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May. 21, 2013
The Starport Forum Index > All Posts (Hidamari)

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Re: Thoughts about shipmaking and mods
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sadly my mod for freelancer does not require space ships, so i cant use any of the great models you (or anyone else) makes.

if you feel like making some airships instead, let me know. lol

Posted on: 4/16 0:25
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Re: has anybody tried to put phys-x into the game ?
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would phys-x include things like gravity? because i could use something like that for my mod.

Posted on: 4/2 19:15
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Re: Help with custom turret creation
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Quote:

turret as a weapon? animated barrel/gun part must be assigned to the "rev" node. This is automatically done (at least with Ms CmpExpoter 0.3),


i cant use 0.3 as it never exports correctly. is there any other way to do this.

Posted on: 2/19 19:04
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Re: How do you make icons?
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Quote:

Hidamari wrote:
this was a question i asked recently for my own mod.

I was helped a little here but mostly on Skype.

the way I do it is

open Milkshape 3D 1.8.2.

import a pre-existing icon file (.3db) into the scene,
at the top right click to the "Groups" tab, where it says "Root" rename this to something else like Root_gold_new and then press the Rename button.
go to the Material tab and change the name of the Material group, might be something like "COMMOD_gold" just change it to "COMMOD_gold_new" or something.

remove the existing texture from the material by pressing "none" then click the long button next to it and it will ask you to put in a new file, select your new file from wherever you have it saved (Make sure the image in the file is upside down and .tga format before you add it to the Material because the game will flip it round vertically)

press okay and then export it as a freelancer .3db file,

once in the export menu. drag the scale slider all the way to the left, and press "new 3db file" it will ask you to give it a name, do so and then press continue. your file is now ready to put ingame, just put it in the folder where all the other icons are and add the file path name to the commodity you want to have with the new icon and save.

jump ingame, and there you go.. new shiny icon.

Posted on: 2/19 18:41
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Re: view clipping?!
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thanks alot guys once again, you guys amaze me

now if somebody could help me set up a turret correctly id be very very greatful.

Posted on: 2/18 23:12
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Re: Help with custom turret creation
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i really do need help with this, how do i get the barrels to actually elevate normally and how do i get them into the correct position.

neither of which are working right now.

Posted on: 2/18 18:31
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Re: Help with custom turret creation
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Okay I seem to have gotten the turret to turn ingame, I was wracking my brain and going back and forth between ini files, when I found the line

auto turret = false

in the weapon_equip for the turret, so i was like "hmmmmmm" changed it to "true" and it works better now.

only thing is now i have another problem

Ive managed to get my platform to attack me, but the main gun on top seems to think the back is the front, so when it stops "facing" my ship it still cant shoot, i was like "huh?" i flew around to the back of the platform (the main gun only turns at 4 degrees per second) and then i jumped out of my skin because it wiped me out in 1 hit.



how do i tell the gun to be the other way around is there a way to turn the turret around?

also, the barrel is inside the turret and doesnt elevate as far as i can see...

its like this at the moment

Open in new window

also the texture on my platform and turret at the moment both need to be upside down to render the right way up in game, however if they are upside down they render incorrectly in HardCMP, its really confusing.

Posted on: 2/17 11:53
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Re: How do I make weapons platforms
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thank you guys that really helped

Posted on: 2/17 11:24
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Re: view clipping?!
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whats Model Tool? Bing didnt bring up anything other than physical model tools. like pallet knifes and etc.. for clay stuff.

the model has a perfectly fitting hitbox already, the only parts i left un hitboxed were the propellers.


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heres the model and hitbox next to each other in maya, the hitbox works ingame though i admit it does strange stuff sometimes but i can still hit it in all the areas it shows to cover.

below that is the hitbox in HardCMP.

Posted on: 2/17 11:01
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view clipping?!
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hello, i didnt really know how to explain this, so instead i made a video.

http://www.youtube.com/watch?v=p7b6sVygJK8

at 0:05 seconds, the platform disapears when it should still be visible.. does anyone know how to correct this? its quite annoying when you are right infront of the thing but just off center and it dissapears.

Posted on: 2/16 23:32
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Re: How do I make weapons platforms
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what about the weapons, how do i put guns on it?

how do i tell a system to have my platform in it?

Posted on: 2/16 18:21
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Re: Help with custom turret creation
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please?

Posted on: 2/16 11:28
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Re: Help with custom turret creation
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with regards to the hitbox for turrets and other mounted equipment.

how do you make the hitbox move with the turret?

as in a turret is made up of the turret and a barrel, how do you connect the model barrel to the hitbox barrel? is it automatic?


[EDIT]
I have also realised that since Rik did all the work on this for me last time, I have no idea how to get a HpConnect or a HpFire01 hardpoint.

are they fixed hardpoints or revolute? i dont see either of these in the lists, the closes is a SpConnect but when i open existing freelancer models the hardpoints themselves seem to be a darker colour red also i dont know if thats significant.

please help, this is important.

Posted on: 2/15 22:56

Edited by Hidamari on 2013/2/16 11:25:41
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obj models pack
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omfg the search function of this forum is garbage.

I know there is a pack of all the FL fighters in OBJ format and no matter what i put in the search function, it doesnt freaking come up.

totally the most stressful thing ever when you know posting about it will make some muffin cake say "use search".. been using the 'search' function for about an hour and half trying to wade through hundreds of irrelavent threads and downloads.

can somebody hand it over please, i need it to help me scale my models correctly.

Posted on: 2/10 1:28
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Re: a UV mapping program that isnt do stubborn
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Maya is really nice for UV mapping, its what i use for all my 3d stuff.

Posted on: 2/8 18:02
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