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Adding Collision Groups to ships

The general place to discuss MOD''ing Freelancer!

Post Tue Jun 10, 2003 3:44 am

Adding Collision Groups to ships

I'm hoping to add the model of the cargo pods to the large train (x3), as 'collision groups', such that they can be 'knocked off', if I'm correct. If anyone has done this sort of thing, I'd appreciate a few tips on it. I keep making up theories about the entries in the .cmp file, but they don't seem to make the cargo pods appear on the ship. These files are really odd--like Hcl said, it's like there are files within the file ('cmp' = compilation?). Well, let me just hit on what I know and where confusion occurs.

notes on what I know/think:
I start with the ship object, and go to its .cmp file.

I find the Cmpnd section which seems to 'compile' the different sections of each ship. It has 3 sections: File name, Index, and Object name. The Index seems fairly obvious I suppose... each section has its own index number. So, I've given the cargo pod the next one in order. The File name actually seems to reference other root-level sections of the cmp file, which break down their own modelling data, hardpoints and maybe levels of detail. The Object name refers to the CollisionGroup object in shiparch.ini, which refers to a Simple object, which in turn refers to another 3db file. That's the most confusing part to me--it seems like this object is referring to two different sets of modelling data, which don't seem to match! one in the root-level section of the cmp, and another in a separate 3db file.

In any case, that's most of what I've figured so far, aside from some detail on the hardpoints, etc... there's a "dmg_hp" parameter on the CollisionGroup which seems to refer to the Hp to mount this part on in the main cmp file, section on themain ship section.

I guess I"m a n00b at contributing here on the reactor, but if anyone can help I'd appreciate it. We all clamor for that though I guess.

While I'm at it, thanks Hcl for the UTF editor... and BINI... etc etc... you rock man.

Post Tue Jun 10, 2003 11:33 pm

*bump*
::begs pretty please::

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