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Found black hole effects, but how to implement them?

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Post Sat May 24, 2003 9:03 am

Found black hole effects, but how to implement them?

Hi! i was going throu the misc_ale.ini file and i found this...
[VisEffect
nickname = blackhole
alchemy = fx\misc\standardeffects.ale
effect_crc = -316552863
textures = fx\efx.txm
textures = fx\standardeffects.txm

[VisEffect
nickname = blackhole_ship_implode
alchemy = fx\misc\standardeffects.ale
effect_crc = -208751484
textures = fx\efx.txm
textures = fx\standardeffects.txm

[VisEffect
nickname = blackhole_spout
alchemy = fx\misc\standardeffects.ale
effect_crc = 217473295
textures = fx\efx.txm
textures = fx\standardeffects.txm

Now how caqn we implement these? obviously they didnt leave all the black hole stuff out, it was just hidden.

Post Sat May 24, 2003 12:34 pm

Hmm. Any ideas on how to invoke misc_ale in a system .ini (or through the blackhole config. file itself)?

Post Sat May 24, 2003 3:29 pm

I have been slugging away at it all night , and so far i have only found it if we were to mod it in it would be linked with these files...
effects.ini
maybe solararch.ini
how i reached the conclusion that it would have to be implemented into these files is that i looked at the baxter hazard in Omega 3 (i think it is a particle fountain) and the one (bl hazard- no name given or known) in New York Badlands, where the Benford research station was.
this was in space_ale.ini

[VisEffect
nickname = gf_blhazard_01
alchemy = fx\space\gf_blhazard_01.ale
effect_crc = -474633273
textures = fx\missleeffect.txm
textures = fx\newglows.txm
textures = fx\sidedistortion.txm
textures = fx\kioncannon.txm
textures = fx\sarma.txm

and i found this in effects.ini

[Effect
nickname = gf_blhazard_01
effect_type = EFT_EQUIP_ATTACHED_LARGE
vis_effect = gf_blhazard_01

and these were in solararch.ini

[Solar
nickname = blhazard
ids_name = 60239
ids_info = 60240
type = NON_TARGETABLE
DA_archetype = solar\misc\blhazardbox.3db
mass = 10000.000000
loadout = blhazard
hit_pts = 999999961690316250000000000000000000.000000

[Solar
nickname = baxter_hazard
ids_name = 60239
ids_info = 60240
type = NON_TARGETABLE
DA_archetype = solar\misc\blhazardbox.3db
mass = 10000.000000
loadout = baxter_mission5
hit_pts = 999999961690316250000000000000000000.000000

Im sure i could implement them now, except for one problem...
Which .3db file do i use???? im guessing the blackhole one. i will try figuring this out. another problem is which .ale file do i use? it says to use standardeffects.ale, but im not sure what to name it in effects.ini?
that is what is stopping me at the moment. anyone do ya think you cvould help?

Post Sat May 24, 2003 9:18 pm

That part is easy, just link a solar to solar\blackhole\blackhole_core.3db like in this thread.


but im not sure what to name it in effects.ini?


Good question... my guess would be a nickname from misc_ale, but I don't know exactly how those files are tied together (yet).

Post Sun May 25, 2003 3:21 am

I tried it out last night but to no avail. I did find out nephilim that it is also linked with loadouts.ini in the solar folder. I am yet to find anymore evidence of it. I tried it out last night and it came up with three different black hole wells.
ill post more later

Post Mon May 26, 2003 12:48 am

I might have solved it. It is also apparent that it could go in select equip in the Equipment folder

Post Tue May 27, 2003 10:49 am

Cool. Got any screenshots of the thing?

Post Wed May 28, 2003 2:20 am

Unfortunately no. I have been busily creating my mod. I will have a go at it later but I think there are more files it would be linked in.
but which ones, im not sure.

Post Tue Jun 03, 2003 1:41 pm

in some ini file i found some stuff about black holes and a system called 'omega 13' i wonder if this could be a new easter egg system with a black hole?

____________________________________________________________________

I'm not a smuggler, i just sell alien artefacts and cardamine to the poor and needy!

Post Wed Jun 04, 2003 7:14 am

I wish!
unfortunately no. I am not really sure why they did that. checkout bh.ini and then omega13.ini in biniqdu. youll se that omega13.ini isnt a system.

Post Tue Sep 02, 2003 2:54 pm

Ah!

Duriel, I just remembered something that you should know about!!

Theres a Hidden System...Maybe the answers to our questions!!

I'm your Helping Hand

Kendo_THM
X-Lancer Project Leader
TNG Public Liason

Post Tue Sep 02, 2003 5:28 pm

Oh - something else to help as well..........scroll through the select_equip.ini and you find these things

[AttachedFX
nickname = neutron_star
particles = gf_neutronstar

[AttachedFX
nickname = fx_dyson_city_beam
particles = dyson_city_beam

[AttachedFX
nickname = fx_dyson_city_mainbeam
particles = dyson_city_mainbeam

And so on......now tate made these moutable for his ship to get his 'disco' light effects going.........that had the big beam that you are talkin about, as well as lots of other 'strobe' type effects. I know you don't want them mountable on you, but maybe that will help out a little.....they are in there....and seeing as other files that people commonly mod are there (hulls for example) then it shouldn't be too difficult to work out how to make stuff appear with that on ships - which may help to do it for planets and so on.......
Chips
p.s - then again it probabily doesn't, oh well

Post Sat Sep 06, 2003 2:08 pm

Says who??

I'm your Helping Hand

Kendo_THM
X-Lancer Project Leader
TNG Public Liason

Post Sun Sep 07, 2003 1:48 am

Look at this picture!!!! I am the little green thing in the middle. You see a large neutron star around my ship, also some electric sparks!!!

Post Sun Sep 07, 2003 1:52 am

JUNGLE BOOGEY!!! Hiya Tate - you allowed your disco on AC2?
Still have better screenies than that of you as well, if you got somewhere to upload to the i'll send em to ya as they are much clearer and more 'wow' inspiring! lol

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