I'm no pro. That' somebody else. I just have too much time on my hands, and some idiot gave me a copy of Gmax, allowing me to satisfy my god/inferiority complexes.
Also, forgot to mention, somebody's making a very beautiful Junker capship. They actually know what they're doing. Worship them.
Quote:Quick comment - we thought that Panzer was the Leader, Swift. -Agmen
As Flyer pointed out, I'm already working on an Order GB, though I'm stuck in texturing atm... can't seem to get the .mat file pulled apart into .tga files. Any help on that from any of you more experienced ship builders? (mat file = Or_ships.mat)
You need 'utfedit' or 'utfeditor', i don't remember the name exactly, you export the files using that (the TGA files are in fact DDS files). You also need the DDS plugin for Photoshop if Photoshop is what you use, you can get that from www.nvidia.com somewhere (they have that plugin for other programs out there too) to be able to read/edit the files.
Though, I recommend using the original Or_ships.mat file (the existing one, not making another one for the GB) to pull the textures from. It wouldn't unnecessarily increase the mod size as such.
If the stars should appear one night in a thousand years, how would men believe and adore and preserve for many generations the remembrance of the city of God? - from 'Nightfall' by I. Asimov The Outcasts consider Siniestre Nube a sacred place for several reasons. Early explorers discovered a jumphole within the depths of the cloud that leads to a strange world of ringed stars and strange craft. All ships in the burrial ground are placed facing that hole to honor the Alien Spirits. - An Outcast rumor
' Wrote:You need 'utfedit' or 'utfeditor', i don't remember the name exactly, you export the files using that (the TGA files are in fact DDS files). You also need the DDS plugin for Photoshop if Photoshop is what you use, you can get that from www.nvidia.com somewhere (they have that plugin for other programs out there too) to be able to read/edit the files.
Though, I recommend using the original Or_ships.mat file (the existing one, not making another one for the GB) to pull the textures from. It wouldn't unnecessarily increase the mod size as such.
I use GIMP, so I can't use that DDS plugin, but I AM using the original Or_Ships.mat file. The problem is that the UTF Editor doesn't export to .tga, so I can't import the files to Milkshape. So what I need is:
a full set of .tga files extracted from the Or_ships.mat file
If the stars should appear one night in a thousand years, how would men believe and adore and preserve for many generations the remembrance of the city of God? - from 'Nightfall' by I. Asimov The Outcasts consider Siniestre Nube a sacred place for several reasons. Early explorers discovered a jumphole within the depths of the cloud that leads to a strange world of ringed stars and strange craft. All ships in the burrial ground are placed facing that hole to honor the Alien Spirits. - An Outcast rumor
Ive already finished a modified version of the liberty cruiser to be used by the oder, lest someone beets me to it ill probably make either a light fighter or bomber for the order. As per ships commissions, i mentioned it and Igiss was ahh not enthusiastic about it, but perhaps eventually he may be persuaded otherwise.
I was wondering what all is intaild in crating a ship. such as what and how its done if anyone has some form or link or place to look up such information would be nice.
To get a ship from nothingness, useing the textures that came with freelancer, it takes me about 4-5 programs and editing 3 or 4 text files(igiss takes care of the text files though(stats, infocards, where its sold...)) The albatross (first model) took me about 10 or so hours to get it flyable in game, My most recient ship i got in game was my kusari bomber, and it took about 4 ot 5 hours to get in game (1 hour modeling, 1.5 hrs texturing, 1 hour converting, 1/2 hour for txt files, and another hour for figuring out why it didnt work)