

- Freelancer mods 2017 movie#
- Freelancer mods 2017 mod#
- Freelancer mods 2017 software#
- Freelancer mods 2017 free#
This means, if you make LODs, you can create really highly detailed models for close-ups. When i made fighter-models (not LODed), they usually had about 4000-5000 polygons, and i didn't have any performance problems with more of them onscreen and fighting.

As For polycounts: I'm not sure, but the highest LODs for the Capital ships were WELL OVER 10.000 polygons. This can save quite a bit of performance. This enables the engine to only show the nearest part in high detail, and the towers that are further away only need to be shown in the needed detail, not also in in full-detail. What does this mean? Well, let's take the Alliance cruisers: Each of the towers would be a part, so would the base. The FL Models use not only LOD (Level of Detail - basically modells of the same ship with different poly-count, so that you don't need to render the full-detail-model for a ship that's just a dot on the screen), but also supports Ship-parts (with each having a different LOD). I've quit FL Modding almost a year agoso there might have been some positive development on that front.

Milkshape can Import many model-formats, so eeryone could model in the program they are used to, and then convert the model to the FL-Format using Milkshape. As far as i know There's only a converter for Milkshape 3d (an exporter plugin, so you can save models from milkshape 3d directly into the FL format). Freelancer uses a custom format for it's models. I've read a few things here that i feel the need to correct: Freelancer does not use gmax format.
Freelancer mods 2017 mod#
I used to be a reagular at TLR and worked on a Babylon 5 mod a few years back, so let me shed a bit of light on (at least the 3d-model side) modding Freelancer. Who's with me?! _ you can't take the sky from me I don't consider myself well-enough educated with either modelling or modding). Perhaps there is some way to import the lightwave model? If not, maybe at least the general shape? I still have a lot of research to do into how exactly these mods are put into place, but I wanted to know if I had a, shall we say, crew backing me up in this endeavor (on that note, I do not necessarily assume leader/captain of this project.
Freelancer mods 2017 free#
GMax is (apparently) a free dummied-down version of 3ds designed for the purpose of modding for games and the like.
Freelancer mods 2017 software#
I have 3ds Max 5 and I'm sure some of you out there have your own 3D modelling software of your choice. The Serenity lightwave model is brilliant, however Freelancer uses gmax format for its ship models.
Freelancer mods 2017 movie#
I'm talking spoiler free for right now, any ships or planets from the movie are strictly forbidden until its release this fall. That being said, I would like to put out a call to anyone willing to help collaborate on a project to not only put a Serenity ship model in Freelancer, but also models of other known ships as well (Maybe the Alliance Cruiser, Reaver Trans-U, etc.) and possibly systems and known planets. I'm saying hard in the sense that modelling ships and structures is not something that you can do during a commercial break while watching Sci-Fi (or anything else for that matter). Lancers Reactor has a boatload of programs to help with modding as well as a ton of mods to pull ideas from or use as structures. I say easy in the sense that if you know what you're doing, you can mess with the game. After doing some research, re-installing Freelancer, and discovering I realized just how "easy" modding Freelancer into the Firefly Verse might be. Orcblaster, and my apologies for not being able to find the original post in which this was brought up, mentioned doing a Freelancer conversion for Firefly, in the Serenity 'video-game' post.
