.000000, -0.900000, -0.800000, 35, 110, 60[Band]
render_parts = 10
shape = debris_belt_04
height = 6000
offset_dist = 2500
fade = 1.100000, 1.450000, 10, 11
texture_aspect = 1.000000
color_shift = 0.900000, 0.900000, 0.900000
ambient_intensity = 1.000000
vert_increase = 2[AsteroidBillboards]
count = 150
start_dist = 1000
fade_dist_percent = 0.300000
shape = debris_tri
color_shift = 1, 1, 1
ambient_intensity = 1.000000
size = 50, 130[DynamicAsteroids]
asteroid = dasteroid_debris_small1
count = 5
placement_radius = 150.000000
placement_offset = 90.000000
max_velocity = 8.000000
max_angular_velocity = 2.000000
color_shift = 1, 1, 1[DynamicAsteroids]
asteroid = da_debris_large1
count = 10
placement_radius = 600.000000
placement_offset = 250.000000
max_velocity = 0.000000
max_angular_velocity = 0.000000
color_shift = 0.000000, 0.000000, 0.000000[DynamicAsteroids]
asteroid = da_debris_medium2
count = 15
placement_radius = 550.000000
placement_offset = 200.000000
max_velocity = 0.000000
max_angular_velocity = 0.000000
color_shift = 0.000000, 0.000000, 0.000000[DynamicAsteroids]
asteroid = da_debris_small1
count = 20
placement_radius = 500.000000
placement_offset = 200.000000
max_velocity = 0.000000
max_angular_velocity = 0.000000
color_shift = 1.000000, 1.000000, 1.000000[LootableZone]
asteroid_loot_container = lootcrate_ast_loot_metal
asteroid_loot_commodity = commodity_scrap_metal
dynamic_loot_container = lootcrate_ast_loot_metal
dynamic_loot_commodity = commodity_scrap_metal
asteroid_loot_count = 0, 0
dynamic_loot_count = 1, 1
asteroid_loot_difficulty = 50
dynamic_loot_difficulty = 3what am I doing wrong?
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Ok so I’m working on the physics of this monster ship…as you can see it’s huge and I think that is where the problem lies. First i had difficulty making the ship heavy as a rock so that other tiny ships coliding with it wouldn’t send me spinning like a firecracker. Once I did that, I made sure the top speed of it (cruise offline) is about 30-40. 4 way strafing very helpful controling it although very slow…so it behaves like a regular imposibly huge cargo ship. Or so I thought. Cuz if I try to select an object that is far away, like a docking ring or trade lane and hit “go to” it starts acting crazy because it does not “go to” it starts strafing to the left or right and kinda never gets to dock with anything
so what could be the issue here? I set the HPMount hardpoint at the very nose of the ship so that it will be easyer for the game engine to detect when it should initiate the docking sequence but it still behaves weird. In order to dock with tradelanes i have to manually fly the ship to point 0 and hit dock but that takes very long since the ship is slow and heavy. I can’t dock with planets cuz the ship kinda strafes around the docking ring crashing into the planet. What to do? Help I’m kinda desperate…I’m makin a little mod for SP where I can fly in this mammoth throughout Sirius filling her guts with goods for trading destroying space stations and asteroids and such with destructible universe mod… but i wanna be able to dock with stuff…otherwise i’m stuk in manhattan space for good :))This is the ship so u can get an idea of how big it is:
an attempt to dock…tried making the ship smaller but it still acts weird.
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This is weird, what’s with this fuss about 4 way strafing…I’ve figured out the thing last year I think, and it improves my gaming big time. I’f youre a good pilot you can use it to your advantage even in a fight. You have the freedom to be unpredictable in battle. I’ve been modding at this game since lancersreactor began and I’m tellin’ ya…this is a big improvement.All self respecting servers should have this.I mean cmon, you’r flying a space ship not a f*in plane, if you know how to ini code the physics of the ships this game has more potential than a few very recent titles. To me I think this game could use a shader support module for the engine and a solution to the max distance from center point of the systems so that scaling solar systems to more realistic sizes would not pose such a problem. I just got a new i7 6gigs o’ram bla bla pc and I still think Freelancer is THE game. Anything to improve the physics of the game just makes the thing more realistic, and that’s good in my book.
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Man you saved my life! Thank you so much! fianlly I can get that 1mil poly model into freelancer :))))) just kidding…it’s only about 850K poly
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The proportions on yours are wrong, if it wasn’t for the texture you might think it’s remodeled after the original.? it looks fat. What did you use to export it?
I couldn’t get the SR1 logo on mine, the texture was bad I think and I didn’t want to make it in photoshop…makes it look…less branded :)) -
Can you please direct me to that tutorial with the chunk cmp, as I am trying to port a complex model into FL and need to split it into several cmp files so that I can exceed the FL poly limit.This is really important and I would appreciate it.
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This might be exactly what I need. Do you have a tutorial or know how to create complex ships that you can split into several parts and then attach them back so that they make 1 ship in FL…. like the Osiris battleship…it’s made out of several components…how do I do that…the modeling is no problem…the parts are already done…how do I go about attaching them in the correct position in FL?
Does anyone know what I’m talking about?
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You mean this Normandy SSV in THE Freelancer? Not exactly sure it can be done :))))))
Trains and 3db's
Trains and 3db's
Trains and 3db's
Trains and 3db's
Trains and 3db's
Auto pilot issue
Destructible Universe Mod 1.02
Dynamic asteroids & debris
Dynamic asteroids & debris
Dynamic asteroids & debris
Dynamic asteroids & debris
Auto pilot issue
[Freelancer Mod News]Jason's Freelancer Patch
Model Questions
Ship Model - Normandy
Model Questions
Modular Stations Addons
Ship Model - Normandy