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Question - Answer thread regarding modelling and exporting - Printable Version

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RE: Question - Answer thread regarding modelling and exporting - Swallow - 06-14-2014

(06-14-2014, 04:35 AM)Freeroamer Wrote: What program do you use to model a ship?

For now it is Blender, which despite giving the first feel of being too complicated is much more easy to work with rather than Sketchup, while not mentioning that Blender has lots and lots of tools, even sculpting one and own built-in game engine.


RE: Question - Answer thread regarding modelling and exporting - Gondoros - 12-29-2014

(06-14-2014, 08:10 AM)Swallow Wrote:
(06-14-2014, 04:35 AM)Freeroamer Wrote: What program do you use to model a ship?

For now it is Blender, which despite giving the first feel of being too complicated is much more easy to work with rather than Sketchup, while not mentioning that Blender has lots and lots of tools, even sculpting one and own built-in game engine.

Sketchup has a multitude of plugins though, which can help with sculpting, editing, texturing, etc. Even if SketchUp seems easier ( and it is really), the work flow is quite different from Blender, Maya, Max so if you use SketchUp a long time, its hard to get accustomed to the others work style. On the other hand, seeing as how Freelancer uses low poly models, SketchUp would suffice imo.


RE: Question - Answer thread regarding modelling and exporting - Swallow - 12-29-2014

Being working with Blender periodically through year, I can say that I both regret and not that I started with Sketchup. I wish I didn't waste time on it, but from the other hand it gave me basic knowledges.
So I suggest to start with "hard" ones.


RE: Question - Answer thread regarding modelling and exporting - Outro - 12-29-2014

If you're used to 3dsmax/Maya you'll find Blender weird and "illogical". Complexity is not a real problem here. The system of work is. I've tried really hard to get used to Blender but failed, sadly. It's like PS vs. GIMP for me. I can't convert anymore.


RE: Question - Answer thread regarding modelling and exporting - tommyt127 - 12-29-2014

So how long would it take an average guy to learn enough to build, infocard, etc a ship from scratch?

Would it be quicker to practice on existing vanilla models until comfortable and familiar with the process?

You modders bear a lot of the work, and it would be relevant to my interests to help out...
if only I knew my way round the software.

Will be downloading when I get home Smile


RE: Question - Answer thread regarding modelling and exporting - tommyt127 - 12-29-2014

I still have the FLMT on disk too. Will dig through that for useful tools.
Could you point out what parts of the ship are which (file extensions)

side question: about your freelancer the way you want it that you're building (swallow), do you use freelancer explorer to edit the systems? I used to do this on my private 4.84 server many moons ago (called planet manhattan then legacy of DTJ)


RE: Question - Answer thread regarding modelling and exporting - Swallow - 12-29-2014

Well, it took some time, but ships themselves are not as hard part of FL modding as, let's say, systems, economy, .ini stuff. Ship consists from .cmp - model, .mat - material and texture, .sur - hitbox, for collision.

For system edit I found epic "Freelancer mod studio" - it does all the .ini jobs, even not related to systems. It is not buggy.


RE: Question - Answer thread regarding modelling and exporting - tommyt127 - 12-30-2014

thanks for all of the help so far Smile

now getting stuck converting vanilla cmp files to ones that work on milkshape. a tiny bottleneck, but it has halted my progress.


RE: Question - Answer thread regarding modelling and exporting - Swallow - 12-30-2014

You switch on MS, then > import > freelancer cmp > model (browse)


RE: Question - Answer thread regarding modelling and exporting - tommyt127 - 12-30-2014

thanks. found the sur option.

didn't see the cmp option higher up. found now

they should alphabetize more