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*** Newbie Questions? Look no further! ***

The general place to discuss MOD''ing Freelancer!

Post Sat Aug 09, 2003 6:03 pm

Well to add stuff, you of course need to use a BINI decompressor. The tutorial will work, but having freelancer not work is a very good reason to BACK UP YOUR FILES BEFORE YOU CHANGE ANYTHING!!!

Post Sat Aug 09, 2003 6:07 pm

I would like to change the startup screen; but do I save the .tga files as 16 bit or 24 bit; compressed or uncompressed? I've tried all the combo but they don't work. What did I do wrong? I use Photoshop v. 6.5.

They're in the \DATA\INTERFACE\INTRO\IMAGES folder:

startupscreen.tga
startupscreen_1280.tga
startupscreen_16.bmp
startupscreen_1280_16.bmp

Let's use this wallpaper:
http://www.lancersreactor.com/t/art/display.asp?area=flconcept&Start=1&File=wallpaper_0010.jpg


Edited by - buckaroobanzai on 09-08-2003 19:07:54

Post Sat Aug 09, 2003 6:52 pm

For the startup screem - read the tutorial posted in this forum or the tutorial one - it tells you how to do it there.......any question about it are best answered by the tutorial writer!!...ie i don't know - i have never tried this!
For the smiley face - lol - try colon close bracket : ) should do it

and what exactly would you like to mod as well?
Ships, weapons, systems?? take it one at a time, then test your mod out to see if it works......that way you know what you have done wrong - ie which of the mods cocks it up. As for crashing on boot - it is usually the save game file that can cause this - or if you fiddled with the goods.ini (mind you there are many more - but these are the usual culprits)

Post Sun Aug 10, 2003 12:04 am

I was wandering if someone here could direct me to a gunship mod that makes all the gunships flyable. if there isn't a mod, show me how to make one.

Lose youself in Infinity.

Edited by - trojax on 10-08-2003 01:05:23

Post Sun Aug 10, 2003 2:00 am

Um, has anybody figured out how to change the appearance of a beam fired by a weapon? I have tried, in vain, to change the beam fired by the Reaver II to the Vengeance II, but i cant, does anybody know how?

Post Sun Aug 10, 2003 3:10 am

Look back through this thread to find a flyable gunship - or download FLMM1.2 - this comes with a gunship....
or read the tutorial about making the gunship flyable i think it is....

For the effects - i already said - change the projectile archetype = whatever the reaver ammo is to the vengence ammo - this WILL change the effects by changing what it is firing- ie it now fires vengence rounds.......
Tell you what - i will give it a go and see what happens.............
(ie see if i can change it without changing the damage etc it causes..)

Post Sun Aug 10, 2003 8:29 am

If i changed the stuff that the bar keeper sais would that work online also??? and would other people hear wat he said or just me??? or is that not even possible?

Edited by - XxcassezxvousxX on 10-08-2003 09:28:57

Post Thu Aug 14, 2003 3:01 am

Trojax....
an awesome but huge mod that adds a hell of a lot more than flyable gun ships is the Freelancer Rebalance Mod

We pray for one last landing on the globe that gave us birth, let us rest our eyes an fleecy skies and the cool green hills of Earth!

Post Sun Aug 17, 2003 4:09 pm

I am new to ship modding but have made my first fighter and a small shuttle.
My question is can you hide the weapons so they don't show on the outside?

In other words can I put the hardpoint in a spot to hide the weapon graphics inside the ship model graphics?

I would like any missle weapon purchased in the front 2 spots to be inside a cylinder pointing forward only.

PS: How do you put a link to a ship picture in this post?

Edited by - Sodrak on 17-08-2003 17:13:47

Post Sun Aug 17, 2003 5:54 pm

SODRAK

You mean create a cylinder at the front of your ship (hollow cylinder) and then mount them inside it? Well, as long as you know where this is you can do it. Create or modify two existing hardpoints using your UTF editor, and use the position subdivision for locating the guns inside the cylinder (or you could do this in milkshape as well, just make sure that the cylinder has some 'thickness' to it).
ONce you have done this - add it too the shiparch.ini file with the new hardpoints and then mount em with the missiles of your choice. To make them only shoot forwards though, you really only need to fiddle with the max and min settings (and orientation) to get the desired effect. Its all in the settings of pie, where 2pie gives 360 degree rotation i think....lol
Just to recap - make the two mounts either inside the cylinder in milkshape, or make two new mounts in UTF editor. Then set the min/max settings of the mount to give very little rotation (movement) and set the orientation to give you the guns mounted inside the space you made (cylinder). The position matters most on getting them inside- orientation will just make sure they mount the correct way inside the cylinder(and face forward)...
Then add the two new hardpoints to the shiparch.ini file and make em take any class weapon (up to ten basically)
Hope that helps out - will post in better detail if you want - but time is short right now!
Chips

Edited by - chips on 17-08-2003 18:58:06

Post Sun Aug 17, 2003 5:57 pm

Take a screen shot whilst invis?? You will be visible with the cloak mod though anyways. To do that - activate your cloak, buy the gun and save/exit. Then deactivate the mod, load up again - and bingo - your invisible as you don't have the right files to 'see' the cloak, but it is mounted!!! This happens to me when i load the wrong character in MP when unmodded (the char i load up is modded - so i can't see him.......)
Chips
p.s - as for sending out the cloak.....sorry - kinda forum ettiquette not to hand that mod out, hence why it was removed from downloaded area. Now there are enough people that don't care about the effects on servers done by cloak, and they will mail you a copy - but i won't.....sorry

Post Mon Aug 18, 2003 2:16 am

im creating some new universes and i was wondering how do i put my own nebula (*background dust*) i created into it?

Post Mon Aug 18, 2003 12:33 pm

I’m getting quite interested in making new systems now I’ve created the Off World systems, 9 systems around the outside of the existing Border World systems and I’ve started to run out of space (no pun intended).

Can the System Nav Map be made bigger than 15 x 15 ‘system slots’?


Post Mon Aug 18, 2003 1:04 pm

As far as i know we can't make it bigger than the 15 by 15, however - the new project from the DSI are planning on increasing the size. To be honest - i am not that sure about systems, as i aint very good with the dam things........and not seen accushot in quite a while either. I will try to find out if no-one else can help out here.....
Chips

Post Mon Aug 18, 2003 10:39 pm

Hi guys, I've got a question...

I modeled a ship, imported it in the game, modified all the .ini files... and the ship is there. I can buy it, fly it... the problem is that when someone shoots at me the hull simply doesn't get any damage, only shields! What's the problem?

Ah, it's NOT Hit Points of the hull....

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