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Several Questions: ordonance/textures/file format

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Post Fri Mar 28, 2003 12:04 pm

Several Questions: ordonance/textures/file format

Hail there, fellow Sirians.

Today, I again seek knowledge. Not anything difficult, I hope.


1. Where does one tell the program the limit of ordonance the player can carry (read: missiles, torpedos, mines ect.) ? And is it a global value or a per-ship setting?

2. About textures. I extracted, edited and re-inserted the textures for the Anubis model (which I use for my "Toth" Order Very Heavy Fighter). Worked and looked good. Only problem was, other ships (regular Anubis crafts used by NPC's) suddenly had the same altered textures, which I don't quite understand, since the toth uses an own 3d model file (named toth1.cmp) and uses an own material file (named o2_ships.mat). Why is it that regular ships use textures from files that aren't assigned to them in the first place?

I then tried to circumvent this by renaming the textures in the .mat-file (from elite_256.tga ect. to toth1_256.tga, for example). The result was that now, all the others used their normal textures, but my ship (and any Toth in the game) was invisible. The npc's still attacked me, of course, I just was using an invisible skin... can anybody tell me how to get truly unique textures to work properly?

3. Had anybody any success in documenting the *.ale file format yet?


That's it.

T448 ... out.

Post Fri Mar 28, 2003 6:33 pm


I then tried to circumvent this by renaming the textures in the .mat-file (from elite_256.tga ect. to toth1_256.tga, for example). The result was that now, all the others used their normal textures, but my ship (and any Toth in the game) was invisible. The npc's still attacked me, of course, I just was using an invisible skin... can anybody tell me how to get truly unique textures to work properly?


You should save the whole file under different name (myship.mat) without altering the names of DDS files inside. Then you can open shiparch.ini, find your ship and change its material_library key (by pointing it to the file you created).

HCl

Post Fri Mar 28, 2003 7:00 pm

The problem with 2. is the name of the texture. I mentioned this on my TigerShark thread: texture names must be unique, since the game creates a unique ID for each name. If you have two materials with the same name, the same ID will be created for both, so one will overlap the other. Sounds familiar?

Thing is, VMesh also have to be edited to refer to the new texture. I'll be reasing my Milkshape Exporter plugin along with VMesh format specification very soon, you'll be able to edit that very soon

Mario

Post Sat Mar 29, 2003 1:57 am

Great! Thanks a ton and a half, HCl. Now I only need to get Milkshape, it seems... looking forward to it. *two thumbs up*

T448 ... out.

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