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Textures messed up in game

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

Post Mon May 07, 2007 4:07 am

Textures messed up in game

I've been doing some conversions from eve and I made the mat and cmp with everithing there is to them....the thing is, in HardCMP the textures look fine on the ships but when I start the game they are all messed up...why does this happen and how do I fix it? I've tried to make DDS textures and they looked fine in game but when I tried to take off they changed or disapeared i'm not exactly sure what happened, now I have TGA textures and they don't disapear when I take of but they are still messed up...

Post Mon May 07, 2007 4:29 am

could be a mapping problem, are you using milkshape to put the textures on? but then again, it could be a CRC problem, in milkshape re-name your groups and textures to something completely unique

Requiem: A Freelancer Total Conversion MOD

Openlancer Project


Post Mon May 07, 2007 5:33 am

well I've managed to fix the problem....the original dds texture that the ship had from it's original developers was transparent and I don't know rly why, maybe it's an exporting bug, anyways I took a jpg version of the same texture and made it dds and this time it was good...the textures work fine in game but now I have a new problem, whenever I take of from manhattan I find myself in a debris field 23k behind the planet....this is kinda dumb...why is this happening...oh and I must tell you the ship doesn't have a SUR file yet because I don't know how to create one...a normal SUR file is about 2kb in size but the one SUR exporter makes is 75kb wich is kinda big and I didn't use one because I didn't want any errors before I found out that the model itself is ok in game

Post Mon May 07, 2007 5:48 am

change the mass on your ship, that should fix it

if not, i cant remember the solution to it, but im pretty sure upping the ships mass had something to do with it

Requiem: A Freelancer Total Conversion MOD

Openlancer Project


Post Mon May 07, 2007 6:40 am

the ship mass is 100 i think and the engine was "ge_ttl" I think, the thing is this only happens when I take off from manhattan...the stations aren't a problem...anyways I will try what U said

Post Mon May 07, 2007 6:59 am

Sounds like the DDS textures had alpha channels, these can be fiddly to get working right in FL.

As for finding yourself in the debri field on launch, check the CMP has a HpMount (FL is case sensative) and not hpmount or HpMount01, I recently had this problem with a fix I was doing, the CMP didn't have a HpMount.

**EDIT** The SURs for small ships are normally between 15kb and 30kb, when using the exporter make sure the model you use is very low poly (less than 1000) and made of primitive shapes.

**shuffles off with a new headache**

Edited by - Bejaymac on 5/7/2007 8:03:52 AM

Post Mon May 07, 2007 11:09 am

When I've used sur files for my ships, I usually located the one ship that would closely resemble the shape of my ship. Then, I'd copy that to the folder where my ship was located in the files and rename it to specifically to my ship. Next, I'd open up the FL model tool and load my ship cmp. Then I'd go to the sur file tab and open up the sur file I had just put in that folder. I'd click on "resize" (all) to cmp and save it. What do ya ship has a sur file now. BUT, if it looks a little out of bounds, I'd go back and resize the sur file again, this time by individual axis until the sur file fit nicely around my ship.
I started making ship that resembled more common sur the life boat sur file..which fit perfectly around my LEVIATHAN SUPER FREIGHTER once I resized it.

OH! what was the program you were using to convert .jpg into .dds textures????
AND what bit depth are you setting them at?

Edited by - Rankor on 5/7/2007 12:10:56 PM

Post Mon May 07, 2007 11:37 am

Well there are some plugins that U can get if U download the toolkit from this site, U will find them in the kasidas texture guide folder, and they are plugins for photoshop...

Post Mon May 07, 2007 1:53 pm

Nym182 if you head over to the NVidia site you'll get the new version of the DDS plug-in, those you are using are rather old.

Post Mon May 07, 2007 9:02 pm

I figured there had to be some new ones but I didn't bother to look for them...these old ones seem to do their job well so far, but thanks for the tip I apreciate it...

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