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There are currently 20 users playing Freelancer on 37 servers.
May. 10, 2021
The Starport Forum Index > All Posts (SilentAssassin82)

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Re: 3D Starchart - Teaser 1: Rendering Planets
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I was wondering why it wouldn't work at all on my mechine, you just answered my my question though, I never installed FL on this desktop. I just dragged and dropped the install folder from another drive, so there is no registry entry.

Posted on: 2011/3/18 16:00
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Re: 3ds max 9 CMP Exporter (Help Request)
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That's true, I just like to be able to do as much as I can in the one programme.

Posted on: 2011/2/19 17:26
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Re: 3ds max 9 CMP Exporter (Help Request)
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Ok, I've compiled the plugin using 3ds max 9s API and it does work as far as I can tell. It even exports smoothing.

I only gave it a quick shot though since I have stuff to do.

EDIT: Got a chance to play around more with this.I dunno if it's the same in the 2011 version but if you tick

Export tangent/binormal info

The model just comes out all mashed.

Got it exporting the Hardpoints though, not that it's very important though.

Posted on: 2011/2/19 9:57
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Re: 3ds max 9 CMP Exporter (Help Request)
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There's a part of the physx plugin that's called rigid body tools or somthing like that, it's just the same as havok. Just works better sometimes.

I don't remember the exact ins and outs, it's been a while since I used it.

I'll look through my stuff and see if I can find the version. I remember 1 thing though. One of them you could select every mesh in your model at the same time and it would make 1 hitbox mesh for each mesh group. I'm sure it was the physx one, I'm sure havok would just make 1 shrink wrap mesh round the entire model if you done that.

Posted on: 2011/2/10 20:50
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Re: 3ds max 9 CMP Exporter (Help Request)
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PhysX also has a tool that works better in some cases, Havok sometimes dosn't create a convex shape, you can check this using 3dsmax's built in convex shape checker thing. Usually when this happens PhysX will do the job and vice versa.

Also one allows you to go over 64 faces, think that's Physx aswell.

Posted on: 2011/2/10 13:44
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Re: 3ds max 9 CMP Exporter (Help Request)
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Yeah, the version of 3ds and the sdk I have are for 3ds max 9. No worries, I can recompile it myself when the source becomes available.

EDIT: And no, the only way to make 3ds plugins backwards compatible is if you compile it with the relevant sdk.

The only plugins I've seen work on more than one version is I think 2009 or 2008 and 3ds max 9 because the sdks are simular.

I dunno what the new versions of 3ds are like though.

Posted on: 2011/2/9 16:36
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Re: 3ds max 9 CMP Exporter (Help Request)
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I gave it a try, I'm guessing it's not compiled for 3ds max 9 though? Because it wouldn't load in my version.

None the less it never worked for me. What version is it for? It's no big deal, I imagine it could be recompiled to work in most versions, 3ds is funny that way.

Posted on: 2011/2/9 16:05
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Re: 3ds max 9 CMP Exporter (Help Request)
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That's well cool. I'll give it a shot and see how it goes. You never know maybe this will be enough to spark some interest in a 3ds max exporter. Biggest thing I can think of for functionality is the ability to export more than 18 mesh groups. That was my main aim when I started converting this for use in 3ds max. Fact being that's what I see as the biggest draw back of the milkshape version. I dunno if it's a milkshape thing or what ever the reason for that is. I just know that thing's would be much simpler if we could export more than the current mesh limit.

Posted on: 2011/2/9 15:35
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Re: 3ds max 9 CMP Exporter (Help Request)
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Glad to hear, I was afraid it would be too much of a mess to do anything with it.

Posted on: 2011/1/30 17:13
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Re: 3ds max 9 CMP Exporter (Help Request)
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Yeah basically that's as far as I got with it. Here's the link to the DL file

http://www.filefront.com/15941947/maxCMPExport.rar/

If you have any questions about it feal free to PM me through the forums or skype if you use it. I dunno how much I could help though. Most of what I done was just trolling through the 3dsmax API changing the calls and stuff to what I thought they should be.

There's a problem with saving also. For some reason I couldn't stop the old milkshape save dialog popping up, so you had to save twice to get it to work.

Posted on: 2011/1/29 7:30
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Re: Cursing - A reason to ban???
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Quote:

TheDvDMan wrote:
Maby I didn't write the question good enough. I also ask if theres should be a rule against it!
And also, some servers that have no rule against cursing ban paople for cursing. For example: Discovery




Rule 3.1 Using coarse language, posting abusive, hateful, racist content in chat, public or private is prohibited under any circumstances. Any kind of flaming, threatening or insulting language directed at other members, factions or server administrators in chat, public or private, is prohibited on server and on forums. RP-related threats are allowed on the server.

Just to clear things up, that's straight from the Discovery rules.

Posted on: 2010/9/6 21:56
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Re: FL might support Bump Maps and other features
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Honestly folks, I know I may be speaking out of turn here but when I see disagreements like this in threads like these. I just feal we are not doing ourselves as a community any favours. Just imagine if Microsoft ever did decide to consider giving us access to the FL source and decided to visit the community forums, like here or maybe TLR or practically any other forum involved in modding FreeLancer. All they would see is us all bickering at and about each other. I really can't see this helping our cause, maybe we just don't deserve it.

Now I'm not saying the if we where all holding hands and singing coom baa ya!! we would have the source. What I am saying is no wonder we get no where fast.

Posted on: 2010/8/20 18:55
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Re: 3D Model Showroom
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Quote:


I'll post this because I know Lohingren would. The model wasn't him, he textured it and made the effect, I animated it. But the actual model is Linkus's I beleive, so it's his baby.

Just thought I would point that out since me and Loh would be pretty pissed if someone was claiming our work. So I wouldn't do it to anyone else either.

Posted on: 2010/8/5 15:08
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Re: Jumpgate Evolution
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I'm not suggesting we do it, I gave up on the idea a long time ago. But I don't see what the differance with using ogre would be. Than using somthing like Unity3d. The reason why I did pay for Unity was that it was cheap. There's plenty of online resources. And it has MMO support built in only limited to the hardware you run it on.

The scripts and code you produce for it aswell can all be open source, infact most are. You can also mix the programming langauge you use. With the Indy version you can use Java(UnityScript) or Csharp. But if you upgraded to pro you can use C++. The rason I like it to be honest, was the ability to change somthing in 3ds max and save it and it's right there in unity ready to use. No messing around with half finished exporters, all the collision detection is done using the mesh its self. The best part about it was you could use any modeling tool to create models with it, as long as it could import/export .fbx files.

I agree with you FF, it would take a long time that I have no doubt. It was last year i baught it, I don't know what I could have had done in that time but I think if I had stuck at it I would be doing ok.

Posted on: 2010/7/31 7:32
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Re: Jumpgate Evolution
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Quote:

SolCommand wrote:
News like this make me wonder why the **** don't we join up to create our own game exactly the way we want it, afterall we have coders, we have artists, we have all sorts of ppl that can actually create something cool, all in one place, here, the freelancer community. Oh well, guess I drank too much, anyway, back on-topic, Jumpgate Evolution is a fucked up game and honestly I didn't like it too much from the start.


I actually purchased a indy license for Unity3d a while ago, back when it wasn't free and actually sugested this to some folk. And basically I got laughed at. The indy version never had all the fancey things the Pro version had but I did actually get as far on my own as getting FL style mouse flight and controls working aswell as the over all fealing FL gives you when flying.

And a radar aswll as some other things like realistic looking suns and things.

All without really knowing what I was doing. Here's some screens of the progression just over a few days on my own.

http://i352.photobucket.com/albums/r3 ... entAssassin82/Nebula2.jpg

http://i352.photobucket.com/albums/r3 ... lentAssassin82/Nebula.jpg

http://i352.photobucket.com/albums/r3 ... Assassin82/NewNebula2.jpg

http://i352.photobucket.com/albums/r3 ... tAssassin82/NewNebula.jpg

http://i352.photobucket.com/albums/r330/SilentAssassin82/Radar.jpg

http://i352.photobucket.com/albums/r3 ... lentAssassin82/simple.jpg

The pics arn't in any particular order, so some things where before others, but all in all I do think the talent scattered around on the SP could make mince meat out of somthing like this.

Posted on: 2010/7/30 12:31
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