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

The general place to discuss MOD''ing Freelancer!

Post Sun Sep 19, 2004 10:01 am

Don't post in both threads, you won't get two answers

You can get MS3D here, but you will need to register it after 30 days to continue using it. This tutorial is a great place to start modelling, and look in the downloads section for the CMP exporter that you'll need to get your models into Freelancer.

Once you've made the ship adding the code is fairly simple, there are plenty of tutorials floating around.

Post Sun Sep 19, 2004 2:42 pm

The newbie questions contain a lot of useful information but are very hard to search. Has anyone thought of setting up a newbie editing forum and dumping all these pages there so searching would be much easier?

Older but not yet wiser

Post Sun Sep 19, 2004 4:18 pm

Ok, newb question time:

i downlaoded a custom ship for Starlancer, but i want to use it in Freelancer. is there any way to convert it? and then how do i install it? thanks in advance.

Post Mon Sep 20, 2004 2:18 pm

thanks for the tip, Parabolix.

so i downloaded the hp editor, but how do you get the ships to mod??? i've ben working in it, but i still cant figure it out, and it isn't in the help menu.

also,i too read the station tutorial, but do you have to download a mod, or not. i have one computer w/o internet, and one w/ it. i want to add the station on the one w/o. please help.

thnx in ad.

Edited by - Major Nick on 9/20/2004 3:25:34 PM

Post Tue Sep 21, 2004 2:08 pm

ok accushot so how do i get the ship from gmax to milkshape????
cuz in Drizzts tutorial it mentions some other exporter.
oh and where can i find a good tutorial for coding????

smeeee

Edited by - pilotx on 9/21/2004 3:11:14 PM

Post Wed Sep 22, 2004 9:20 am

Thnx so far but what file do I need to edit to add more levels and how do I do it

Post Wed Sep 22, 2004 3:10 pm

zeep, you can import the ship using the shp importer for milkshape, then export it using the .cmp exporter, im not sure how the texture data will hold during it though, keep in mind that Freelancer likes .tga and .dds textures the best

major nick, if you want to put a custom ship in a mod you have to add an entry in shiparch.ini and goods.ini, also market_ships.ini to make your ship for sale. to edit a ship, find its entry in shiparch.ini and edit the stats, many of the entries are very straight forward. regarding the stations, the best way would be to download Freelancer Explorer and burn it to a cd and put it on your other computer. alternatively, you could code a system by hand but that would take significantly longer, though debugging the systems made in FLE may be a process just as long as coding one from scratch. keep in mind that the easiest way to edit .ini's is to download and install Freelancer SDK before starting any mod. SDK is a tool that decompresses all .inis and removes some bugs from the code. it is a handy little tool that saves the need of using a bini decompiler and lets you open the file straight into notepad or any text editor of your choice.

hewo24, i will look into your question and get back to you when i can answer you with full confidence that im correct

Post Fri Sep 24, 2004 12:23 am

pilotx,
Export the model from GMax in quake 3 format (*.MD3 I think), then you can import it into Milkshape.

Post Mon Sep 27, 2004 12:24 pm

Have started modding and adding new systems, bases and ships to FL. But i want to add these mods to my internet accessible server that i have running. But when i try to add the modded files, what happens is that people that log on get a message that the server has crashed. Do you need to have the files on both the server and the gaming computer? Because when i log on there is no prob. How can this be a server side mod?

Post Mon Sep 27, 2004 5:39 pm

onlyteo,

it will need to be a client side mod, the easy way would be to change the version number of your mod so players not using it are unable to access the server. upload the mod to tlr for download, you will get some downloads then.

Post Mon Sep 27, 2004 10:50 pm

Just A quick qestion about what I spoke about before.Now I got the info you gave me on finding the base and the ID and so on(again thanks very much),but I need to find again what I need to edit the files relating to ship price,cargo space,level needed to buy A ship that sort of thing.Don't want to be A bother,but I need to know what tools to use again cuz I don't remember.(been away for a while and forgot.sorry)

"Religion or cover.On the battle field everyone finds something."

Post Mon Sep 27, 2004 10:52 pm

Oh one more thing...um how do I edit A mod that was already made?

"Religion or cover.On the battle field everyone finds something."

Post Tue Sep 28, 2004 4:25 am

Draven, you will need SDK to start modding, its a program that decompresses all original INI's. To edit ship price, edit goods.ini, you can edit the price of the hull which amounts for most of the ship. All stats are found in shiparch.ini, and the level needed to buy the ship is determined in market_ships.ini...you go about things in the same way while editing a mod.

Post Tue Sep 28, 2004 4:59 pm

hey im having trouble with texturizing my ships, for some reason in milkshape when im suposed to a click the asign texture button i cant seem to reach it because it is covered by a kind of animating thingy

Post Tue Sep 28, 2004 5:14 pm

hey yo wadup

i sorta have another question how do i add a system to sirius i wanna make a whole independant system or house that has new factions a various diferent bases. it would be awsome.

plz some one help

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