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There are currently 112 users playing Freelancer on
84 servers. | May. 26, 2013 |
| Re: What is the best way without 3DSmax |
Subject: Re: What is the best way without 3DSmax by { Mini_Me} on 2012/2/10 6:43:46 A few relevant thread links at the bottom of post Hum, I suppose quite a few people have wondered about the wandering station dilemma. In short, the way bases are done in FL, they must be set in one stationary spot, so the game knows where you will be able to dock and place NPC traffic. With that said, there are still options available to make it appear like it's moving, via mesh animations. You would go about this by making your Root node the fixed point in space, then setting up entirely transparent faces to act as your movement chain. So lets say it might look like:
Here are some problems you will run into:
If you construct your Rot and Pris pieces / sections with some forethought, you can give the appearance of random movement. Varying the keyframe distance / angle values in the animation script will be your method. As a side-note, you could in theory make the the whole Root / Rot / Pris contraption, with no SUR file at all, and use it like a pre-fab root for mounting other base parts on. Look through the ini's for most Freeport types to get an idea how pre-fabs are glued together. Take a look in both their CMPs, and how their HPs are used and referred to in the ini's. I'm working from memory here, but I think you could actually mount existing base models on this sort of invisible rotating and sliding doohickey. PS: Constant animations are accomplished via AttachedFX, useable on both Bases and Ships. These links are discussions had before this latest and greatest MaxCMP exporter. They deal with Milkshape, UTF editor, and a Hex editor.
I know Sushi's thread deals with >20k polygon models, but the method is relevant when trying to go all old-scool with this model if you need to do anything in Milkshape and must export from there. |










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