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importing lod0-212

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

Post Fri Aug 10, 2007 9:46 am

importing lod0-212

When I try to import, say, the Rheinland Gunship into Milkshape, I find it's got two separate components:

data.ships.rheinland.rh_gunship.lod0-112
data.ships.rheinland.rh_gunship.lod0-212

The first one imports just fine (it's the back engine part). The imported lod0-212 looks like Yu-gi-oh on a bad hair day.

I've tried to juke around with the rh_gunship.CMP file, using the UTF editor. I tried to delete everything except the "missing" node, hoping to get a bare mesh or so, but either I get the mess or I get zilch. I tried exporting (within UTF) the 212 node and then importing that over the 112 node, it still ends up looking the same when I tried to load the new 112 in Milkshape. Which leads me to believe that the 212 data is organized differently -- the difference is not only the 212 extension. Like maybe the data is linked to the 112 data or something, and can't be successfully loaded up separately.

Anyway, I was wondering if there's a known work-around or anything. For instance, is there another tool I can use to combine the CMP or something like this?

Post Fri Aug 10, 2007 11:49 am

The 212.vms, 152.vms & 12.vms and one or two others all have a different coding format than the 112.vms, and the importer just cannot read them properly, so sorry but there's nothing you can do/use to get them into milkshape.
Here's hopeing the the new importer can handle them, but last I heard it was still in alpha testing.

**shuffles off with a new headache**

Post Fri Aug 10, 2007 1:00 pm

I reprogrammed Kurt's importer so it will now decode 212. I'll upload it sometime soon.

I think I need to wrap it up with the source as well, since it's released under GPL.

Or am I allowed to submit two files, the compiled .dll plugin and the source in a separate archive?


Edited by - breslin on 8/14/2007 4:59:05 PM

Post Tue Aug 14, 2007 7:10 pm

ah i like good news Breslin! i don't know about separate uploads, but if you just tell bp or whoever picks up the email how you'd like it posted i'm sure they will oblige =)

Post Tue Aug 14, 2007 8:00 pm

Actually, before I release it, I might as well fix the other encoding types while I have this thing open. Maybe Bejaymac (or anybody else?) can identify CMP files with different problematic encodings.

Post Wed Aug 15, 2007 2:43 am

lol, msot cmp files do (always around the areas that have animation IE doors on the ship etc, anything where a joint is involved)..... i think



Get yer hosting!

Post Wed Aug 15, 2007 3:59 am

I'm afraid I'm not going to be able to support animations, but I'll add a note about Bejaymac's workaround (use UTF to delete the Cmpnd node), in the docs for the importer. -- Thanks for reminding me.

Post Wed Aug 15, 2007 5:54 am

no problem

Post Wed Aug 15, 2007 2:07 pm

The "jump_hole.3db" is lod0-12.vms, I've also seen it in some of the "Room" models and solar models.

Starsphere's use a 102 & 142.

The blackhole uses 152, I've also seen it in some of either damage parts or equipment models but I can't remember which.

Kurt's plug-in is rough and has a habit of distorting meshes that have "joints" built into them (virtually every ship has them), so I'd check with Colin Sanby over on the EOA site to see how he's getting on with his version, rather than redoing work he may already have done.

@ cheese & breslin, it's not animations that are the problem, I think the "joints" orientation is read by the importer and the "group" is built along that orientation by mistake.

**shuffles off with a new headache**

Post Wed Aug 15, 2007 3:42 pm

Ok thanks for the references. I took a look at the format of these alternate encodings and I'm totally baffled. I was lucky to fix the 212 thing, so I think I'll leave it at that, at least for now. But thanks again for tracking down examples of the other formats; it was worth a shot.

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