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Post by haito13 on Mar 29, 2009 21:17:53 GMT
How do you get custom ships in-game, had the tutorials long ago but i didn't have a good rig back then that can handle 3d modeling, it wasn't mine in fact. And now i cant seem to log on or register at Lancer reactor. Any one have a copy of the old tutorials? I want to replace a couple of ships in game, here is a sample I hope some one could help me, thanks.
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Snake Plisskin
SabrePilot
i kill nomads and wear theyre hides
Posts: 250
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Post by Snake Plisskin on Mar 29, 2009 23:28:55 GMT
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Post by haito13 on Mar 30, 2009 6:23:04 GMT
Found what i was looking for, thank you very much
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Snake Plisskin
SabrePilot
i kill nomads and wear theyre hides
Posts: 250
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Post by Snake Plisskin on Mar 30, 2009 23:00:59 GMT
no problem
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Post by haito13 on Mar 31, 2009 8:15:42 GMT
One last thing, i totally forgot, is there a poly limit in freelancer? I know some older game engines are stingy with high poly count models.
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Snake Plisskin
SabrePilot
i kill nomads and wear theyre hides
Posts: 250
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Post by Snake Plisskin on Mar 31, 2009 11:53:01 GMT
i tell you i know nothing on making ships i am sorry if i led you on thats i gave you the link to the starport. also i am just a player on the server i used to mod freelancer now my mods are open single playeer. but all the ships i used for my mod were made by other people gibbon can help you out more. but if dont answer theres always the starport and the link is on the community bar.
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Post by Nightstalker on Mar 31, 2009 16:58:49 GMT
The poly limit in FL is 20,000, but most people keep it to about 500 to 15,000
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Bubb9
Crusader Pilot
Give a man a pizza and he's fed for 6 hours. Teach a man to make pizza and he'll need a rolling pin.
Posts: 90
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Post by Bubb9 on Mar 31, 2009 18:52:43 GMT
The poly limit in FL is 20,000, but most people keep it to about 500 to 15,000 Not true its just a general guide line.
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Post by haito13 on Apr 1, 2009 20:03:23 GMT
Thanks for the replies. So as a rule of thumb i should keep it lower than 20k. Any way the pic i posted was more or less 3,500. I'll add more detail then.
No worries Snake, answers don't come to us we have to look for it right, giving me that link actually helped a lot.
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Bubb9
Crusader Pilot
Give a man a pizza and he's fed for 6 hours. Teach a man to make pizza and he'll need a rolling pin.
Posts: 90
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Post by Bubb9 on Apr 2, 2009 2:16:02 GMT
Thanks for the replies. So as a rule of thumb i should keep it lower than 20k. Any way the pic i posted was more or less 3,500. I'll add more detail then. No worries Snake, answers don't come to us we have to look for it right, giving me that link actually helped a lot. Yeah technically Freelancer can handle more then that but if you want it to be playable, objects that are in quantities of more then 1 should be less then 12k and quantities of 5+ less then 5k.
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Post by Nightstalker on Apr 2, 2009 4:28:27 GMT
20,000 is as far as you can go. I have several ships that are in that range. Any higher and it either crashes MS or will not export successfully. Most FL model makers keep it that low to lessen lag (Which has been argued back and forth if this really matters). I have a few bases that range at almost 80,000 but these have been cut into individual pieces to get it into game (Some of them 8 to 12 separate pieces).
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Bejaymac
Crusader Pilot
Pain in the Butt
Posts: 95
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Post by Bejaymac on Apr 2, 2009 16:21:44 GMT
3.5k is fine for the ship in your picture.
Basically you want to keep fighters/freighters under 5k and the bigger ships under 15k.
DX can handle a lot more polygons than FL uses, but you also have to take into account the speed & power of your CPU & GPU, the higher a polycount you have being rendered for each frame the harder they have to work, add dumb ideas about LOD & draw distance and big textures with no mipmaps and your looking at a recipe for LAG & frame loss on the less powerful PC's.
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Post by haito13 on Apr 5, 2009 11:42:42 GMT
VF-1J Super Pack 8,5k, I'm a lazy skinner ;D In regards to transparency, which method does FL use? The old (GTA) material transparency or alphas?
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Bubb9
Crusader Pilot
Give a man a pizza and he's fed for 6 hours. Teach a man to make pizza and he'll need a rolling pin.
Posts: 90
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Post by Bubb9 on Apr 5, 2009 14:18:17 GMT
20,000 is as far as you can go. I have several ships that are in that range. Any higher and it either crashes MS or will not export successfully. Most FL model makers keep it that low to lessen lag (Which has been argued back and forth if this really matters). I have a few bases that range at almost 80,000 but these have been cut into individual pieces to get it into game (Some of them 8 to 12 separate pieces). Thats a failure of milkshape not Freelancer. Get your arguement straight.
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Bejaymac
Crusader Pilot
Pain in the Butt
Posts: 95
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Post by Bejaymac on Apr 5, 2009 14:28:49 GMT
In regards to transparency, which method does FL use? The old (GTA) material transparency or alphas? Depends on how the mesh is grouped, vanilla ships have the "glass" as a seperate group & material, they then use a special setting in the .MAT file to add a RGB colour to the diffuse channel and another for opacity. However if your mesh isn't grouped like that you can use an alpha channel on either a .DDS (DXT3 format) or an uncompressed 32 bit flipped TGA (black is see through in both formats).
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