Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Random Image
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
69 user(s) are online (46 user(s) are browsing Forum)

Members: 0
Guests: 69

more...
Collapse/Expand Donations
Monthly costs: -30€
Income (ads): +5€
Donations (last month): +0€

Current balance: 55€
(last updated 04/2021)

Please make a donation if you want to help keeping The-Starport online:

Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 30 users playing Freelancer on 48 servers.
July. 5, 2022
The Starport Forum Index > All Posts (Regious)

Bottom Bottom   Previous Topic   Next Topic

(1) 2 3 »


Re: 3DS Max Ship Conversion

Joined:
2012/6/23 2:14
From Classified
Group:
Registered Users
Posts: 32
Offline
Sometimes it's simpler to use another program. Wings 3D does 3DS, both import and export models in that format. So you can export it to what you need and vis versa. That's how I would do it cause of such programs costing a lot.

Posted on: 2013/11/13 17:49
Top
Topic | Forum


Re: 3D Model Showroom

Joined:
2012/6/23 2:14
From Classified
Group:
Registered Users
Posts: 32
Offline
I've been working on modeling as a hobby and getting a little more inventive with designs. I had created a assault cruiser I wanted to get into Discovery for that faction idea of mine. I think I may have posted it before, been a long time since then. This is what my Recluse assault carrier looked like before:
Open in new window

I decided a few days ago, to revamp by starting over the design from scratch, and I got this:
Open in new window

Still trying to get UV mapping to work, but I think it's one of the best I made so far. I've been working on making a "Shark" series line, like how theirs the Griffin, Hawk, and Eagle fighters. I made a Gunship, a Basking Class:
Open in new window

I'm still making models, got quite a bit stored.

Posted on: 2013/11/10 21:24
Top
Topic | Forum


Re: Help With Ship Modeling/Texturing

Joined:
2012/6/23 2:14
From Classified
Group:
Registered Users
Posts: 32
Offline
I've seen on models, especially from Discovery Mod, that instead of being flat texture, the try to draw out, like the emblems and other details on new ships. I'm still having trouble with doing UV mapping, but I have redone textures, only with VTFs. I can do modeling, but doing UV is a bit challenging with the type of life I have to deal with. Since I've been busy with college and job search(which sucks in the state of Florida), asking someone do help with finishing it up doesn't work. Sometimes you have to play it by ear.

Been awhile since I posted anything.

Posted on: 2013/11/10 21:09
Top
Topic | Forum


Re: What's it's limit?

Joined:
2012/6/23 2:14
From Classified
Group:
Registered Users
Posts: 32
Offline
One thing I understand, is that somewhere is the code for anything if you look hard enough. Source Engine could be out there, if not, just build on top of the Freelancer code. Just that simple.

Posted on: 2013/7/5 3:09
Top
Topic | Forum


Re: What's it's limit?

Joined:
2012/6/23 2:14
From Classified
Group:
Registered Users
Posts: 32
Offline
All I need is the basic code and develop it into a engine which I can use. Unity Engine might be a better choice, but I have a big plan, and I need the working of Freelancer down. What I'm talking about isn't just a mod, I'm talking about making a entirely new engine using the old. And it's not going to be a basic game that's a "Freelancer Clone". Source code is out there, I just have to do some serious searching. And I think I'm going to find some people wanting to try to have a hand at my little project. I do have a understanding of the UV mapping of Blender, just I need to get the hang of the controls. I'm hoping to possible get it off the ground, so it's not just something that's more of a mod, but a actual game. So, you could say, making a prototype "F2P" game. So doing that and going back to college in the fall, I'll have limits to how much I can do. If any of you want to help, I'm open to anyone for help on this. No name for it yet, still thinking of it.

Imagine EVE Online, just more control and user friendly.

Posted on: 2013/7/5 2:19
Top
Topic | Forum


Re: What's it's limit?

Joined:
2012/6/23 2:14
From Classified
Group:
Registered Users
Posts: 32
Offline
The programming class had C# as part of the course. From what I'm told, C is similar, just more difficult in perspective. I have MS Visual Studio, so I'm guessing that would help.

Posted on: 2013/7/4 3:01
Top
Topic | Forum


What's it's limit?

Joined:
2012/6/23 2:14
From Classified
Group:
Registered Users
Posts: 32
Offline
After finishing CIE Computer Programming class, I have been contemplating about the Freelancer engine and thinking about going further into what I could add to the game engine, making it more distinct from the original. I'm not talking about like adding ID Cards or simple items, I mean making new segments of code that adds new features, like a independent upgrade window to improve weapons, shields, and/or sensor systems. With all the mods I have seen, I know there's quite a bit, but I want a perspective of what else, besides visually, can be furthered using the Freelancer Engine?

Posted on: 2013/7/4 0:59
Top
Topic | Forum


Re: Theoretical scenario - Civilian, Navy, and Pirate issues

Joined:
2012/6/23 2:14
From Classified
Group:
Registered Users
Posts: 32
Offline
On topic: To me, removing Bomber weapons completely would make things so much better, but alot of "Pirates", cant really call em that, would be bitchin and complainin about how the weapons were so good. Technically, if the Bomber Guns are class 6, then a regular fighter should be able to use em as well.

Off topic: Gallia is a bit unrealistic, since the Navy of Gallia are 20 gun ships for a nation that has too small of a area of control. Very little thought was put into them for overall design.

Posted on: 2013/2/15 3:14
Top
Topic | Forum


Re: Theoretical scenario - Civilian, Navy, and Pirate issues

Joined:
2012/6/23 2:14
From Classified
Group:
Registered Users
Posts: 32
Offline
If so, I could contribute to it. I have models that may look good, but I can't place Textures in the UV Mapping, stilling trying to get it down.

One thing out of Disco is the fact that the Gallia Royals and Council fighters and warships were rush jobs in the beginning of the Gallia expansion, as well as the frighters that was given.

Posted on: 2013/2/13 20:16
Top
Topic | Forum


Re: Theoretical scenario - Civilian, Navy, and Pirate issues

Joined:
2012/6/23 2:14
From Classified
Group:
Registered Users
Posts: 32
Offline
Agreed, reason Im still trying to learn on making models into ships for use ingame. Thinkin of redoing Disco, but making changes of the timeline from Disco's 17 years of no advancements to something that shows some actual change. Problem for me is balancing College at the moment. I would keep the ID system, but remove the nerfs, remove bomber weapons, etc. Big list for me, if that new Freelancer that SWAT Devs are working on comes out before then, oh well.

Posted on: 2013/2/12 20:41
Top
Topic | Forum


Re: 3D Model Showroom

Joined:
2012/6/23 2:14
From Classified
Group:
Registered Users
Posts: 32
Offline
The AFF ships into weapons looks nice on the ship.

It is unmistakable that AFF has some very well designed ships. I had use some in Gmod for making a concept for a heavy armored train, called the H.U.T.T, short for Heavy Utility Train Transport. I would post the image I had of it, but Photobucket site is completely out of wack. Only way to get it is using the old way now, copying the URL and pasting it.
Open in new window

Idea was to cut off the 4 tops and leave the the 5th section alone, then reconfige the front and the rear and make it more geometric. I might get back onto that design and try it again.

Posted on: 2013/2/12 19:51
Top
Topic | Forum


Re: Theoretical scenario - Civilian, Navy, and Pirate issues

Joined:
2012/6/23 2:14
From Classified
Group:
Registered Users
Posts: 32
Offline
That might be the most insightfull thing Ive seen reguarding Disco. I somewhat play, but not alot, due to the "cartoony" like aditude in the game from player governed factions. Disco seemed fine when I really started, but after 4.85, didnt work out so well. I also see why it's a "Pit and Blockage of the mind", quite obvious on some posts on their forums. Admins on the forums only really respond to iRP type posts and never anwsering the actaul PMs and what not about the "Unique" ships and trying to enforce that ordeal of the IFF having to be the same as ID. Anyone else use that "ID Card" system as Disco or is that just them?

Posted on: 2013/2/12 17:23
Top
Topic | Forum


Theoretical scenario - Civilian, Navy, and Pirate issues

Joined:
2012/6/23 2:14
From Classified
Group:
Registered Users
Posts: 32
Offline
I had made a mention about a post I made reguarding the "Civilians owning Cruisers" post that is on Disco Community forum. All I got were alot of opinions that were bias against, but only validating each other rather than thinking it through. So, Im giving a theoretical scenario and what you would do with this scenario(in Bold print:

You(Either yourself, alone, or with a group of people) had made a mod that was going good in the beginning. Besides the little things, like bugs on certain areas, you noticed in the Community Forums of the server that alot of people are complaining about how the pirates are using bombers only, instead of the typical fighters in the game, and using the weapons that ignore shield types. You want to remedy the situation, but your options are limited due to the mod running for so long. To limit the complaints about this problem, what would you do?

I personally would either revised the bombers to revamped for standard weapons for fighters or give civilians cruisers or a combat frigate.

A reason I ask it here is cause everyone has different views and wouldn't be validating each other, since I would suspect that most of you have played another mod at some point.

Posted on: 2013/2/11 16:51
Top
Topic | Forum


Re: a UV mapping program that isnt do stubborn

Joined:
2012/6/23 2:14
From Classified
Group:
Registered Users
Posts: 32
Offline
Ill test the kHed, that looks a bit more user friendly. And Gisteron, nope, just nope.

Posted on: 2013/2/9 20:37
Top
Topic | Forum


Re: a UV mapping program that isnt do stubborn

Joined:
2012/6/23 2:14
From Classified
Group:
Registered Users
Posts: 32
Offline
Tried it, gave me a thoughsand and one questions reguarding .mtl file, and some other questions I didn't know of. Blender may have the right tools, but the tutorials Ive been watching and reading on don't make sence on a few parts.

Posted on: 2013/2/8 14:35
Top
Topic | Forum



Top Top
(1) 2 3 »



[Advanced Search]