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List of my Questions

The general place to discuss MOD''ing Freelancer!

Post Sat Jun 10, 2006 4:28 am

List of my Questions

1. Is it possible to allow combination of comodities to create new items ?
e.g. copper and construction machinery to create copper hull plating (all pre programmed).

2.Is it possible to make new weapon classes above ten ?

3. I've seen some mods that when they are activated you are asked which clan you are in and its password so you can start at their home planet with the apropriate equiptment. How do you do that?

4. How do you increase the size of a ship so that you could change it into a battleship, gunship, ect.

5. are there any tutorials that show you how to make new freelancer skins only using g-max, and how to add the various hardpoints using it as well ?

6. How do you create a new custom title screen?

Post Sat Jun 10, 2006 5:56 am

I will try my best to answer these as best i can

1. I have no idea if this is possible

2. i think this is the same as ships, u can only have 4 types of ship, nothing else, if you wish to have a higher class of weapon i suggest you make the weapon more powerful.

3. This is done using XML scripts. i myself im not to good at it, but if you do some digging or using the existing one, looking at it and working out how it works

4. This i think would be a long process, it would involve importing the CMP file for the ship into milkshape, changing its size, exporting it, using FL model Resize tool to change the size of the hit box (this are contained in .SUR files) sorting out all the textures and what not. There might be more, but thats all i can think of on this write now ^^

5. Check the Tutorials section there is one there about textures (skins)

6. I have done this, just go to "Your drive letter: Program Files\Microsoft games\freelancer\data\interface\Intro\images" and locate the startupscreen.tga file and convert it or edit it. then before you have made all changes flip the image so it is upside down otherwise when you start it up again the image will be upside down (heaven knows why ^^). I have may have left some parts out, so if anyone reading this would like to fill out the parts i have missed while i try and remeber if i have, thank you

Cheese on toast:
Like the name
Beware the player

www.chaosstudios.tk

Edited by - cheese on toast123 on 6/10/2006 6:56:46 AM

Post Sat Jun 10, 2006 6:53 am

Hi!

1. This is very unlikely to be possible. You can of course add a new commodity "Cooper Hull Plating", however I'm very sure that there is no way that the game combines two commodities and you get a new one out of these.
In FL normally items are not changeable or transformable on the fly.
So, I would say this is impossible.

2. Nope, this is not possible (maybe not yet). Several of the best modders and programmers from the community looked into this and could not enable more new weapon classes (FL names them HP_types). However, to have some more, you could make use of some unused or mot much used HP_types.
For example in unmodded FL the class_10_turret is not used and can be renamed and used for new weapons or other equipment. Also the class_1_weapons are so few that you could make them all class 2 and use the class 1 hardpoints for something else. Same with some shiled hp_types.

3. Already answered. For this you need XML Scripting. There are several tutorials here on TLR and even XML Tools, like "XML Scripter". Just look in the forums for tutorials and in the downloads for tools.

4. This can be done either the hard way in milkshape as chees suggeted. But there is a much easier way. Get "FL ModelTool" by Anton. With this you can resize the sur file and make a ship bigger so that it can be used as a capship. Don't forget to resize the sur file also to have a suitable hitbox. You can again do this with the ModelTool.

5. There are several texture Tutorials, also about texturing in GMAx. As cheese said, check the tutorials forum.

6. cheese already answered this. The only thing I can not agree with is flipping the image upside down. For me it worked without flippiung it, but just give it a try.

Hope this helps!

Black Eagle

Post Sat Jun 10, 2006 9:38 am

1. VERY VERY POSSIABLE!!!!!!!!!

Look at the tutorials and onfo here on the freelancer real econ addon, it does this with the comms that are already in freelancer so simulate supply and demand better, new comms can bae added, ship can be set up to be made from comms and sold at dyanmic prices as well as guns

All of that is still very BETA with little intrest in developement though so dont hold your breath

Post Sun Jun 11, 2006 11:17 am

Thnx for the replies, but i have 2 more questions now, churned up from the depths of my mod...

1. Can you make player flown battleships dockable ?
2. How do you make destructable solars ?

i have checked the forum and cant find anything so far

he who mods last mods best...

Post Sun Jun 11, 2006 11:28 am

1. No, because if you have a player docked at that base when it is destroyed, you'd crash the server once that player tried to undock, or something along those lines. It's basically a no no.

2. Bases in multiplayer missions that you destroy are killable solars aren't they? Have a look at the files, or I'm sure there are tutorials around for destructible solars.

Post Tue Jun 13, 2006 12:45 pm

wouldnt it be possible to script a dockable player owned battleship that, although dockable, wouldnt be saved as your last docking point, and that when the ship dies, you die

he who mods last mods best...

Post Mon Jun 19, 2006 8:11 pm

Post Tue Jun 20, 2006 6:24 am

To the Top 1-question.
look here: www.evolvedones.com
We do it.

Edited by - TaknTar on 6/20/2006 7:25:28 AM

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