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Want to Start developing? - Printable Version

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+---- Thread: Want to Start developing? (/showthread.php?tid=15764)

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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:
[Image: thisvx3.png]

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!