I would like to model/texture a number of ships for the Discovery project.
I've tried to look through various threads on this forum in regards to Modding.
Haven't quite answered these questions though:
--What kind of file format does Freelancer need for the models?
I own 3DsMax, Maya, and Zbrush and can export my models as *.obj . Is this acceptable?
If not, is there a converter from *.obj to whatever file format Freelancer needs?
--Can I UVUnwrap models in any application, or do I need to use a specific software?
--Particle effects: same deal. Do I need a specific software to create animated particle effects for Freelancer models?
Appreciate your help,
Cheers.
P.S. What is the general limit for poly count? What about texture resolution?
Freelancer uses CMP or 3DB file format for models.
These are unfortunately only able to be exported to via a program called Milkshape. There are no CMP or 3DB exporters for any other modelling program out there.
Milkshape can import OBJ files however so you would simply import it into Milkshape and make any changes you need to do (Hardpoints etc) and then export it.
No idea about UVUnwrap. No clue what it is to be honest:P
Particle effects are all ones currently in Freelancer, however new ones can be made. Animated particle effects such as the ones of the Miner ship, are already in game and do not need to be part of the model when in the modelling stage.
Freelancer has a poly limit of 26k it turns out, according to folks over at the Starport forum. That's per object btw. A single ship can have that or a single part of a station.
You can have 100 26k poly chunks making up a larger model, but only for stations or other stationary things. Ships are still limited to 26k from what I have found out.
Texture resolution is something I can't help with. Texturing is my main problem when it comes to getting any models I make ingame. I've yet to learn how to do it.
UVW mapping can be done in any application you wish to use, however once the model is exported into Freelancer you'll have to make sure of two things.
● To apply your textures in Milkshape before exporting.
● Be aware of how your mapping will translate once inside the engine.
Treewyrm has posted an excellent article on FL modding that explains how the engine handles smoothing groups an how they derive from UVW cooridinates. You can find it pinned in this section.
Second point is that Freelancer relies on linked material libraries, or the .mat files. You specify which library your model will use by defining it in the relative .ini files. Again you can export your own custom material libraries from Milkshape, your best idea would be to use the vanilla ones however for both space and integration into the game.
There is a link on both The-Starport and in the First Aid for Developers for a package of .ms3d files of all vanilla ships along with the vanilla textures in .dds(Best texture format option).
26,000 polygons?? That's an increadibly high limit. Fantastic.
' Wrote:Freelancer uses CMP or 3DB file format for models.
These are unfortunately only able to be exported to via a program called Milkshape. There are no CMP or 3DB exporters for any other modelling program out there.
Milkshape can import OBJ files however so you would simply import it into Milkshape and make any changes you need to do (Hardpoints etc) and then export it.
No idea about UVUnwrap. No clue what it is to be honest:P
Particle effects are all ones currently in Freelancer, however new ones can be made. Animated particle effects such as the ones of the Miner ship, are already in game and do not need to be part of the model when in the modelling stage.
Freelancer has a poly limit of 26k it turns out, according to folks over at the Starport forum. That's per object btw. A single ship can have that or a single part of a station.
You can have 100 26k poly chunks making up a larger model, but only for stations or other stationary things. Ships are still limited to 26k from what I have found out.
Texture resolution is something I can't help with. Texturing is my main problem when it comes to getting any models I make ingame. I've yet to learn how to do it.
26.000 poly's is too much for Milkshape to handle (might crash a lot) and even Freelancer game engine will complain about.
Here a list how much poly's for certain shipclasses as reference:
1.000 to 3.000 for fighters, freighters and transports
2.000 to 5.000 for gunboates and transports
3.000 to 8.000 for cruiser
7.000 to 12.000 for battleships
Ofcourse, this is a "ca." rough frame. Less number of polygons is always welcome, but if the polygons exceed the limits a bit its no problem.
Tools you need:
-Milkshape (MS). Trial version cannot export anything. License for MS is around 25 Euro. Dunno about $.
-cmp exporter for MS
-mat exporter for MS
-sur exporter for MS (*.sur files are hitboxes and not easy to make without tutorial)
-HardCMP to adjust hardpoints for equipment, lights and so on
-Antons Freelancer model tool
-UTF editor for editing cmp and mat files
You will find tutorials and links to the needed tools in the pinned section of this forum.
What about texture resolutions? What's the standard around here?
' Wrote:26.000 poly's is too much for Milkshape to handle (might crash a lot) and even Freelancer game engine will complain about.
Here a list how much poly's for certain shipclasses as reference:
1.000 to 3.000 for fighters, freighters and transports
2.000 to 5.000 for gunboates and transports
3.000 to 8.000 for cruiser
7.000 to 12.000 for battleships
Ofcourse, this is a "ca." rough frame. Less number of polygons is always welcome, but if the polygons exceed the limits a bit its no problem.
Tools you need:
-Milkshape (MS). Trial version cannot export anything. License for MS is around 25 Euro. Dunno about $.
-cmp exporter for MS
-mat exporter for MS
-sur exporter for MS (*.sur files are hitboxes and not easy to make without tutorial)
-HardCMP to adjust hardpoints for equipment, lights and so on
-Antons Freelancer model tool
-UTF editor for editing cmp and mat files
You will find tutorials and links to the needed tools in the pinned section of this forum.
If you make an UV-map with custom texture for whole model, resolution should be 1024 x 1024.
Vanilla texture panels are proceedural textures in resolutions 64 x 64 - 256 x 256. For different lod's vanilla Freelancer models use UV-maps in 256 x 256 and below.
In general, the mat file for the model should be smaller than 1Mb.
Therefore it is recommended to use the texture as *.dds file, because of its very good DXT compression modes. For more information i recommend wikipedia or known sites about texturing and image file formats.
Cannot explain it all. Anything else comes with experience.
I disagree with the statment that a complete ship unwrap should be 1024x1024 only, so long as the file ize doesn't enter the copious range you can use any squared resolution upwards of 256x256 with positive results(anything below just looks bad).
Personal experimentation on my part has produced a .mat file bordering on the 1Mb range with a texture of 4096x4096. Though the resolution is wsted on the FL engine, its completely possible. I would advocate the exclusive use of the .dds format however, Nvidia offers a plug-in for Photoshop that will allow you to save in this format.