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MQuaBeeQua

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21

Thursday, August 21st 2003, 8:18am

I followed your instructions to the letter, but either Freelancer crashes, the ship simply doesn´t display or the game will run until I get to the shop and then crash when I attempt to enter. I also made a ship in MilkShape, but was unable to turn it into a CMP file at all. I did get one ship to load, but even when I completely duplicate the method for that ship I get squat. Any ideas?
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xinos

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22

Thursday, August 21st 2003, 7:38pm

I cannot tell what exactly you did wrong, but: 1. If the game crashes when you go into the shop, there´s a problem with the shop: maybe in shiparch.ini you didn´t type the exact path to the ship model, or the package in goods.ini refers to an unknown ids_name (that of the ship hull, for example) 2. If you can buy a ship but do not see it when you fly it (I hope that´s what you mean when you speak of a "disappearing ship"...) it´s a problem related with the dimensions of the model: in Milkshape I noticed that the model has to be VERY large (larger than the viewport at minimum zoom)... so if you make it smaller Freelancer simply doesn´t display it. 3. Another problem with ship models is textures: even if you don´t apply any texture to the model you HAVE to include a .mat file... or so i have to :-)
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23

Thursday, August 21st 2003, 8:42pm

How do I export from Doga to Milkshape?
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Warlord Bob

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24

Thursday, August 21st 2003, 9:23pm

ok... I built a ship shape (lol) in milkshape but now I have some questions... 1:Texture it now? Or wait till after the hardpoints are there? 2:UTF editor... shows you a file tree. How am I suposed to see where the hps are suposed to go? I didn´t find any sort of list at all. I never saw anything to indicate I could flip my ship upside down in UTF (or anything else for that matter) and how does one flip thier texture upside down??? 3: you said to make the taxture "blah.tga" for example. .tga???? all I have is paint, si I made some textures there is that ok? and dimensions that are a power of 2? Whats that mean? I am just a little bit confused right now... We who are about to die salute you!
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25

Friday, August 22nd 2003, 12:07am

MQuaBeeQua: Just a little clarification; So you did get one ship flyable and the rest didn´t work? Also, when you try to turn ships into cmp, what happens? Trader Jack: leonhart will know more about doga than me; he uses it for his ship models. Try asking him on the general modding board. Warlord Bob: 1. It doesn´t really matter when you texture it. I just assumed that some people will place hardpoints based on markings on the texture. 2. The hardpoints in a cmp file are listed under \shipname.3dbhardpoints. To turn ship and triangles upside down, select everything and rotate 180 degrees from the front/back view. To flip a texture upside down, open up your texture graphic in some graphics editor, and flip it vertically. This upside down version goes in your mat. 3. The texture has to be saved in tga format no matter what prog you use. I recommend maybe download a converter to change files from gif to tga or use a different graphics prog. FL is very picky about texture format. Dimensions that are power of two means 2^1=2 square is 2by2 2^2=4 square is 4by4 2^3=8 square is 8by8 and so on

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26

Friday, August 22nd 2003, 1:01am

yes, but 8x8 what? There isn´t a point of reference on a computer. And my textures are brobably in .bmp format. Is a conversion necessary and do you know of a handy converter : ? I´ll look for the hp notation again when my sister gets off the other comp, (this one doesn´t have the ram for FL so all my mod stuff is on the other 1) but is it like a collection of files within a directory? Cause there wasn´t anything openable in there except the file tree. Thank you so much for all your help, and I hope i figure this out soon so I can stop bothering you <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> We who are about to die salute you!
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Imagine

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27

Friday, August 22nd 2003, 2:07am

<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>I hope i figure this out soon so I can stop bothering you <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> The only reason this thread is here is to help people <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> 8x8 pixels I mean. However, a more reasonable size would be 512x512 for a good ship texture. <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>but is it like a collection of files within a directory <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> They are like files in a way, with the hp names being the names of the leaves and the data stored in each leaf being the orientation and position data of each respective hp. Try <A href=´http://www.wavelsoftware.com/pic2pic.htm´ Target=_Blank>this</a> as a format converter. Edited by - Imagine on 22-08-2003 01:13:39

Imagine

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28

Friday, August 22nd 2003, 2:50am

zousug check your email real quick

SuBXeRo

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29

Friday, August 22nd 2003, 3:25am

thanx imagine i really appreciate it Mess With the Best Die lIke the Rest
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Imagine

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30

Friday, August 22nd 2003, 7:36am

Ty. What do you think of it? Too fundamental? Too confusing? I didn´t know how to make it very helpful, 3d modeling is a gigantic field to cover even in introduction and this barely touches the surface. I guess I wanted to get across that it is a virtually limitless play field to poke around in; I didn´t go into such ´help´ as &quot;how to make a cockpit&quot; or &quot;aesthetics of engine placement&quot; because things like that are completely unique per artist and may not even apply.

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31

Saturday, August 23rd 2003, 6:23am

Thanks. Im on it We who are about to die salute you!
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Warlord Bob

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32

Saturday, August 23rd 2003, 6:36am

Ok... power of 2 again. I can make it ALMOST a square, but I don´t think I can get it exact. Does it really matter, or can I use a rectangle? An I found the HPs so but is there one for just an engine torch? And It will be almost impossible to get exactly 512 pixles too. Paint is a bad editor for this <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle>. Is that ok? We who are about to die salute you! Edited by - Warlord Bob on 23-08-2003 05:54:27
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33

Saturday, August 23rd 2003, 7:50am

In paint, you go to Image:Attributes and set the size precisely there <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> There is only one kind of engine HP, but you can have multiple engines like HpEngine01 and HpEngine02. The engine effects are set elsewhere. Also: did you try the converter I gave you?

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34

Saturday, August 23rd 2003, 8:21am

I did try the convertor and it works like a charm <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Thanks for the tip with paint too. I Intend to have two engine torches so Im gona put two engines, one where I want those to be. I think thats what they mean by &quot;engines&quot;. I found and am using the Hp &quot;leavs&quot; to place Hardpoints and I´ll probably finish that in the morning. There are some wierd ones like &quot;HpMount&quot; and &quot;HpCocpit&quot;. Do I need those? Thanks again <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> We who are about to die salute you!
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35

Saturday, August 23rd 2003, 9:51am

<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>using the Hp &quot;leavs&quot; to place Hardpoints <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> You are not adding hps in utf edit are you?!

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36

Saturday, August 23rd 2003, 4:40pm

No, I meant im using them as a guide. Im placing 2D triangles in Milkshape But I do have a question. In the graphic in your tutorial you have &quot;Hp/Fixed/HpEngine01&quot; but the ship I have in utf has DpEngine with no number. Which is correct.. Hp or Dp? Also where do you put things like HpMount and cocpit? (i don´t even know what they are) I know I asked before if they were necessary, but now I saw HpMount in the tutorial graphic. O. nevermind the engine part and nevermind the part about HpCocpit. I looked at the Raven and it has HpEngine etc... and I know that ship works. Still dunno what HpMount is lol. 3rd edit. I got all the Hp´s (except HpMount... still don´t kno what it is) but I can´t figure out how to use the cmp exporter. It doesn´t have an executable! Edited by - Warlord Bob on 23-08-2003 15:58:48 Edited by - Warlord Bob on 23-08-2003 16:02:17 Edited by - Warlord Bob on 23-08-2003 16:48:11
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37

Saturday, August 23rd 2003, 8:26pm

Hi, I´m new too modding, but was wondering, can you scale hardpoints ... In other words, make the mounts smaller to fit inside model so only a little of it shows? I think the HpMount is the location and height above ground your model lands on. Edited by - sodrak on 23-08-2003 19:29:49 The milkshape exporter is a dll to be put in programs directory. You select it from the export menu. Edited by - sodrak on 23-08-2003 19:31:23
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38

Saturday, August 23rd 2003, 11:47pm

<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>In other words, make the mounts smaller to fit inside model so only a little of it shows? <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> When you export, the triangles do not show up anymore. They just act as markers so that CMP export can determine where to place the hardpoint. The triangles themselves are not hardpoints. CMP export apparently takes the point equidistant from the 3 corners(middle of triangle), and uses that as the position of the real hardpoint. If you want to resize weapons, you will have to make a completely new weapon model. WarlordBob: Sodrak has the right idea. If you put HpMount 3 meters under your ship, the ship will float 3 meters off ground when it lands. Basically HpMount indicates where the ground level should be. When you get the milkshape exporter, yes, put the dll in the milkshape directory and look in the export menu for &quot;FreeLancer CMP&quot;

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39

Sunday, August 24th 2003, 3:58am

Ok... my mod lingo is nowhere close to par. As I understand it, &quot;put the dll in the milkshape directory&quot; means open the ship in milkshape and go to the &quot;export&quot; menu. Than you get about a million options, but Freelancer wasn´t there. Do I need to put the plugin in a certain folder when I install it? Or does dll refer to the plugin? hmm... We who are about to die salute you!
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40

Sunday, August 24th 2003, 5:33am

The full name of the file is msCMPExporter.dll dll refers to the type of file. This file is extracted from the zip file you downloaded to get the exporter plugin. Just put it in the milkshape directory, probably in Program Files. Warlord do you know if anyone has made new weapon models?
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