Read the topic started by john about the metaseq program but saw someone said there is a porting issue due to $
I have some renders that are just about done, but I am making them in a program that many render artists hate, like Allied Master computer hate. Animation Master. I have no troubles porting a Project file from that program into Lightwave but I dont have access to 3GS. I used to do some file editing for weapon mounts and hit boxes for the old Klingon Academy pc game and wonder if that would help at all getting things done for a freelancer mod.
I have no experience in exchanging a render into a game model.
I have used a single file, with all the textures for a model (if that's even what the norm is)
I will do some research here to help me out with making a render game worthy (very aware of the 0,0,0 thing)
I have no way to test a model once it's ready. I presume, when I get the above worked out, just submit it just as expressed in the headder post?
Any other advice?
P.S. the head of my faction and I are working on this, so I'm not doing this rouge.
Sometimes, when all you want is to gain your freedom, you must be willing to risk it all.
When you create your model, export it to .X (If you're using metasequoia) and then open MS3d and click Tools>DirectXMesh Tool and open the .X file.
If you're using any other program, they usually export to .3DS. Once you have that, use MS3d to import it, texture it and then export as .CMP
Hardpoint the ship using HardCMP, and then replace a .CMP in the Freelancer/Data/SHIPS/DISCOVERY folder, go to that place, buy the ship, and voila, your ship is ingame.
I think I wrote a tutorial somewhere on how to write the necessary INI files, but god knows where that went. Skype me if you have any problems.