Posts by Nym

    How does this project deal with implementing high poly models? Is CMP splicing still the only way to break the poly limits of vanilla FL? I love building fancy ships but I've always hit an obstacle when it came down to splicing the CMP files together :(


    Or are you in fact using a different kind of engine which requires new different methods of implementation and file types?


    I'd love to contribute to your project with some models in the future. If you want, that is.

    In my case it does render in cutscenes, this is the only exception that I've presented above...but yes I've researched some more and a nice fellow offered to splice it for me by next week cuz I'm a lil too busy atm. When it's ready I'll release it so anyone can use it in their own mod & stuff.

    Sushi uses a splicing method that I'm not familiar with. My method is simply making custom equipment with a ship cmp and mat and attaching it to the right hardpoint.

    So I built this ship, a remake of the Ebon Hawk from the KOTOR game, and I split it into 2 halves(21k triangles each) like so:



    Then I re-skinned it cuz the color-scheme was too... "meah.."


    And it goes as follows:
    - The main ship section is the AFT or back section a.k.a. the half of the ship that has the engines
    - The front half of the ship with the cockpit and all that was used as a component to be connected to the main half in the game so that the 2 halves make one ship counting 42k triangles.
    - The idea worked fine but with a slight problem.
    - When I am in space the ship renders beautifully and the super-high rez texture makes up for some fx that the game engine can't render and it's a joy to fly around in this thing as you can see here:



    The problem starts when I am docked. For some reason the attached component, A.K.A. the front half of the ship is invisible even though the ship appears as a whole in the ship dealer's little preview window. and here are the images to show you what the frak I'm talking about:


    Ship Dealer Preview OK:




    Planet-Scape View NOT-OK:


    Now I've tried making the front half of the ship a cargo container, a shield generator and even a static weapon(seeing that turrets and guns are rendered in the planet scape scene), but the result was always the same; full ship in space, half a ship when docked.


    I'm posting here because I'm guessing it has something to do with an .exe hack or something.


    If anyone has a clue about how to fix this please help! I know there is another method of making super high poly ships by splicing stuff together but I'd rather keep it simple for now.

    Yeah, LOD ranges seem to be the thing here, although I'm pretty sure that you have it set to 0, 999999 in the shiparch. Basically you can only see the thing when you are docked / landed?


    I'll keep a close eye on this topic since I have a ship that only appears when I'm in space, but when I'm landed it's invisible... even though it's a regular size ship.


    Also check your camera offset settings in the ini's.


    If you find the source of the problem please post it cuz I'm interested.

    I'm never going to abandon the FL comunity, I've been playing the game, building starships and importing them to the game since the biginning and will never stop! I may not have been the most active person but after all these years Freelancer is still my favorite game ever!


    I have to admit the forum and all looks better than ever but I miss the good old days when everyone was trying hard to push the game's limits. After MS dropped the official TLR site it all went downwards, they practically put the obsolete tag on the game and it affected the comunity.

    Not yet, I need to do some more work on the model itself and resend it to sushi...but I've been busy with exams. on a paralel sidequest I'm still looking for a way to make cargopods visible in cityscapes...that would make my day...cuz splicing models apparently prevents you from scaling the cmp with fl model tool...or smthin like that...and according to sushi I have to split this ship into 4 different pieces...which is kinda hard cuz I specifically moddelled it for the cargopod method...so yeah...it will take a while. If anyone can dig up some stuff on cargopods that would help a lot. Discovery freelancer has this method where you can buy the cargopods and add them to your ship...but I couldn't rly figure out how that works. For now I'm playin SP with the model as it is appearing as half a ship when docked. I'm sure there is a simple thing I verlooked...something to do with how the game is programmed to render the cityscapes....I'm not sure where to look...but I'll figure it out somehow.

    well stand by then, because Sushi, one of the Freeworlds TOW developers is going to help me splice the 2 cmp's into one
    and that should resolve all issues. As soon as it's ready I'll make a little mod and put it in the downloads section for everyone to enjoy ;)...cuz I'm a nice guy and since I've learned so much and grown with tlr I figured I'd give smthin' back to the TLR community ;)

    <!-- m --><a class="postlink" href="http://nym182.deviantart.com/art/Freelancer-Project-Phoenix-153150717">http://nym182.deviantart.com/art/Freela ... -153150717</a><!-- m -->




    I figured out why the pod kept bumping off of my ship...it had the hit point value set to -1 as I thought that would make it indestructible...apparently It didn't so I set a very high value and it fixed it...one issue remains... I can only see half a ship when I am docked on a planet or station...and it's just sad :((((

    Ok so I managed to get the ship as a whole using the cargopod method...it looks amazing... I'll post a link in a few minutes...one problem...the cargopod part of the ship is not visible in the cityscapes and shipdealers... and when I hit another object the cargopod part od the ship gets detatched and floats off into space....anyone know how to fix this?

    <!-- m --><a class="postlink" href="http://i114.photobucket.com/albums/n253/Nym182/CMP.jpg">http://i114.photobucket.com/albums/n253/Nym182/CMP.jpg</a><!-- m -->



    I know there are a few way of doing this but I never rly tried it. So I modeled this baby specifically to get 2 CMP files that were easy to attach and position...


    If anyone Knows how to do this please post a detailed tutorial or give me some hints... the model is made out of 2 CMP's 21k triangles each. I can't export it as a whole since hard CMP crashes on me and says it runs out of memory or smthin. I can Actually have 1 CMP file of the ship But I don't know how to set the hardpoints in milkshape.


    Any Ideas on this would be great. As a Result I will post the final result on the download section for anyone willing to have it ingame.

    <!-- m --><a class="postlink" href="http://fc00.deviantart.net/fs71/f/2010/026/c/2/Project_Phoenix_Wallpaper_by_Nym182.jpg">http://fc00.deviantart.net/fs71/f/2010/ ... Nym182.jpg</a><!-- m -->


    The Ebon Hawk reborn - Project Phoenix - real chrome render
    Model is 47k triangles// will be split in 2 and ported to FL in the near future :D

    <!-- m --><a class="postlink" href="http://fc05.deviantart.net/fs70/f/2010/017/d/1/Ebon_hawk_top_perspective_by_Nym182.jpg">http://fc05.deviantart.net/fs70/f/2010/ ... Nym182.jpg</a><!-- m -->


    <!-- m --><a class="postlink" href="http://fc05.deviantart.net/fs71/f/2010/017/5/4/Ebon_Hawk_II_Update_by_Nym182.jpg">http://fc05.deviantart.net/fs71/f/2010/ ... Nym182.jpg</a><!-- m -->



    Updates on the new Ebon Hawk :D I'm rly happy with how it's turning out. Can't wait to fly this ingame :D

    Well I was always into ships, so my mod contains various ships that I've collected over the years. Other than that I haven't done any other serious modifications. I've implemented the destructible universe in the mod and I was working on making all asteroid fields dynamic and destructible so that giant ships could navigate through the asteroids.
    My largest goal is to make realistic size systems...but that's a bit of a pain because of that shaking/distance thing.

    New Ebon Hawk work in progress


    My aim is to keep it under 20K so I can port it to FL when it's complete.
    Hope you like!


    <!-- m --><a class="postlink" href="http://fc06.deviantart.net/fs71/f/2010/016/c/3/Ebon_Hawk_II_wip_by_Nym182.jpg">http://fc06.deviantart.net/fs71/f/2010/ ... Nym182.jpg</a><!-- m -->