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I think I''ve got something about patrol path...

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Post Wed Apr 23, 2003 11:02 pm

I think I''ve got something about patrol path...

So, if you open with BiniQDU \DATA\UNIVERSE\#system name#\#system name#.ini ( for example : UNIVERSE\LI01\LI01.ini ) and search for "path", you'll see that :

[zone
nickname = Zone_Li01_path_outcasts1_1
pos = 20382, 0, 78960
rotate = -90, -46, 0
shape = CYLINDER
size = 750, 13088
........etc.

Traduction :
[zone
nickname = Zone_#system name#_path_#faction name##patrol number#_#part of the patrol#
pos = it's the position of the centre of the patrol part ( a patrol part is a line ; ordinary we draw a line from the beginig but here, its from the centre, like it is an object (base, trade lane,...))
rotate = it's the rotation of the patrol part : X, Y, Z
EDIT : ( I know how it's work : 180 - X+Y or if you want 180 - first nbr + second
nbr. If the result is going up to 180, subtract 180)

shape = CYLINDER it's the shape of the patrol part (I don't imagine something else, maybe a cube
size = thickness (always the same), length

But there is a problem : few weeks ago, I've made a map of the New-York system with real coordinate (zero in centre) and now when I try to put on the patrol path, it don't match.
If someone can help me, please post your help!

EDIT :
That is not a problème now because before, i put only position of the centre and don't pay attention to the sise and rotaion (I didn't know how worked the rotation) but now I know (see above) and I test it : it math perfectly with the other part (for example with the junkers, all path went from the base without exeptions)

Here are some little examples :
Before i know how it works :
Liberty Rogues Paths



After it :
Junkers Paths (I delete the older version)


Sorry for my bad english!



Edited by - Archangel on 25-04-2003 15:38:03

Edited by - Archangel on 25-04-2003 15:59:19

Edited by - Archangel on 25-04-2003 16:03:02

Post Fri Apr 25, 2003 2:32 pm

Ok, so I think I'm the only one working on it...
Anyway I've got it now. If someone is intersted, see above .



Edited by - Archangel on 25-04-2003 16:01:31

Post Fri Apr 25, 2003 3:12 pm

Archangel:

Thanks for the hard work on this. Your pictures didn't show, but the descriptions are very good.



.sig/ A mirror in the hand is very useful when stalking Medusa.

Post Fri Apr 25, 2003 3:34 pm

Thanks it make pleasure.
I think i should put my pictures on the web cause i made a link like "c:/my pictures...". Just wait a second...

Post Fri Apr 25, 2003 3:56 pm

ù£%#/@"\ ! My FTP don't work! Wait few minutes...

Post Fri Apr 25, 2003 4:02 pm

im patient

Post Fri Apr 25, 2003 4:43 pm

This is it ! Sorry for the LONG few minutes !

The First (it isn't completly finished but it isn't important) :


The second (entire) :


Edited by - Archangel on 25-04-2003 17:44:46

Post Fri Apr 25, 2003 4:49 pm

My FTP is very bad! I didn't imagine so much of the picture to be eat!
So herr... you see aproximatly what it seems to be ! I can mail you the first one if you want!

Post Sat Apr 26, 2003 1:16 am

What were these images made with?

Post Sat Apr 26, 2003 6:54 pm

Phtoshop

Post Sat Apr 26, 2003 7:15 pm

do the enemy ships actually use these ways to go? or is it just a graphic thing?

Post Sat Apr 26, 2003 10:10 pm

I don't realy understand wath you mean but I made these paths graphicaly (in photoshop) with the game data whitch are in Li01.ini. You know, it take me about two hours for the junkers path...

Post Sat Apr 26, 2003 10:13 pm

I have to make the part of the path one after another, starting with drawing the centre, drawing a line whitch have the good lenght, rotating it and pasting it in the right centre I made before. It's very long!

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