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Argh

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241

Monday, October 10th 2005, 10:47am

Hmmm. I really like that design and the skin´s great- it´s addicting, ain´t it? I only wish that I wasn´t mainly a coder at this point- I´d just crank out new ships by the dozen. I think that on the bubble area and the rims of the side-tube-engine areas, I think it could´ve had a bit higher polycount for a smoother look without going over 2000. But it´s a little late in the game to nit-pick a successfully-implemented and skinned design. Other than that... all I´ve gotta say is that if you start cranking out themed ships like previous pack, I have ... um... a LOT of room in Toolkit for ships that come in Faction sets, and I´d be very happy to put them into the mod... it´s great to see that you´ve really picked this up- the skins are really making the designs come to life, and look very professional- a huge leap in the feel of your work, which was nicely modeled and now is well-painted <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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242

Monday, October 10th 2005, 11:59am

Well to be honest with you the last two were quickly done just for the learning experience. The first one had a lot of large flat areas while the second was an excercise in uv-mapping rounded meshes. Your right, I could have mapped the second better but like I was saying I just threw together a quick model for the practice. I was basically using the two models along with your totorial on skinning to do this model. I made this one a while back when we were first talking about my models having too high of a poly count. This one has about the same polys as the black widdow but looks much more complicated. I just couldnt skin it right because it was a combo of large flat areas and rounded ones. I still didn´t map the UV right but it turned out better than I expected none the less, thanks to the outstanding tutorial and the two practice models. I plan on making this one into a series like the others I did before. I´ll end up going over the older ones also with the same technique. You´re of course free to have any one (or series) you want, just let me know. Well here is the result of study and practice. <A href=´http://photobucket.com/albums/a342/jsncalif11/Stingray/Docked.jpg´ Target=_Blank><img src=´http://photobucket.com/albums/a342/jsncalif11/Stingray/th_Docked.jpg ´></a><A href=´http://photobucket.com/albums/a342/jsncalif11/Stingray/Cruising.jpg´ Target=_Blank><img src=´http://photobucket.com/albums/a342/jsncalif11/Stingray/th_Cruising.jpg ´></a><A href=´http://photobucket.com/albums/a342/jsncalif11/Stingray/Tradelane.jpg´ Target=_Blank><img src=´http://photobucket.com/albums/a342/jsncalif11/Stingray/th_Tradelane.jpg ´></a> Edited by - jsncalif11 on 10/10/2005 12:44:49 PM

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243

Saturday, October 15th 2005, 6:28am

Here is another one. Very low poly / high textured. <A href=´http://photobucket.com/albums/a342/jsncalif11/Mantis/Landing2.jpg´ Target=_Blank><img src=´http://photobucket.com/albums/a342/jsncalif11/Mantis/th_Landing2.jpg ´></a><A href=´http://photobucket.com/albums/a342/jsncalif11/Mantis/Landing.jpg´ Target=_Blank><img src=´http://photobucket.com/albums/a342/jsncalif11/Mantis/th_Landing.jpg ´></a> Edited by - jsncalif11 on 10/15/2005 5:30:36 AM

Argh

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244

Saturday, October 15th 2005, 8:09am

Sweet <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Gonna have to put up some screenies of one of the things I´m doing for the Toolkit soon, to demonstrate glowmaps <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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245

Saturday, October 15th 2005, 9:53am

Let´s see what you got. I was really impressed with the bandit which got me into glowmaps big time. I got some cool ideas but would love to see what you got cooking. This thread is for showing off you in progress work so give us a taste <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Edited by - jsncalif11 on 10/15/2005 8:54:37 AM

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246

Saturday, October 15th 2005, 4:55pm

Glowmaps. Useful, simple, and when you add it all up, not really worse on performance than a bunch of Lights. <img src=´http://www.wolfegames.com/Freelancer/BeautyShots/BH_ELITE2_RESKIN.jpg ´> <img src=´http://www.wolfegames.com/Freelancer/BeautyShots/BW_ELITE2_RESKIN.jpg ´> <img src=´http://www.wolfegames.com/Freelancer/BeautyShots/KU_DRAGON_RESKIN.jpg ´> <img src=´http://www.wolfegames.com/Freelancer/BeautyShots/RH_FREIGHTER_RESKIN.jpg ´> <img src=´http://www.wolfegames.com/Freelancer/BeautyShots/RH_ELITE_RESKIN.jpg ´> Subtle or in-your-face, Glows can add a lot... even to some very old stuff. Gotta say that figuring out how to get Glowmaps properly applied to all of these ships has been rather... challenging... and has involved a lot´ve work with FLModel Cloner and UTF Edit to get all of the MAT references un-snarled. It´s a pity that just to do something like put a different texture for engine grills, you´ve gotta redo just about every ship-related MAT in the game, but them´s the breaks.
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247

Saturday, October 15th 2005, 7:32pm

You two make really nice ships. I wish i could make ships but i don´t have the funds to buy the stuff needed <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> keep up the nice and pretty looking ships<img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle><img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> EDIT1 spelling Edited by - 5i1 on 10/15/2005 6:33:20 PM

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248

Saturday, October 15th 2005, 8:34pm

SWEET! Those glowmaps really make a big difference. Even though it´s a subtle change, it really warms up the game.

Black Eagle

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249

Saturday, October 15th 2005, 9:58pm

Hey, these glowmaps are great!!! Argh, will these models with the glowmaps enabled be in the next version of the Toolkit? Or can you release them just as a &quot;glowmap shippack&quot;, if you don´t want them in the Toolkit? Because I could really use them in my mod. Ah, and one more question: What do I have to do to change lets say the green glowmaps on the Rheinland Valkyrie to Pink ones (Nomad like)? Is it difficult to do this? Again, great work!
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Argh

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250

Saturday, October 15th 2005, 11:27pm

@Black Eagle: 1. Yes, they will be released as part of Toolkit. 2. It wouldn´t make sense to release them seperate of Toolkit, for reasons which I´m not going into right this minute. 3. Once the MAT references, both in the INI, the MAT itself and
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251

Sunday, October 16th 2005, 4:23am

@Argh. I´ve been going over some of my old ships to clean them up a bit. I started with the Outlaw from my smugler series. It was a no brainer to start there since you´ve already done the Bandit. It looks like the Outlaw is gonna end up somewhere just ove

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252

Sunday, October 16th 2005, 1:26pm

Well here it is. It´s been about 15 hours but it´s finally done, and pretty low poly too. I still can´t seem to get those glowmaps to get as bright as Argh does but that´s ok. <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> <img src=´http://photobucket.com/albums/a342/jsncalif11/Smugler/th_Landing.jpg ´><A href=´http://photobucket.com/albums/a342/jsncalif11/Smugler/Landing.jpg´ Target=_Blank>Landing</a> <img src=´http://photobucket.com/albums/a342/jsncalif11/Smugler/th_Docked.jpg ´> <A href=´http://photobucket.com/albums/a342/jsncalif11/Smugler/Docked.jpg´ Target=_Blank>Docked</a> <img src=´http://photobucket.com/albums/a342/jsncalif11/Smugler/th_Side.jpg ´> <A href=´http://photobucket.com/albums/a342/jsncalif11/Smugler/Side.jpg´ Target=_Blank>Side</a> <img src=´http://photobucket.com/albums/a342/jsncalif11/Smugler/th_Back.jpg ´> <A href=´http://photobucket.com/albums/a342/jsncalif11/Smugler/Back.jpg´ Target=_Blank>Back</a> <img src=´http://photobucket.com/albums/a342/jsncalif11/Smugler/th_Bottom.jpg ´> <A href=´http://photobucket.com/albums/a342/jsncalif11/Smugler/Bottom.jpg´ Target=_Blank>Bottom</a> Edited by - jsncalif11 on 10/16/2005 12:34:52 PM

Argh

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253

Monday, October 17th 2005, 12:44am

@jsncaliff: Hey, looks good. What specific problems are you having with the glowmaps? It´s pretty simple to get them working, but you have to edit the MAT in UTF Edit. When you export the Material from MS3D, it´ll have a structure kind´ve like this:
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254

Tuesday, October 18th 2005, 12:07am

Well I still haven´t found the problem. I completely rebuilt the MAT from scratch. The other models are working fine. I think it may have to do with how I exported the model. I noticed that I have the glass group first in Milkshape. This should not be a problem since I am not using the default glass material or the default name &quot;Glass&quot; but who knows. I found a cool side effect before when I made my &quot;Gyro&quot;, theres a screenshot on page four of this thread. I wasn´t paying attention when I made it and wound up having the group &quot;glass&quot; show up first when I exported it. Since it was exported as 1 group it was named Glass in the CMP. The freelancer engine will only load the MAT once for all the same type ships on the screen. Anyway when I would fly around everything looked pretty much normal but when I set up a server and had two computers on it I noticed that the Gyro would mimick the other players ship but only on the other players screen. I´m guessing that it´s because on the othe players computer has already loaded a MAT file that had &quot;glass&quot; defined (his/her ship), so it used the same information to load the new ship entering his/her space. It´s a pretty cool side effect and I thought of exploiting this as a new ship/technology. There´s just one problem. It seems to not only appear as the other ship but also have the same hardpoint data. So if I have 5 guns mounted but the other players ship holds only 4 then on the server it will give an error that the 5th gun is non equipable. It doesnt crash the server but It puts a pretty nasty skip on the client side computer every time the ship is first rendered. I haven´t touched the CMP or the MAT so if anyone wants to pull them apart and figure it out just let me know.

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255

Tuesday, October 18th 2005, 12:51am

Um, what´s happening is a &quot;name collision&quot;. One of the bitz in my Tutorial talks about unique naming, and why it´s very important. So yeah, basically what you´ve done is cause something Very Bad to happen. Name collisions are not good- they can cause CTD and server crashes. If all that´s happened is a MAT name collision, well... that´s bad enough. But if a 3DB name collides (which is what you´re describing)... well, that´s really not good! The good part is... it´s fixable, and you don´t even have to re-export the CMP. Just load it up with FLModel Cloner and you can rename each part with a unique name, like, &quot;jsncaliff_whatevermyshipiscalled_glass&quot;, etc., etc. Also do this for every MAT... and then open the MAT or CMP (I always export my Materials to the CMP, just to keep it all in one place, but whatever) and rename the MAT names to whatever you named them in FL Model Cloner... and do the same with the TGAs... and voila, problem solved. If you´re still confused, send me the model... just, uh... be nice enough to re-open it after I´ve sent it back and take some screenies, so that people can see &quot;before&quot; and &quot;after&quot;.
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256

Tuesday, October 18th 2005, 6:00am

Thanks for the tip. I´ve been pretty good about making individule names since I read the tutorials. I have a pretty good system but on many of my first ships I didn´t define the glass texture with a different name. I didn´t know how to do the DcDtOcOt. If you export a model with a group named glass and have no material assigned it will automatically assign the default Freelancer glass material. I guess cutting corners and lack of knowledge came back to bite me <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> I´ve never used the Freelancer model cloner but I´ll check it out. It´s a relief to know I don´t have to redo a whole lot of work. A lot of my earlier models were pretty sloppy so I´ll most likely end up redoing some of them anyway. I´m pretty sure you have the ship in that bunch I sent you a while back, but if you don´t have it anymore I´ll send it again. Thanks again for the tips.

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257

Saturday, October 22nd 2005, 4:58am

Here is some of my inprogress work. The model is not exactly mine. I got it from <A href=´http://www.turbosquid.com´ Target=_Blank> Turbosquid.com</a> ,a great place to get free models and good ideas. It was a pretty low poly count model designed for games but I had to reduce it a little more because of all the stuff I had to add to it. The most excellent body texture was also done by the artist who made this model. I just spiced it up a little to make it look like the &quot;Back to the Future&quot; car. You can see that I still have to texture the pieces I added to make it like the car in the movie. When I get it done I would like to make it freely available to whomever want´s it. Someone please let me know how to post the files here. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Well here it is. <img src=´http://photobucket.com/albums/a342/jsncalif11/Delorian/th_Front.jpg ´> <A href=´http://photobucket.com/albums/a342/jsncalif11/Delorian/Front.jpg´ Target=_Blank>Front </a><img src=´http://photobucket.com/albums/a342/jsncalif11/Delorian/th_Bottom.jpg ´> <A href=´http://photobucket.com/albums/a342/jsncalif11/Delorian/Bottom.jpg´ Target=_Blank>Bottom </a><img src=´http://photobucket.com/albums/a342/jsncalif11/Delorian/th_FrontCMP.jpg ´> <A href=´http://photobucket.com/albums/a342/jsncalif11/Delorian/FrontCMP.jpg´ Target=_Blank>Front (CMP) </a><img src=´http://photobucket.com/albums/a342/jsncalif11/Delorian/th_BottomCMP.jpg ´> <A href=´http://photobucket.com/albums/a342/jsncalif11/Delorian/BottomCMP.jpg´ Target=_Blank>Bottom (CMP) </a> Edited by - jsncalif11 on 10/22/2005 4:15:21 AM

Cold_Void

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258

Saturday, October 22nd 2005, 5:29am

just a note,subgroups names do not matter to FL,which is why you see so many collisiongroups with identical names - only the first group will have the unique name of the model - this is only of interest if you´re using the subgroups option in export of course but worth a mention as it might save someone some time
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Argh

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259

Saturday, October 22nd 2005, 9:47am

Ah, heck yeah! I´ve always wanted my own time machine <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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Argh

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260

Sunday, October 23rd 2005, 3:53am

@Cold_Void and everybody who still doesn´t believe that Part and Material names are bloody important. Part references are <i>not lost </i> when the CMP exporter does its thing. If that weren´t the case, then taking the parts ... apart again... with Re
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