Want to Start developing? - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Developers Forum (https://discoverygc.com/forums/forumdisplay.php?fid=183) +---- Forum: Freelancer Modding Tutorials (https://discoverygc.com/forums/forumdisplay.php?fid=36) +---- Thread: Want to Start developing? (/showthread.php?tid=15764) |
Want to Start developing? - Seth Karlo - 01-27-2009 Some station codes for you all: LIBERTY BASES Li01_01_Base Planet Manhattan Li01_02_Base Planet Pittsburgh Li01_03_Base Battleship Missouri Li01_04_Base Benford Station Li01_05_Base Ithaca Research Station Li01_06_Base Trenton Outpost Li01_07_Base Norfolk Shipyard Li01_08_Base Newark Station Li01_09_Base West Point Military Academy Li01_10_Base Detroit Munitions Li01_11_Base Fort Bush Li01_12_Base Buffalo Base Li01_13_Base Rochester Base Li01_14_Base Baltimore Shipyard Li01_15_Base Battleship Osiris SP ONLY Li02_01_Base Planet Los Angeles Li02_02_Base California Minor Li02_03_Base Battleship Yukon Li02_04_Base Willard Research Station Li02_05_Base San Diego Border Station Li02_06_Base Alcatraz Depot Li03_01_Base Planet Denver Li03_02_Base Battleship Rio Grande Li03_03_Base Ouray Base Li03_04_Base Pueblo Station Li04_01_Base Planet Houston Li04_02_Base LPI Huntsville Li04_03_Base Battleship Mississippi Li04_04_Base Beaumont Base Li04_05_Base LPI Sugarland Li04_06_Base Li05_01_Base Prison Station Mitchell SP ONLY BRETONIA BASES Br01_01_Base Planet New London Br01_02_Base Southampton Shipyard Br01_03_Base Battleship Suffolk Br01_04_Base Waterloo Station Br01_05_Base Canterbury Station Br01_06_Base Thames Outpost Br01_07_Base Kensington Ship Platform Br01_08_Base Trafalgar Base Br02_01_Base BPA Newgate Br02_02_Base Birmingham Station Br02_03_Base Sheffield Station Br02_04_Base Liverpool Border Station Br02_05_Base Kingston Border Station Br03_01_Base Planet Cambridge Br03_02_Base Cambridge Research Station Br03_03_Base Battleship Norfolk Br03_04_Base Cardiff Mining Facility Br04_01_Base Planet Leeds Br04_02_Base Stokes Mining Station Br04_03_Base Battleship York Br04_04_Base Glasgow Outpost Br04_05_Base LD-14 Br04_06_Base Durham Border Station Br05_01_Base Battleship Hood Br05_02_Base Mining Station Glorious Br05_03_Base Graves Station Br05_04_Base Battleship Essex Br05_05_Base Arranmore Base Br06_01_Base Luxury Liner Shetland Br06_02_Base Aberdeen Border Station Br06_03_Base Islay Base Br06_04_Base Perth Station KUSARI BASES Ku01_01_Base Planet New Tokyo Ku01_02_Base Narita Outpost Ku01_03_Base Yokohama Shipyard Ku01_04_Base Roppongi Station Ku01_05_Base Shinagawa Station Ku01_06_Base Shinjuku Station Ku01_07_Base Kabukicho Depot Ku02_01_Base Fuchu Prison Ku02_02_Base Battleship Myoko Ku02_03_Base Deshima Station Ku02_04_Base Planet Junyo Ku02_05_Base Ohashi Border Station Ku03_01_Base Planet Kyushu Ku03_02_Base Tsushima Depot Ku03_03_Base Battleship Nagumo Ku03_04_Base Nansei Research Complex Ku03_05_Base Kagoshima Depot Ku04_01_Base Planet Honshu Ku04_02_Base Osaka Storage Facility Ku04_03_Base Yukawa Shipyard Ku04_04_Base Kansai Research Station Ku04_05_Base Aomori Station Ku04_06_Base Akita Border Station Ku05_01_Base Battleship Matsumoto Ku05_02_Base Ainu Depot Ku05_03_Base Chugoku Gate Con Site Ku05_04_Base Sapporo Station Ku06_01_Base Kyoto Base Ku07_01_Base Ryuku Base Ku07_02_Base Tekagis Base RHEINLAND BASES Rh01_01_Base Planet New Berlin Rh01_02_Base Oder Shipyard Rh01_03_Base The Ring Rh01_04_Base Bonn Station Rh01_05_Base Dortmund Station Rh01_06_Base Essen Station Rh01_07_Base Brandenburg Border Station Rh01_08_Base Kreuzberg Depot Rh02_01_Base Planet Hamburg Rh02_02_Base Battleship Westfalen Rh02_03_Base Vierlande Prison Rh02_04_Base Alster Shipyard Rh02_05_Base Altona Station Rh02_06_Base L?beck Border Station Rh02_07_Base Battleship Osiris SP ONLY Rh03_01_Base Planet Stuttgart Rh03_02_Base Planet Baden Baden Rh03_03_Base Freiburg Station Rh03_04_Base Ulm Border Station Rh03_05_Base Konstanz Border Station Rh03_06_Base Darmstadt Depot Rh04_01_Base Planet Holstein Rh04_02_Base Mainz Storage Facility Rh04_03_Base Mannheim Station Rh04_04_Base Fulda Border Station Rh04_05_Base Bruchsal Base Rh05_01_Base Leipzig Station Rh05_02_Base Bautzen Station Rh05_03_Base Pirna Border Station Rh05_04_Base Vogtland Base INDEPENDENT WORLDS BASES Iw01_01_Base Pacifica Base Iw01_02_Base Freeport 2 Iw02_01_Base Barrow Base Iw02_02_Base Dawson Base Iw03_01_Base Freeport 4 Iw03_02_Base Mactan Base Iw04_01_Base Planet Curacao Iw04_02_Base Montezuma Base Iw05_01_Base Ames Research Station Iw05_02_Base Nome Base Iw06_01_Base Leiden Base Iw06_02_Base Padua Base BORDER WORLDS BASES Bw01_01_Base Planet Sprague Bw01_02_Base Freeport 1 Bw01_03_Base Rugen Station Bw01_04_Base Douglas Station Bw01_05_Base Baxter Research Station Bw02_01_Base Cadiz Base Bw02_02_Base Ronneburg Base Bw03_01_Base Freistadt Base Bw03_02_Base Briesen Mining Facility Bw03_03_Base Elbich Mining Facility Bw04_01_Base Solarius Station Bw04_02_Base Freital Base Bw05_01_Base Gas Miner Naha Bw05_02_Base Helgoland Station Bw05_03_Base Yanagi Depot Bw06_01_Base Planet Kurile Bw06_02_Base Atka Research Station Bw07_01_Base Luxury Liner Hawaii Bw07_02_Base Gas Miner Ogashawa Bw08_01_Base Cali Base Bw08_02_Base Tau-31 Gate Con Site Bw08_03_Base Java Station Bw09_01_Base Nago Station Bw09_02_Base Shinkaku Station Bw09_03_Base Freeport 6 Bw10_01_Base Planet Harris Bw10_02_Base Holman Outpost EDGE WORLDS Ew01_01_Base Freeport 10 Ew01_02_Base Falkland Base Ew02_01_Base Ruiz Base Ew03_01_Base Leon Base Ew03_02_Base Freeport 5 Ew04_01_Base Freeport 9 Ew06_01_Base Planet Primus Ew06_02_Base Planet Gammu HISPANIA BASES Hi02_01_Base Planet Crete Hi02_02_Base Tripoli Shipyard Seth Want to Start developing? - tansytansey - 01-28-2009 ' Wrote:when i was making models, I'd import a ship and put it next to my model, and size accordingly. Maybe you could explain to us new to the modeling game how exactly you import a ship into a 3D modeling program. Or point us in the direction of a tutorial. ' Wrote:Basically, open MS3d, and start your texturing, by selecting groups and assigning the material. Then, use the Texture Co-Ordinate editor, like I said above to move it so you like how it looks. The problem is I don't have any of the textures I need, hence the need to make them. It is possible to unwrap a model, I just don't know how. Want to Start developing? - frozen - 01-28-2009 sorry to nick yer spot seth, but i thought i could help by answering one of the questions.:P to import a model into a 3d modelling software, (for example, milkshape), you need a plugin called CMP importer. that way, you open up ms3d, go to file > import tab, and in the list that shows up in a new tab when you select import, find the 'Freelancer CMP importer *version number here*', and click it. then, you have to find the model you have (assuming its a model that is already in CMP format, like say all the ships for disco[ship models are in the Freelancer > Data > Ships directory]), and then import it into ms3d. remember, it depends mostly on what plugins you have for your 3d modelling software, and what you are trying to import/export. see Seth's help pack thing to find a CMP importer, or you could look at my tutorial on how to make custom hitboxes for all the tools i use to make em:) for more help, night, i guess you could be more specific as to what model you are trying to import where. Want to Start developing? - Dusty Lens - 01-28-2009 As long as this thread remains active I'm going to skyline it. Good show. Want to Start developing? - Seth Karlo - 01-28-2009 Ok, to get a model imported, use the CMP importer included in my FLPack. Quote:The problem is I don't have any of the textures I need, hence the need to make them. It is possible to unwrap a model, I just don't know how. To get textures from vanilla ships, use something called the UTF editor. (In my FLPack). Open any of the .MAT files in Freelancer>DATA>SHIPS. MAT is a Material Library, and contains all of the textures for ships. Inside you'll find a little Tree and a cross. Expand it to find a Material Library and a Texture Library. Open the Texture library, and expand any of the folders within. You'll see a bunch of files called MIPS. Click it, then click "Export" on the right hand side. Save this texture as whatever it's name is. So, for example, I'll show lib_playerships.Mat :/ Material Library + Texture Library - -Metal_03.TGA - -MIPS -liberty256_1.TGA + The plus on the diagram mean's I haven't expanded it yet, and the - means it's been expanded. So I would select MIPS from Metal_03.TGA and click "Export", save it somewhere I know where it as as Metal_03.dds Then, I would open ms3d again, go to the Materials tab and make a new one, and then click the first "none" bar. It will ask you to find a .TGA file. You can use .DDS aswell. Find Metal_03.dds and select it. You can now use this texture in your model. If you were to use all the texture's from one .MAT, then when you make the Shiparch entry, you can just point the material library section at the .MAT you took the textures from, which removes the annoying process of importing texture's into .MAT files and making new ones. Seth Want to Start developing? - tansytansey - 01-28-2009 I found a bunch of pre-exported ships for ms3D in your FLpack. I downloaded it ages ago, around the time you first made it. Even though I was looking for a non-vanilla ship for refrence of size, still thought it would be useful to point out those are tucked away in there. Took me a while but I found the mat files I was loking for. Apparently the Freelancer devs decided they'd screw with me by abbreviating the pirate line of ships .cmp files co_ instead of pi_ and vise versa for the corsair line of ships. All of the .mat files for both lines are in the co_ mat file, though. Thanks for the help. EDIT: Okay, new question about modeling. This is prob'ly one for someone with more modeling experience. So when I'm building a model I find that some of my edges don't line up perfectly, and it's hard to line them up like this: Can anyone suggest an easy way to line them up perfectly? Cause right now I can only get them either side of perfect =/ Want to Start developing? - Linkus - 01-29-2009 1.Cut the top and bottom edge of that cube face into say 10 pieces using the cut tool. (does it automatically) 2.Select one point from the bottom and one from the top and use the connect tool to form a line across that cube face. 3.Cut the new line you have formed into say, 2. 4.Select points to the left of the ones you chose for the line and select the new point in the middle of the new line (you made that point from cutting it) and use the connect tool again. Do the top point seperately from the bottom one btw, otherwise you'll make another vertical line. 5.You should now have a square or rectangle face on the right of your cube face and 3 triangular faces to the left of that line (2 Triangles at least, the other could be a pentagon depending on what points you chose etc) 6.You can delete the vertical line seperating the triangles and the rectangle/square face now but leave the point that they join there. 7.Click the face/s and extrude outwards. 8.Select the new top and bottom edges of your extruded part and delete them, it should form a slanted face for you. And there you have it the faces join. If you want a criss cross as well, do what I said above but then do this: 1.Cut the left and right edges of the extruded face into however many pieces you wish. 2.Join the left point to the right point on both slanted faces. 3.Extrude outwards. 4.Move the face up or down, the object shape will bend etc for you, giving you the criss cross look. I'm not entirely sure on the mechanics of Milkshape unfortunately, it's a horrible program to model with really I think. So the commands or tools that I have mentioned may not be named the same or act the same way unfortunately, it should work like that however. I use Wings3D and many others use Metaseq, far far easier and friendlier. Milkshape is the only program that can import and export CMP files currently though, which is annoying. So it's simply used to import the 3DS files, or whatever files you exported the model in from another program, and then export them as CMP etc. Want to Start developing? - Xing - 01-29-2009 If I may suggest this excellent 3D modelling program for our future devs... http://www.metaseq.net/english/index.html this is metasequoia, by Mizno lab. It's simple and easy to use. It's free, but you need to buy serial key to activate exporting options. Let's just say, unless you are japanese, you cant get the key (the man sell it only in japan). So you'll have to use other mean. Myself, Jinx and a few others use it, and we get pretty neat result out of it. Texturing using this software is simple as well. Want to Start developing? - tansytansey - 01-29-2009 Okay, I got another question about modeling. About what poly count should my Fighters be? I just finished building a new model for the Greyhound and it's 1700~ polys. If that's too high, how can I reduce the number? Want to Start developing? - Xing - 01-29-2009 usually all software for 3D has a polygon reducing option which makes a ship real lame if you use that tool. duno what you are using so I cant help much. but since you are a beginner, consider about following often comited mistakes; -useless poly: useless poly hidden within or behind another face, delete them -double sided face; if for some reason, you have double sided face, delete them -copy-paste multiple hidden face mistake: if you somehow copy pasted a same object multiple time and forgot to delete a certain face that accumulated invisibly at a same position, delete them too! |