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*** Newbie Questions? Look no further! ***
The general place to discuss MOD''ing Freelancer!
i have a q, i've searched and scanned and read for countless hours, read for 12 hours today, and i still can't find this one, no one discussed about this or maybe i blinked and didn't see it- poor me here's my question.. is it possible, or is it already done, getting AI ships in your party, fighting and cruising and mining or do something silly with you? just like juni or other chars in sp. i play in a lan server, where we have 12 pcs, and i was thinkin.. well im longing to have a major battle between factions, not just 2 factions who have encounters set on same location, but a fight which you lead whether to fight or flight, hehe too much for a question.. well, i needed help badly, tnx for readin!
and another question my mind can't answer, is it possible, i tried but my brain ran out of batteries.. to make a moving 'dockable' battleship/station? some imaginative/weird thoughts from me.. well i didn't see anyone asked for it, i'm just tryin my luck.. newayz very nice job accu and chips! mods should name planets after you! ;p
sorry to post again, forgot to add this one.. i just wanna know if i can use xml to create a new file, like somethin.ini instead of creating one and zippin it to a mod.. just wanna try to make a clean simple moddin using only xml. im not really a modder or a programmer u know, i just read and apply, tnxalot again!
hi there,
I wonder if anyone could help me with this.
i was just messing around in the Misc_equip.ini, making new scanners & tractor-beams for me mod... and i came across this:
[Tractor
nickname = ge_s_tractor_01
ids_name = 263744
ids_info = 264744
volume = 0.000000
mass = 10
max_length = 1500
reach_speed = 2000
color = 178.500000, 178.500000, 255.000000 <<<<===
operating_effect = tractor_beam
tractor_complete_snd = tractor_complete
lootable = false
and I thought, if i'm making new Tractor-beams, why not try giving them different colors. the only thing is... i don't know how this color-coding works
so if anyone knows, would they please post it, or direct me to the post in which it is explained?? whatever....
Thanx alot
if I wasn't so lazy, this would've been a signature...
I wonder if anyone could help me with this.
i was just messing around in the Misc_equip.ini, making new scanners & tractor-beams for me mod... and i came across this:
[Tractor
nickname = ge_s_tractor_01
ids_name = 263744
ids_info = 264744
volume = 0.000000
mass = 10
max_length = 1500
reach_speed = 2000
color = 178.500000, 178.500000, 255.000000 <<<<===
operating_effect = tractor_beam
tractor_complete_snd = tractor_complete
lootable = false
and I thought, if i'm making new Tractor-beams, why not try giving them different colors. the only thing is... i don't know how this color-coding works
so if anyone knows, would they please post it, or direct me to the post in which it is explained?? whatever....
Thanx alot
if I wasn't so lazy, this would've been a signature...
It's simply RGB values. Each one is 0-255 in Red, Green and Blue respectively. Notice that in the game, the tractor beam is a slightly bluish white - and as you can see, the Blue value is higher than the other two. Fiddle around with it to see what you get.
For example:
255, 0, 0 would be a bright red beam, 0, 255, 0 would be bright green, 0, 100, 100 would be a subdued turquoise, etc etc. Experimentation's the key.
For example:
255, 0, 0 would be a bright red beam, 0, 255, 0 would be bright green, 0, 100, 100 would be a subdued turquoise, etc etc. Experimentation's the key.
Fah
The main menu scenes are stored in *.thn files, in the Data/Scripts/Intro directory, use the "Thn Decoder" (somewhere in dl's) to decode them.
Hiigaran
If you couldn't be bothered to look at all I don't see why I should bother to write it out for you. Look in the downloads section for the "UTF editor", and extract the various textures under the "Texture Library" node. They're stored as either TGA files or DDS files. TGA files are easy to edit, but you'll need a plugin for apps like photoshop to open DDS files since they contain detail maps.
Draven
You need to open Data/Equipment/market_ships.ini, and find the entry for the base where the ship is sold, it should begin "base = XX00_00_base". If you don't know the base code just post up the name here.
Look at the lines underneath to find the Sabre XR, it should read "MarketGood = <shipname>, <level>, ...
Simply change the "level" value to something lower, save and restart FL.
Rala
Some pretty ambitious ideas Unfortunately you cannot have AI wingmen in MP, although you can set up patrol paths etc. to make it seem as if they are attacking and retreating, and not just fighting.
Moveable stations is, well, almost possible. Not ones that players can fly, but the static stations can be made to move. There is an entry for planets that causes them to spin on their axis, you can use the same method for stations:
Create a copy of an existing battleship station model, but enlarge the model area and move the fulcrum a long way from the centre of the model. Then set the model to spin (Using "spin = " in the universe entry) and it should orbit the sun, or whatever is at the centre point.
For the XML file, read the info that comes with FLMM for how to add/remove/replace files.
The main menu scenes are stored in *.thn files, in the Data/Scripts/Intro directory, use the "Thn Decoder" (somewhere in dl's) to decode them.
Hiigaran
If you couldn't be bothered to look at all I don't see why I should bother to write it out for you. Look in the downloads section for the "UTF editor", and extract the various textures under the "Texture Library" node. They're stored as either TGA files or DDS files. TGA files are easy to edit, but you'll need a plugin for apps like photoshop to open DDS files since they contain detail maps.
Draven
You need to open Data/Equipment/market_ships.ini, and find the entry for the base where the ship is sold, it should begin "base = XX00_00_base". If you don't know the base code just post up the name here.
Look at the lines underneath to find the Sabre XR, it should read "MarketGood = <shipname>, <level>, ...
Simply change the "level" value to something lower, save and restart FL.
Rala
Some pretty ambitious ideas Unfortunately you cannot have AI wingmen in MP, although you can set up patrol paths etc. to make it seem as if they are attacking and retreating, and not just fighting.
Moveable stations is, well, almost possible. Not ones that players can fly, but the static stations can be made to move. There is an entry for planets that causes them to spin on their axis, you can use the same method for stations:
Create a copy of an existing battleship station model, but enlarge the model area and move the fulcrum a long way from the centre of the model. Then set the model to spin (Using "spin = " in the universe entry) and it should orbit the sun, or whatever is at the centre point.
For the XML file, read the info that comes with FLMM for how to add/remove/replace files.
What i do usually is open the system file - so for malta its alpha (omicron) - which is Hi01
Then i goto edit button - hit that, select "find" and then type in PLANET
Why? Cause all planets have a line stating which model they use...which is always called planet_size_type sorta thing.
You will probabily pull up some other zones with the word planet it - like population zones too.
Another one - and alot quicker - is to search using the base codes:
Hi01_01_base
That will immediately pull up the planet for you too. That is quicker - but only in systems like this one where you KNOW which base it is. In manhatten there are about 13 bases, so i search by planet instead........
Have a bash at that to find stuff.
Then i goto edit button - hit that, select "find" and then type in PLANET
Why? Cause all planets have a line stating which model they use...which is always called planet_size_type sorta thing.
You will probabily pull up some other zones with the word planet it - like population zones too.
Another one - and alot quicker - is to search using the base codes:
Hi01_01_base
That will immediately pull up the planet for you too. That is quicker - but only in systems like this one where you KNOW which base it is. In manhatten there are about 13 bases, so i search by planet instead........
Have a bash at that to find stuff.
I am trying to add a custom ship to an NPC faction. I have made the changes to both npcships and loadouts.ini . The faction pilots are flying the correct ship with the correct loadout. However, I am completely unable to scratch the armor. I have tried reducting the armor_scale to 1. I have even removed this line entirely from each of the faction's loadout entries. However, the armor won't be scratched in battle. The shields work fine, the weapons, equipment, etc.. all appear to work. They just won't die or even be superficially wounded.
Etoyoc, have you made sure that the ship has a .sur file in the model folder. Go into the folder of a ship that has a similar size of your ship and copy the .sur file, then paste it in your ship's folder, and rename it to yourshipname.sur. without a sur, guns go right through a ship , along with asteroids, missiles etc.
Im having a go at modding. Have added a new station to the California system, and all works fine. But i want to change the name of the station. Have read Chips' IDS tutorial, and followed the steps, but the server crashes on startup. It seems to be the freelancer.ini file, because when i replace it with the old one, it all works again. Even if i decompress is and recompress it again, without changing anything, it crashes. If i run it uncompressed, it crashes. Anybody have a clue? Have used both BWS ini viewer and Freelancer Explorer, but to same effect.
Another thing, i have used the empty .dll supplied by Giskard. I use FLEd-ids and are able to get a ResID, and write my base name as ids_name to the file with that ResID. But what should the ids_info say for the same ResID? For the other bases/ResID's the ids_info is blank, but when i write blank with the ResID i get an error when i try to read it again. Should i leave it as it is, not write/save anything in the ids_info or what?
Thx for any feedback!
Another thing, i have used the empty .dll supplied by Giskard. I use FLEd-ids and are able to get a ResID, and write my base name as ids_name to the file with that ResID. But what should the ids_info say for the same ResID? For the other bases/ResID's the ids_info is blank, but when i write blank with the ResID i get an error when i try to read it again. Should i leave it as it is, not write/save anything in the ids_info or what?
Thx for any feedback!
um is there anyone that wants to take some ships i made in gmax and change them so i can use them for freelancer. if you like one you can copy one and use i dont care but someone wanto do all the complicated ****e.
is there anyway i can post pictures of them???
one is a gunboat the other a very heavy fighter well supposed to
smeeee
Edited by - pilotx on 9/18/2004 4:30:36 PM
is there anyway i can post pictures of them???
one is a gunboat the other a very heavy fighter well supposed to
smeeee
Edited by - pilotx on 9/18/2004 4:30:36 PM
Major Nick, look on the front page of TLR at any mod download, at the bottom of the description there is a link to download the latest version of FLMM, or just look in the downloads section.
Hewo24, there is a file that can be edited to add more levels to the game, however, you cannot remove the level cap as it is based on money and you cannot have infinite levels as you cannot have infinite money.
pilotx, a better way would be to export the ship from gmax into milkshape and export it into freelancer from there.
Hewo24, there is a file that can be edited to add more levels to the game, however, you cannot remove the level cap as it is based on money and you cannot have infinite levels as you cannot have infinite money.
pilotx, a better way would be to export the ship from gmax into milkshape and export it into freelancer from there.
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