I'm so sorry for often disturbing, but now i have problem with exporting. I tried to replace Antonov ship model in Crossfire for my one. How to act here?
You need to select Root part helper (in your case it's the top-most Root object in scene hierarchy to the left) to indicate which model you want to export. Also check out brief documentation I've just put up online.
Hard to say what went wrong there. Assets in other mods could have been assembled differently, especially for early versions of Milkshape exporter plugins. Perhaps they contain things I did not expect or they do not contain what I expect models to have. It's best to take it to discord chat to see what's in the files and scene you're trying to export.
This thread is more for release announcements, feature requests and such.
Project moved to GitHub, updates and releases will be published there. Beta 5 was recently released fixing a bug related to extents which affected center of mass for hitbox.
(01-12-2021, 01:25 AM)Ikarus_Hagen Wrote: So, if I see that right: this is a program I can use to model ships with without downloading milkshape3d or blender?
Nope.
It's a plugin for 3ds max (commercial product).
If you don't have 3ds max with this plugin then you can use other modeling software to create mesh and export it into .fbx file and ask a person who has 3ds max to assemble and export it into Freelancer model format (.cmp/.3db + .sur).
Alternatively there's collada importer in lanceredit (part of sdk), however it has limited functionality.
Increased exporting performance for packing wireframe stage.
Wireframe Snap parameter for Rigid part helpers exposes spline wireframe knot to vertex snap strength.
Bugfixes
Null VMeshRef pointers no longer crash when imported (mesh reference points to null mesh ID).
Wireframe spline knots missing matching vertices will not cause exporting error but instead issue warning message in MAXLancer log.
3db part name is now "0x0" instead of empty string, while the latter is legit object name in 3ds max it is rather inconvenient. This affect sub-object names too. Both old and new name work the same.
Hardpoint hulls for .3db have correct names when imported (previously they would have null part name instead).
VMeshRef default radius set to 0.0 instead of 1.0 (previously this caused problems for icon/ui models).
Texture library routines no longer write "Texture count" entry as it causes warning in game log.