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
109 user(s) are online (69 user(s) are browsing Forum)

Members: 0
Guests: 109

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 36 users playing Freelancer on 42 servers.
September. 21, 2023

Browsing this Thread:   1 Anonymous Users



 Bottom   Previous Topic   Next Topic  Register To Post



Seeking Help
Just popping in
Joined:
2011/5/3 18:06
From deep in Liberty space
Group:
Registered Users
Posts: 7
Offline
Am starting to help my local FL community by working on the mod.
I decided my first hurdle to jump would be to do texturing.
The thing is, I can't for the life of me get my head around this enough....
I want to pull an existing texture off of an existing ship and piddle with it to make a baby step forward, but I can't seem to figure out how to separate the material- the texture- from the completed model and what be it.
Can anybody give me a tutorial or a link to a tutorial on where to start?
Sorry for the newbish/noobish question, but I am getting pretty frustrated

Posted on: 2011/10/2 0:40
Top
Re: Seeking Help
Home away from home
Joined:
2009/9/28 21:13
From Wales
Group:
Registered Users
Senior Members
Posts: 925
Offline
Use utf editor to open the .mat file for the ship. It's pretty straight forward then, just so long as you realise that a texture that uses the mips node needs to be exported as .dds and if it uses the mip0 node it needs to be exported as .tga.

Posted on: 2011/10/2 2:11
Top
Re: Seeking Help
Just popping in
Joined:
2011/5/3 18:06
From deep in Liberty space
Group:
Registered Users
Posts: 7
Offline
okay, cool.

I will post back here later, I am sure, with updates or whatever.

thanks.

-Sparta

Posted on: 2011/10/2 2:29
Top
Re: Seeking Help
Just popping in
Joined:
2011/5/3 18:06
From deep in Liberty space
Group:
Registered Users
Posts: 7
Offline
turned out reasonably well.
I messed up when I imported the dds back to the mat, but otherwise it went fine. ^_^

Open in new window

*writes note to self to fix ship texture transparency later*

the ship isn't pretty or anything like that, but it was just a very basic test of how colors look in game versus in my image manip program...

Posted on: 2011/10/2 3:59
Open in new window
Sparta on ModDB
Top
Re: Seeking Help
Just can't stay away
Joined:
2010/10/27 18:18
From Adelaide, Australia
Group:
Registered Users
Posts: 445
Offline
Keep in mind that the lighting used in different systems can and probably will be of a different colour.
Unless Freeworlds went with a standard colour across the board.

Posted on: 2011/10/2 9:39
Top
Re: Seeking Help
Not too shy to talk
Joined:
2011/11/7 5:57
Group:
Registered Users
Posts: 52
Offline
In addition to UTF editor, which is awesome for importing/exporting dds and tga files, you may eventually find yourself wanting to change things that don't have a mat file, but instead have the textures loaded in the .cmp file itself. For this, I suggest "Freelancer XML Project" which will allow you to basically decompress the files you want to tinker with, spitting out xml files (can also extract images and audio clips from files by checking the options in the program).

Example: I wanted to create new thumbnail icons for ship vendor for my new ships... I got the images taken of the ships, put them in 64x64, but could not find the .mat files associated. After decompressing the .3db file, I opened the .xml output and found the image the .3db used. Selecting "extract images" from the XML Project program, I was able to extract and replace the image. After a little editing of the .xml file, I was ready to recompile/compress the contents back into a .3db file with a new name (all values in .xml changed as well as image name changed). After compiling the .3db back together, I now have my icon thumbnails for my added ships..

FreelancerXMLProject has been very useful for much more than just texturing as well.. but just covering where you're starting..

Also, if you do adjust your textures to allow transparency, system light color does not alter the appearance of your ship as greatly as if it were solid w/ no transparency.

Posted on: 2011/11/7 8:54
Top