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** Tutorial ** - Drizzt4.0''s FL Ship Creating Tutorial

Here you can discuss building custom ships, texturing and 3D modeling in Freelancer

Post Mon May 07, 2007 5:53 am

Post Mon May 07, 2007 1:16 pm

Can you post a screenshot of your panel? Maybe we can see what's messed up.

Post Fri Jun 01, 2007 11:03 am

Hail all.I'm new to modding this game but already totally devoting any spare moment. I followed your tutorial and created what I think is a cool little ship using milkshape. I'm not having much success getting it in the game though. I think my problem is in the texturing proces and writing that damm matt file. I also don't understand that bit about flipping the textures vertically before importing to the MIP0 string in the UTF editor. FLscan tells me that my power profile[in the misc equip folder points to an archetype .cmp or .3db file in the equipment folder that does not exist and consequently crashes the game.
Any ideas???!!! Please!!!

Post Fri Jun 01, 2007 4:04 pm

hi DB - i'll just give a standard list of problems you could be having

1. all TGAs must be 24bit or less (uncompressed), so check for an option when saving - if that's no help, please google NVIDIA DDS plugins/tools - these work in photoshop or paintshop pro (requires creating/or renaming a new plugins directory) and DDS is much easier to use IMO - except for transparencies/alphas..anyhoo

2. TGAs are the format that inverts - if you're using DDS you do NOT have to flip them. TGAs are perspective corrected?(guessing)-whereas DDS can look like monkey butt from an angle - DDS = high performance, high compression (smaller files) TGA = finer quality with more manual control over MIP appearance, but larger than DDS and not optimized. and yes DDS also works in MS3d

3. the MAT exporter will help you make a new MAT, however it does not always act how you would expect - sometimes it can't find the textures to import, etc - if you get a problem with the mat files exported open the MAT and verify these key points:
a. Texture Library present?

b. Material Library - contains correct names for textures?

c. Texture Library actually has readable textures in it?(export them) - for DDS each texture node will have only one child; "MIPS" that contains all the sized MIPS, for TGA it will have as many as you place in it, so if its just "MIP0" you have one size of that texture in TGA format, MIP1, 2, 3 etc are each smaller by half than the last - ok hope that helps

Edited by - Cold_Void on 6/1/2007 5:07:33 PM

Post Fri Aug 31, 2007 10:22 pm

hey drizzt4.0
i followed your tut and when i tried it out i couldn't buy it at all. i checked you FAQ and still nothing. I check my oding and it still didn't fix it. Can you please try and help to tell me waht has happened. Thanks


Post Sun Sep 02, 2007 12:11 pm

don't hold your breath waiting for a reply - the illustrious drizzt hasn't been present in eons it seems

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