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  Discovery Gaming Community The Community Freelancer Forum
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Replacing Freelancer.exe

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Replacing Freelancer.exe
Offline guideX
12-21-2010, 05:10 AM,
#1
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I have been using VS2010 C# and XNA to build a new build of Freelancer.exe to improve upon the graphics engine. Does anyone have any tips for loading the models used in Freelancer? As far as I can tell, they are made up of proprietary files only importable into one graphics tool, from there they can be exported into obj files that can be used in the content folder in Visual Studio. Am I on the right track in this respect?
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Offline Cannon
12-21-2010, 06:24 AM,
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' Wrote:I have been using VS2010 C# and XNA to build a new build of Freelancer.exe to improve upon the graphics engine. Does anyone have any tips for loading the models used in Freelancer? As far as I can tell, they are made up of proprietary files only importable into one graphics tool, from there they can be exported into obj files that can be used in the content folder in Visual Studio. Am I on the right track in this respect?


The model viewer in http://forge.the-starport.net/projects/utfeditor shows how it is done. The viewer is implemented with DirectX but it is simple enough to convert to XNA

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Offline guideX
12-21-2010, 07:04 AM,
#3
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' Wrote:The model viewer in http://forge.the-starport.net/projects/utfeditor shows how it is done. The viewer is implemented with DirectX but it is simple enough to convert to XNA


Great, I have never considered this. I will download it now and let you know how it goes.
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Offline guideX
12-21-2010, 07:19 AM, (This post was last modified: 12-21-2010, 08:20 AM by guideX.)
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' Wrote:Great, I have never considered this. I will download it now and let you know how it goes.


Fantastic. This would appear to be just what I need to get started. This will be perfect to learn more about how to use the Freelancer ships in my game, thanks again!
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Offline guideX
12-22-2010, 11:01 PM,
#5
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' Wrote:The model viewer in http://forge.the-starport.net/projects/utfeditor shows how it is done. The viewer is implemented with DirectX but it is simple enough to convert to XNA

Did you ever accomplish textures in the model view?
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