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

The general place to discuss MOD''ing Freelancer!

Post Wed Feb 18, 2004 8:45 pm

I have a question about the engines. I am about to try modding ships and want to know as much as possible before starting. I've got the tutorial but I dont think this is covered in there. If you have two exhaust points on your ship do you need to engines and if so how do you add the extra engine? Also if you have two engines on a ship do you need 2+ exhaust points? and, this is the last, Can you have 2 engines on a ship?

Post Wed Feb 18, 2004 9:34 pm

Scout29

Make sure that you put the md3exp plugin (the one I gave you the url for) in the Gmax/stdplugs/ directory. That should allow you to export from GMax in Quake III (.md3) format which Milkshape can read.

-0sprey-

Post Wed Feb 18, 2004 9:46 pm

Capt Byron

To the best of my knowledge, there are two places that define your engines. Firstly, multiple engine craft have an entry in the Shiparch.ini file that looks like:

num_exhaust_nozzles = 2

The other thing is defining specific fixed hardpoints on the model for the exhaust itself. This is just a polygon named HPEngine01, etc. Drizzt4.0's tutorial explains this better than I can.

Hope that was some help anyway.

-Osprey-

Post Thu Feb 19, 2004 5:12 am

okay - multiple engines means that when you do a "cut engine" command you will zoom off at 900 - so its just ONE engine mounted, but multiple engine hardpoints. These are then the "num_exhaust_nozzles" reference - so if you had 1000 engine hardpoints, you could have 1000 nozzles etc.

Post Thu Feb 19, 2004 8:42 am

Just finish reading this from page 1 to the end of this and wonted to thank everyone who contributed the information am putting it in folders so that I can go back and read it as I need it thought it would be easier this way lol now to the next MOD from.

Post Fri Feb 20, 2004 5:17 pm

And, for the weapon creator thing, how do you use the weapons?

"Death to ZugZug!"

Post Fri Feb 20, 2004 7:38 pm

How can I get nomad guns and alot of money quickly???

Post Fri Feb 20, 2004 7:40 pm

How can I put credits and guns in asteroid fields

Post Fri Feb 20, 2004 9:51 pm

Hello everyone! OK so you prolly all guessed, I'm a newb. D'ah!

I got interested in MOD'ing like an hour ago and I've been browsing the site and the forums for some info and I really wanna give it a shot. I found a lot of interesting stuff and all, but I've been asking myself a question (to be completely honest I've been too lazy to search through all the pages here for the answer, so I hope I'm not asking something that has already been asked a billion time... ) I've seen a couple of 'Create a ship from scratch' tutorials, but is there a way to modified an existing ship from the game? Say I wanna remodeled the Titan a bit to make it look better, can I like import the ship in GMAX and make the changes I want? If it is possible, how exactly do I proceed?

Many thanks for any help you can give me.

--- x e n o b i a ---

"You can't imagine the price for true evil."
"Yeah? I hope evil takes Mastercard."

Post Sat Feb 21, 2004 12:09 pm

Scout29,

For the "Following Frames", enter 0 (that's a zero).

I'm unclear what you are talking about when you refer to weapon things.

-Osprey-

Post Sat Feb 21, 2004 12:33 pm

xenobia,

I know not a great deal about this, but its something I'm about to try myself. But this I do know:

You can import an existing ship into Milkshape using the cmp importer.
Export it from Milkshape as a .cmp using the cmp exporter.

Now all I need to find is a good tranistional format between the two programs. I know this post wasn't a lot of help, but maybe it'll inspire those in the know to post the answer.

-0sprey-

Post Sat Feb 21, 2004 1:01 pm

importing using a cmp importer rarely works because it doesnt import the hardpoints so you would have to re hardpoint everything

There is no objective truth other than schplurg,
Everything is relative to schplurg

Post Mon Feb 23, 2004 9:51 am

I guess this is one of those 'million-times-asked' questiones but:

How do I create my own factions?

I guess it's not an easy one, but maybe there's a tutorial I could use somewhere. I've looked for one in this site with no success. I started moding just some days ago but I'm trying to create my own system, and I want it to have its own factions.

Thanks for creating this post!

- Gawlf, from Spain
<< Heirs to Hispania >>

Edited by - Gawlf on 2/24/2004 5:35:45 AM

Post Mon Mar 01, 2004 9:29 pm

how do i change the $$ i start with from 2,000 to 5,000??

Post Mon Mar 01, 2004 10:01 pm

Try Excel- new worksheet, type the first number in cell A1, the second number in cell B1, highlight them both, click on the bottom right corner where the little + appears and drag down. Voila, ascending number column. Highlight it, click Copy, and paste into any text file.
If you need them in line, click Save As, select Text, and pick comma delimited. Open the file with Notepad and use Edit/Replace to replace all the commas with spaces. All done I've been using Excel to edit ini files like bases.ini, because it can space out all the values separated by commas into separate columns during the open process. Then I can edit all the values in one schwoop, like removing the level requirements etc.

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