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Does anyone ever built a complete new cityscape?

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Post Tue Aug 01, 2006 3:18 pm

Does anyone ever built a complete new cityscape?

Hello.
My todays question is one from the subject which I never heard something about.
Does anyone ever built a complete new cityscape in Fl and brought it to work?

Please share your knowledge about this topic with me because that is one of the things I plan to do next and it will be very cool to have new cityscapes.

PS: I'm very familiar with THN-scripts (advanced modder).

Edited by - burzelmann on 8/1/2006 4:28:04 PM

Post Tue Aug 01, 2006 3:21 pm

I know there are some in Freeworlds 1.66. Haven't seen any anywhere else though.

Post Tue Aug 01, 2006 4:13 pm

All of the City scapes in Freeworlds 1.66 are brand new cityscapes (and also the rooms as well). Once you have built your model, you need to either declare it in the petal_db.ini or solararch.ini (depending on how you want to define it in your THN). Then just work with positioning the model within your THN code and orientating it the correct way. Have a look at some of the Freeworlds code to see how I achieved mine, though it might also be helpful to do some searches on THN's in the General Editting forum... myself and Argh had quite some discussions here in regards to editting these rooms and cityscapes (I was building brand new ones from scratch while Argh was working on shifting camera angles etc... with existing freelancer ones).

The most difficult bit really is trying to get the scale right and model positioned correctly, using pre-existing flight path THN's to create a nice effect (as building brand new landing scripts for 30 odd planets is a nightmare otherwise - I did adjust some of them though to suit the model, but most I cheated and used the ones already in Freelancer).

Freeworlds Mod Developer
Author of Modular Station

'There is no Good nor Evil in the universe, just perceptions and circumstances.'

Post Tue Aug 01, 2006 11:57 pm

I thank you very much, but I've got a question. Is the cityscape from the ..._hardpoint.thn lighted by something in this script or is it a lightsource in the ambience script?

Post Wed Aug 02, 2006 12:33 am

i've managed to edit the manhattan one, its got different textures etc.

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Post Wed Aug 02, 2006 3:07 am

It's lit from the ambience, but the lights in the ambience work on lighting groups which will only effect objects that are assigned to the same lighting group in the hardpoint thn. I will see if I can dig out the post later where myself and Argh discussed this very point on how lighting works in THN's.

Freeworlds Mod Developer
Author of Modular Station

'There is no Good nor Evil in the universe, just perceptions and circumstances.'

Post Tue Aug 15, 2006 2:38 am

Hello again people,

After further researches I found out that you can also build new cityscapes using the method FL is using too. For these purposes you have to to makea entry in the PetalDB.ini (DATA-folder of FL) like this one:
<pre><font size=1 face=Courier>room = li_01_cityscape, bases\liberty\li_01_manhattan_cityscape.cmp </font></pre>
Enter the name of your new cityscape there and add the correct file path.

Then you have to manipulate the CMP a little bit. Open the CMP with the UTF editor and go to the 3db-section of it. Then you expand the nodes there an go to:
MultiLevel->Level0->VMeshPart->VMeshRef. Now you have to export the int array data from VMeshRef. Simply open and copy the numbers. Then you delete the complete MultiLevel arm and instead you create a new data node called VMeshPart and thn a subnode of this called VMeshRef. Then you reimport your int array data into VMeshRef. Save your CMP and this should it be.
If anyone has problems with this plase post it here.

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