Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

So... how do I make a ship?

The general place to discuss MOD''ing Freelancer!

Post Wed Apr 09, 2003 6:41 pm

So... how do I make a ship?

I see a billion stickies at the top of this forum, but without knowing all the abbreviations (e.g. cmp, opensp, etc.) I can't tell if there is a simple tutorial that shows me how to do anything. I really want to do my own stuff, but don't know how yet. I've never modded for a space sim, but I have skinned and mapped for FPS games. Frankly, I'm a little dissappointed with the ships available in FL. They aren't as quality as I expected, although there are quite a few of them. Can someone tell me how to start and (while I'm at it), can someone make a Newbies Start Here pinned post?

Post Wed Apr 09, 2003 8:09 pm

Apparently I misstepped here. I guess folks don't ask this question w/o getting flamed up the Yin Yang. All I'm really asking is a basic 4-6 step plan so that I can start teaching myself. I still think there should be a sticky comprising this that is pinned at the very top so that idiots like me won't have to make themselves so obvious.

Post Wed Apr 09, 2003 8:30 pm

Well.... we do get an awful lot of people asking redundant questions. Maybe I'll write a "Newbie FAQ" so people will have a slightly easier time getting into the swing of things. To answer your question though, you may just have to wing it for a while. My best advice is to continue looking around and to down two things: Download FLMM (FreeLancer Mod Manager) and several mod files for it (many posted on the stickied FLMM thread and some included with it, including three I made ) Second, download the *.ini file decompressor. There's one called BINI, but there's also one called "BiniQDU" which automatically uses BINI in a nice neat package. Get that one. Start looking through the ini files located in the "Freelancer\DATA folder on your hard drive. You'll notice a lot of values that you won't recognize and some you can just figure out from the names. This is not a complex game, at least not at that level. Once you become a little bit comfortable looking through *.ini's then try looking at a few tutorials concerning modifying ship statistics. FYI, the cmp that you were asking about is a file pertaining to the wireframe and hardpoint data for ship hulls. 3db, ini, cmp, and dll are the most prevalent and important file endings. The ending "*.flmod" is a custom ending created for the FLMM (see above) that automatically installs the mod contents of the file to the FLMM directory so you can use it. That's about it, I'll see if I can figure out a decent way to write a small FAQ.

KEEP TRYING!!

Return to Freelancer General Editing Forum