Starlancer ships - Freelancer 3D Modeling - Lancersreactor

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Gibbon

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1

Monday, June 13th 2011, 3:09pm

Starlancer ships

Ok, OP knows i'm a bit of a Starlancer fan and after a huge discussion with me a few years back, between us we ended up with all the SL models fully extracted with textures.

A little while later i released the Alliance fighter ship pack which to be fair had already been done by others but i released it anyway. Soon after, the Coalition fighter ship pack made an appearance. Now surs are not that difficult to do anymore with two excellent sur making utilities around, i had a little dig through the SL textures and models again and came across the Alliance 45th SQN textures which are different from those already released by others. Was thinking if these would be of interest to anyone.
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2

Monday, June 13th 2011, 3:58pm

in which way different?
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3

Monday, June 13th 2011, 4:10pm

They have different textures completely
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4

Monday, June 13th 2011, 5:48pm

hmmm ok
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5

Monday, June 13th 2011, 6:02pm

All the ships have tiger logos and stripes on them, just to clarify :)

I'll post some pictures after dinner...
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6

Monday, June 13th 2011, 8:33pm

PATRIOT


NAGINATA




GRENDAL




COYOTE




There are many others but it's an easy comparison. Originals on the LEFT, 45th SQN on the RIGHT. As i mentioned earlier, these are in game textures, nothing i've made. I've already converted the ships to FL
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7

Tuesday, June 14th 2011, 9:45am

Hehe nice
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8

Thursday, June 16th 2011, 6:17am

Been going through these, forgot how many there were. Think i'm going to do a combined ship pack of all the Starlancer fighters, Alliance, Coalition and the 45th Tigers. That way all the models will be in one place if people want to use them. Going to add the proper torpedo loadouts to the Hades and Kamov bombers as well so these will look as they should do. All ships will have surs and icons. Might even do some scripts so people can just drop in the ships they want to use.
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9

Thursday, June 16th 2011, 8:30am

that sounds cool
and a good reminder to finally fix the texture prob in my mod ^^
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10

Thursday, June 16th 2011, 10:47am

Right, here's the first two that have bugged me from day one. These models were never complete, needing the right torpedo loadouts to go with the ship models.

Also added the Galahad. The thing with the Galahad torpedoes is that in SL, when you view the ship database in ITAC, the torps are different for the Galahad. I've looked through all the models and i can't find the one that's shown in the database, can't even find the texture for it. There are other models listed in ITAC that have different textures to those in game and i suspect that the ITAC interface was written first and then the ship textures and munitions textures were modified prior to release. The Galahad is the predecessor to the Hades bomber anyway, so no biggie from my point of view that they have the same torp mounted.


Least all three look far better with their torps attached.

ALLIANCE HADES BOMBER


COALITION KAMOV BOMBER



ALLIANCE GALAHAD
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This post has been edited 3 times, last edit by "Gibbon" (Jun 16th 2011, 10:47am)


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11

Thursday, June 16th 2011, 12:21pm

You didn't give the Kamvo and Galahad in your packs...
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12

Thursday, June 16th 2011, 1:30pm

This time they will be. Only reason i didn't add them before was because of the torpedo model issue. The Hades looks much better with the torps mounted as well.
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13

Thursday, June 16th 2011, 2:22pm

Indeed.
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14

Thursday, June 16th 2011, 4:12pm

for the new version of CF ive created topedo launchers looking like torps and mounted them to look like above

that looks pretty cool
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15

Thursday, June 16th 2011, 4:26pm

Thx. Been thinking of ways to do what you describe and apart from your solution which seems the obvious one as i've done the same on some other ships i have, seems the best way to do it. Was thinking adding them as cargo pods, means you can shoot them off or maybe as you suggest but with a low hit point, like a 1 shot scenario where you fire the torp and it destroys the launcher so no spare torps would sit there.
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16

Thursday, June 16th 2011, 5:23pm

well since my hades has 4 torps mounted and can only shot 4 it seems to be the perfect solution... except for the fact that the torps are still shown after they were fired
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17

Thursday, June 16th 2011, 6:22pm

That's the same as i want to have it, just wondering if setting the hit points to 0 on the launcher and the damage_per_fire section on the munition to for instance, 10, wondering if that would automatically destroy the launcher but leave the munition/torpedo to fly off into the distance? That way you wouldn't be left with the launcher/torp model on the ship. Going to have to test this theory.
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18

Thursday, June 16th 2011, 6:37pm

a pretty interesting idea
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19

Friday, June 17th 2011, 11:02am

Actually I planned to use them as wreacks of the great war, and cut off their guns to be used as special guns.
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20

Friday, June 17th 2011, 11:50am

OP, had a go at this, it all works probably the same as yours BUT, it's not destroying the launcher when you press fire. Here's the code from the launcher,

hit_pts = 0
explosion_resistance = 0
debris_type = debris_normal
parent_impulse = 0
child_impulse = 0
volume = 0
mass = 10
hp_gun_type = hp_gun_special_4
damage_per_fire = 100
power_usage = 0
refire_delay = 0
muzzle_velocity = 10
toughness = 0
projectile_archetype = galahad_torpedo_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 0
lootable = false
LODranges = 0, 5000

Now i was hoping that would do it but clearly not as the launcher is still there and looks like the torpedo is still mounted. Does the damage_per_fire section even do anything?

Also, have a video i'm trying to link to on youtube to visually highlight the problem but TLR freezes everytime i try to post it which is odd. It's viewable on the OTHER SITE ;)
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This post has been edited 2 times, last edit by "Gibbon" (Jun 19th 2011, 12:36pm)


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