That is a very cool looking ship can’t wait to see more!
Ozed
That is a very cool looking ship can’t wait to see more!
Ozed
Hey SolCommand,
I found you some more picture of hangars. I also saw your picture on your blog of the planetary outpost, i looks very good! So here are the pics:
Personally my favorite:
Ozed
Hey,
I was just digging around some of freelancers modelsand found that the counter measure (the actual flare) is a model with six parts, named root, CM01 to CM05. I then found that the model was actually quite a high poly model considering it is only a pyramid, so im now thinking that a bit of work has gone into this little model that people dont take a second glance at. Investigating some more, I found that the model actually has an animation which as you can see in the image below (i cheated by working out where the parts will be at the end of the animation and put those values into the cons section to see what it would come out as) makes the inner triangles come out to reveale an inner section. I beleave that this is suppost to coinside with the effect where it bursts with particles (set the lifetime longer so you can properly watch it). After looking at the other CM models they all share this animation.
So this has got me a little said because all i can think is this is just another example of a quality peice of work that has been left dormant because of a rushed release.
Anyway, i’m sure there are other things like this but i wonder if anyone else has found themor just give them any thought.
Just something i came across,
Ozed
Hey SolCommand,
Just a bit of an update, managed to fix those missile launchers so that i could have them both in the game at the same time (turned out i exported them with the same vmeshdata name so changing that quickly fixed the problem). I also got your phalanx model in game and was trying (read: failing) to get the barrel to animate and spin like a gattling gun, but that wasn’t working out. I looked at the mk110 but i couldn’t determine a center point on which the barrel could rotate on to look right so gave up. Anyway, here is a screenshot of the weapons in game.
Also i looked around for some hanger ideas and came across this picture of a space ship which looks damn good, though you might like a look.
Ozed
Damn,
Unfortunatly the hack doesn’t work. Just tried it out and all that it does is make the item disapear from the inventory. Instead is it possible you can find those offsets which define what equipment is internal and external or is it more involved than just changing the mask.
Ozed
Hum,
After doing quite a bit of searching around freelancer.exe, i couldn’t come up with the right offsets. If it is possible could someone else look into this, i want to change cloaking devices from being classes as a good to being external equipment.
Thanks,
Ozed
Alright, got a couple more screenshots for you!
This time they are proper capital ship size as you will see they are all placed on a liberty dreadnough so you can judge the size. I have to say this model really looks good in game! This time round i managed to export them the right way so everything works!
Enjoy!
Ozed
Well, i even suprised myself with this very quick turn around. Here is the first screenie of the launcher. It needs kixing (i exported it backwards!) but the size seems right for small ships, i think i’ll do a large version for capships seing as it seems a little waste for all that detail to be scaled down so small!
So here it is:
Great model, and a very good good return!
Ozed
Bump
Sorry for double posting but i didn’t want this to fall into oblivion
Ozed
Bump
Ozed
Hold on guy’s i think we are getting a bit over excited with SolCommands return, with two of the three posts so far having requests in them.
Anyway, very good model, i hope to use it in the near future and will post screenies when its working!
Ozed
Yeah a bit late from me also (its late boxing day here) but Merry Christmas to all!
Lets hope this new year is even better for freelancer than the last!
Ozed
Hey,
I realise that these models have far too many poly’s for milkshape to inport as a whole but I cannot break the models up because when i import them into blender they are really buggy, probably a bad importer. So can i get you to just re-export them in .obj so i can cut them up in blender and export them in parts for milkshape. Anyway, there is no rush.
Thanks,
Ozed
Hey,
Thanks for that, although i’ve got a couple of problems, one is with the veystar model which simply doesn’t import into blender and says it has too many verticies/polys to import into milkshape. And the other model the carrier seems to be really messed up when imported into either programs. O and sorry about the other model, i put the wrong folder in the archive. Here it is on its own:
http://dl.dropbox.com/u/10666791/GX-45_Destructor.rar
So could you possibly try and export them again in .obj please.
Really appreciate this
Ozed
I have played around with the fuel idea, what i did was use a powerplant with not regeneration but high capacity, also setting the engines to drain energy as well as sheilds and other auxillary equipment (i don’t think i managed to get tractors or scanners to drain energy though) to you have to watch you energy and not let it drop to 0 or your engines die and you are stranded. Probably a little too ‘hardcore’ for the average player in terms of realism so im only introdusing it as a separate class of ship.
Ozed
Alright,
Got the models and just put them in a .zip for you. One of them is a pretty hig poly model at about 41K so it hope you don’t mind. You can use either 3ds or obj seing as they can both import into milkshape although i will probably need to check the models in blender in case they contain quads (which i have found is quite common).
So here is the link to the file: http://dl.dropbox.com/u/10666791/Max models.rar
BTW: Just wondering what that high poly model is gisteron
Ozed
Hey,
I was wondering if there are any 3ds Max users that whould be willing to help me. I got a couple models from Turbosquid (they where free) and realised they where in .max format. unfortunatly my first port of call (blender) cannot import these models, and neither can any other software. So i was hoping someone who owns a copy of 3ds max could help me by converting them into more useful formats like .obj.
Thanks,
Ozed
No need to ask adoxa for the ofset, if you look at the limit breaking 101 wiki page here under the visability section there are lots of offsets.
But if you are two lazy to click the link, then i think this is the one you are after.
10000f freelancer.exe 213EC8 FriendlyFire maximum draw distance for some bases (like battleships)
Ozed
Yep, so i think we have came to the same sort of animation, you know what they say, great minds think alike . I still invite anyone to try it out. I might try it out with some other models now that i’ve got everything downpacked.
Ozed