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There are currently 68 users playing Freelancer on 47 servers.
May. 28, 2022
The Starport Forum Index > All Posts (Alucard)

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Re: 3D Model Showroom
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Most recent work. I feel it has a eve online feel. Probably going to make a few more models like this. Thoughts?

Attach file:



jpg  Light_freigher.jpg (233.46 KB)
743_627b2e8ede2ac.jpg 800X600 px

Posted on: 5/11 4:38
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Re: Weapons cmps/3db
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Just a few of each. Nothing specific. Thanks.

Posted on: 5/9 0:05
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Weapons cmps/3db
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Can anyone export a few turret and gun models to obj for me? Milkshape wont import any of the for some reason. I would just need a few so I can use them as reference for weapon sizes compared to ships.

Thanks

Al

Posted on: 5/7 4:55
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Re: Sur file
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Yeah, I don't have 3ds max or I would use that exporter. I just check price of it, that's pretty expensive. But it's a professional tool, so there's that. I did figure out kinda why it didn't work. I forgot to use the convex tool in Milkshape. Once I used it, I got pretty close to a exact sur to model shape that works. Just takes a bit of time to do. Also is piper's ms tools the most update tool for ms?

@Treewyrm I'm guessing you probably use 3ds for more then Freelancer with the price tag that comes along with it.

Posted on: 4/18 14:41
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Re: Sur file
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Original Model

Attach file:


zip original_size.zip Size: 51.57 KB; Hits: 14

Posted on: 4/16 16:34
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Sur file
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So, I'm having trouble getting this to work. It looks to fit 100%, but while in game I can shoot/fly right through it. Any ideas why? Also using piper's cmp exporter, it seems to drastically changes the size of the station. Maybe I'm not coding something right. Also there is a way to tell the radius of the station but I have forgotten so much of the years. Any how do I do that as well?

Attach file:


zip test_station.zip Size: 146.90 KB; Hits: 18

Posted on: 4/16 16:26
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Re: .Ale knowledge zone
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Ha ha I'll take that with a grain of salt I kinda figured it would. I guess my coding of Freelancer is rusty as #$%%. The idea for it came from this:

https://www.youtube.com/watch?v=qJEBAPRt8AA

The ale is meant to have a sphere model and texture inside. The way I have its setup is so the textures change just like the surface of a sun.

I do know some limitations though. Like at a certain point the flare will disappear, though the sphere will not. I do not how Schmackbolzen has it measure space in the editor. Like if its measured the same in FL, then it's 50k from the ale itself.

I've made quite a few new FX/ales for FL, maybe Ill release a Ale pack once I've made sure they all work in game

I am curious on the coding of how you got it to show compared to my coding. Care to share?

Posted on: 3/20 13:20
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Re: .Ale knowledge zone
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I do understand what you are talking about a little and the entries are almost the exact as in the dyson Sphere ale, but with some tweaking. Here's how I see it in the ale editor:

https://ibb.co/nfp930h

https://ibb.co/nzMHnfH

The main tweaks I did:

Size of texture over life
Speed of texture appearing and disappearing
Lifetime of texture

I did go in and change some of the values you mentioned but still nothing.




Posted on: 3/19 14:51
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Re: .Ale knowledge zone
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Anyone want to see if they can get this ale/effect to work? I think I am coding the ini files wrong, thanks.

Attach file:


zip Sun.zip Size: 0.97 KB; Hits: 25

Posted on: 3/15 1:38
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Re: .Ale knowledge zone
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This is a good read for understanding some values in the different nodes. Big thank you to Treewyrm for writing this.


https://docs.google.com/document/d/1Fa ... DYr2sdvk/edit?usp=sharing

Posted on: 1/8 17:15
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Re: .Ale knowledge zone
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Now, you hit play nothing happens. Well that's because we need a texture, if you don't you'll get white squares, but not just yet.

First in node properties under puff.app find texture name.

I'm just using freelancers stock textures, so I type in:

smokecard

Still nothing when you hit play. Well we got to give life.

In the Life span box, put in 1.0.

Still nothing, we have to give the emitter life now.

In the puff.emt (under node props) go to life span enter 1.0

Now hit the play button, you should see the effect now in the preview screen.


Posted on: 1/8 17:07
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Re: .Ale knowledge zone
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To make a new .ale from the start: (this the way I've done them so someone else might do it differently)

Make sure to name your nodes as you go: ie for my example will be generic particle emitter

Load Textures from FX file.
Select them all (textures will end in .txm)

Start new Appearance and Emitter. (mine will be puff)

Appearance-add-appearance-Basic (rename to puff.app)
Emitter-add-emitter-Sphere rename to puff.emt)

Nothing happens, well correct, we have to fill in the blanks. Double click on: New Basic Appearance in node Library.

Node Properties will open. It will be called New Basic Appearance (Basic Appearance)

Change Name to puff.app

Do same for emitter, but name it as puff.emt

There's a lot of values there, don't worry about them yet.

In the Effects node (just named Effect), create a new Effect. It won't let you rename it yet.

Double click on it, in the effects node (just named Nodes) you should see two lines saying Emitters/Miscellaneous.

Right click on Emitters add the puff.emt We are not done yet but you'll see in the Transform node new values.

[2] puff.emt
[1] <root>

In the Nodes where we created Emitter (puff.emt) Should look something like this

Emitter
v [2] puff.emt

Right click on puff.emt, now you can create the appearance. (puff.app)


Emitter
v [2] puff.emt
[3] puff.app


Now go back to the Effects node (just says Effect) rename it puff

Now everything is setup. Next section will get the effect to appear.

Posted on: 1/8 16:52
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Re: .Ale knowledge zone
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Must do's when you start:

.ale editor
UTF (I'm using version 3.0)

UTF:

for importing new textures (.dds or .tga)

.dds my save output from photoshop in these setting:

DXT5 ARGB 8 bpp | interpolated alpha

Seems to give me the best results. Must do square textures ie 256x256 pixel, 512x512 pixel etc.

Posted on: 1/8 16:06
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.Ale knowledge zone
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Here is where we can share what we know about Schmackbolzen's/Skotty"s .Ale editor. See this thread before you start:

https://the-starport.net/freelancer/fo ... t_id=65910#forumpost65910

Posted on: 1/8 15:58
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Re: ALE Editor Alpha 3 Release
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As for sprite textures, here's what I know using utf 2.1:

sparks1anim_0=

Texture count 1 (uses 1 256x256 texture)

Frame Count 16 (16 individual frames of the texture, dividing the 256x256 texture into 16 individual, guessing on this, 32x32 squares)

FPS 15 (how many frames of the texture per second)

Frame rects (how it reads the texture, ie left to right then down to next row and repeat. This data is the one I'm trying to edit.)

I believe it controls size and where to move from and to. But I don't have a way to edit it.






Posted on: 1/8 15:09
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