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Where can i park my TigerShark?

The general place to discuss MOD''ing Freelancer!

HCl

Post Fri Mar 21, 2003 2:40 am

Thanks for the praising regarding my progress Still, not everything is done. Although things are falling into place regarding the 3D format, .sur files still have to be documented (anyone working on these btw?)

Also, now that my little UTF editor is out, i can point you to it and explain what i believe is making the TigerShark mesh and textures fail on some circumstances:

Both CMP and MAT files have nodes whose name is especially-crafted and depending on the ship. For example, since we're replacing the Defender (Liberty Elite) with the TigerShark, the VMS string is:


data.ships.liberty.li_elite.li_elite.lod0-112.vms


The resemblance to the CMP file path is obvious, the form is path.file.lod0-112.vms and the mesh doesn't seem to load if this string doesn't follow these rules. So what i'm suspecting is: will creating a new ship entry help?

Likewise, on the MAT file there's the elite_256 entry.

If these 2 entries have to be unique, one could be overlapping the other in the current INI setup.

If anyone decides to create a new ship entry and try this out, let me know. I'm currently working on the Milkshape plugin and UTF documentation.

(edited a bit for clarity)

Edited by - HCl on 21-03-2003 02:42:31

Post Mon Mar 24, 2003 8:47 pm

...i really cant wait for the documentation on the file -formats to be available.
im pretty good at modelling with cinema4d and really would like to do a few models for FL. HCL? when is it going to be ?

Post Mon Mar 24, 2003 9:06 pm

More, more!!!! Starlancer, SW, B5...I want them all.

Alliance Fire & Rescue

HCl

Post Tue Mar 25, 2003 5:10 am

g_bone: As soon as possible, as you can see from my previous post there are still issues to be solved. I should have a Milkshape plugin ready first with some basic features working soon tho (ie: don't expect animations or destroyable components on that first version).

Also, there's still the need to document .sur files, so we can create new collision surfaces, until then we'll have to improvise with existing ones. Any volunteers to research this while i take care of CMP / VMesh formats?

HCl

Post Wed Mar 26, 2003 5:29 am

Ok, just to let you know that my theory is confirmed: material library strings and VMeshLibrary strings have to be unique. If there are other occurrences, the game will generate the same ID for both, and one will end up overlapping the other (which explains the problems of textures and meshes getting messed up in some missions).

Another problem out of the way. I'll be posting an updated version of the TigerShark soon!

Mario

Edited by - HCl on 26-03-2003 05:29:39

Post Wed Mar 26, 2003 7:21 am

is this an "extra" ship, like the flyable osiris? or is this replacing a ship thats already in the game? I would love to see it as an "extra" ship, that would be completely the coolest thing, espeically if servers started to run it!

HCl

Post Wed Mar 26, 2003 8:27 pm

Well, although the explanation i provide a few posts back give instructions on how to replace the Defender, it can just as well be a completely new ship: the mod is just made of CMP and MAT files, you can edit the INI in any way you want (in fact, INI editing was the least of my concerns here )

HCl

Post Thu Mar 27, 2003 2:35 am

The Milkshape plugin has entered now final testing stage, with documentation on VMesh being finalized as well. However, and i can't stress this enough, .sur files still need to be documented, the usefulness of new CMP / 3DB ship models will be limited without new collision surfaces. Has any work been done on these files? Anyone?

Post Thu Mar 27, 2003 4:30 am

Well I snagged your files and added in in as a new ship in New Tokyo (because I was spawning a ship there to add a flame change to my existing ship).

It seems to work almost perfectly.

There are only two small things wrong.
The flames weren't centered in the engines (I used Kusari flames, order flames might not matter)
The Pilot figure is embedded in the hull, half in and half out of the right side of the cockpit.

Firing the guns in cockpit view, the bolts almost seem to be coming through the cockpit, but thats a pretty minor issue.

Great work, take a bow!

Hrm, i'll post what I did, other than the market_ships entry.
I was doing a spawn of the Cosair elite, then changed the ID numbers to those of the defender when I had a weird conflict that was me forgetting to change the hull name.


In Shiparch.ini
[Ship
ids_name=237033
ids_info=66567
ids_info1=66568
ids_info2=66608
ids_info3=66569
ship_class=1
nickname=tigershark
LODranges=0, 75, 200, 1000
msg_id_prefix=gcs_refer_shiparch_hfighter
mission_property=can_use_berths
type=FIGHTER
DA_archetype=Ships\tigershark.cmp
material_library=ships\tigershark.mat
material_library=fx\envmapbasic.mat
envmap_material=envmapbasic
cockpit=cockpits\kusari\pi_elite.ini
fuse=intermed_damage_smallship01, 0, 2300
fuse=intermed_damage_smallship02, 0, 1150
fuse=intermed_damage_smallship03, 0, 767
max_bank_angle=30
camera_offset=11, 35
camera_angular_slerp_multiplier=0.04
camera_angular_acceleration=0.05
camera_horizontal_turn_angle=17
camera_vertical_turn_up_angle=5
camera_vertical_turn_down_angle=25
camera_turn_look_ahead_slerp_amount=1
nanobot_limit=55
shield_battery_limit=55
hit_pts=9200
pilot_mesh=generic_pilot
mass=150
linear_drag=1
hold_size=45
explosion_arch=explosion_co_elite
surface_hit_effects=0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects=150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects=300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque=43000, 43000, 230000
angular_drag=41000, 41000, 141000
rotation_inertia=8400, 8400, 8400
nudge_force=30000
strafe_force=20000
strafe_power_usage=2
bay_door_anim=Sc_pi_elite
bay_doors_open_snd=cargo_doors_open
bay_doors_close_snd=cargo_doors_close
HP_bay_surface=HpBayDoor01
HP_bay_external=HpBayDoor02
shield_link=co_elite_shield01, HpMount, HpShield01
hp_type=hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type=hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type=hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type=hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type=hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type=hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type=hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type=hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type=hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type=hp_elite_shield_special_9, HpShield01
hp_type=hp_elite_shield_special_8, HpShield01
hp_type=hp_elite_shield_special_7, HpShield01
hp_type=hp_elite_shield_special_6, HpShield01
hp_type=hp_elite_shield_special_5, HpShield01
hp_type=hp_elite_shield_special_4, HpShield01
hp_type=hp_elite_shield_special_3, HpShield01
hp_type=hp_elite_shield_special_2, HpShield01
hp_type=hp_elite_shield_special_1, HpShield01
hp_type=hp_thruster, HpThruster01
hp_type=hp_mine_dropper, HpMine01
hp_type=hp_countermeasure_dropper, HpCM01
hp_type=hp_torpedo_special_1, HpTorpedo01
hp_type=hp_torpedo_special_2, HpTorpedo01
HP_tractor_source=HpTractor_Source
num_exhaust_nozzles=4



In Goods.ini
[Good
nickname=tig_hull
category=shiphull
ship=tigershark
price=25
ids_name=12003
item_icon=Equipment\models\commodities\nn_icons\li_elite.3db

[Good
nickname=tig_package
category=ship
hull=tig_hull
addon=ge_ke_engine_01, internal, 1
addon=co_elite_power01, internal, 1
addon=ge_s_scanner_01, internal, 1
addon=ge_s_tractor_01, internal, 1
addon=shield01_mark07_hf, HpShield01, 1
addon=LargeWhiteSpecial, HpHeadlight, 1
addon=SlowSmallPurple, HpRunningLight01, 1
addon=SlowSmallPurple, HpRunningLight02, 1
addon=SlowSmallPurple, HpRunningLight03, 1
addon=DockingLightRedSmall, HpDockLight01, 1
addon=DockingLightRedSmall, HpDockLight02, 1


I'll probably pull the purple running lights off, since there are two lights hovering above the ship, not on it.

Who cares, it's a all-new ship.

I'd post a screen shot of the pilot thing, but I have no idea how to include a pic.

Hrm I just looked at the screenshot and it looks like the shoulder guns are passing through the hull, when the guns are hard over

Might just limit the swivel amount the guns can move in the .cmp

Kudos anyway!

Post Thu Mar 27, 2003 8:08 am

are you extracting the ship meshes from WC4 or one of the others?
if so HOW?????

-lets play pick the complete idiot -


- All we see or seem, is but a dream within a dream. -

Post Thu Mar 27, 2003 1:25 pm

Since the TigerShark has no transparent cockpit, you don't need to add the pilot, it is useless

TheCoredump

Post Thu Mar 27, 2003 6:51 pm

are there any major mod projects going on right now? I would love to see this stuff in action, and possibly be a part of the group editing it. I have done a lot of editing for other games, though I have yet to even LOOK at freelancer editing, but I think it would be cool if I could find a group with some focus on what they were creating ;_)

Post Fri Mar 28, 2003 12:17 pm

Hi all , I'm a newbie poster in these forums although I keep an eye of them for some time..great work by all the ppl here! Now, some questions about the ship modding. As of many ppl who wants to import theis ships in FL I would like to do such a thing too. (B5 rules!hehe). There has been a great work by HCL for Milkshape,way cool! Prob is that many others ,including me, use other 3d programs than MShape. Surfing through the net I came across a prog named AC3D that it says it supports multiple formats, includins 3ds,max,mshape,blah blah.. . Wander if it is valid to export meshes from max to Mshape through such a program OR if its any other -let's say converter- through different formats?
I found the AC3D to Tucows if anyone's interested, 2 versions.One for Linux,one for Windows. I think only Linux version supports MShape,didn't try that demo yet. ;-))

HCl

Post Sat Mar 29, 2003 1:44 pm

Well, i'm finishing an exporter for Milkshape, not a converter for the Milkshape format, so you'll have to have it installed. Still i'll be sharing what i have discovered regarding VMesh, so everyone who's willing will be able to work on their converter / plugin implementation for various formats

Post Sat Mar 29, 2003 1:57 pm

even if you use another program than milkshape, it's not that difficult..
Milkshape is able to read a lot of different file formats, so you can easily just export your ship in your 3d-software, then import it with milkshape, do the necessary adjustments, and then export it with HCl's plug-in.

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