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NOT FOR NOOBS: Reading involved

The general place to discuss MOD''ing Freelancer!

Post Wed Jul 02, 2003 2:11 am

Well thank ya kindly, I guess were all noobs at something, for me it's Modding.

MMMMMMMM, Medicinal Cardimine.


"Cardimine, Cardimine. Everybody wants Cardimine."

Post Wed Jul 02, 2003 3:43 am

CptSavage,

No problem, that one had me stumped for a while until I finally said, "hmm, what else is in this file?"

Since then I've learned to look through the whole file, sometimes DA put some stuff together or burried it in places that don't make a lot of sence.

Harrier,

For the weapons question you had about making hardpoint only work with specific weapon types, that's not directly related to the model. You can do the cmp file like Giskard explained using torpedo mounts for all of your missile mounts.

Then, when you define the ship in shiparch.ini you can either leave those hardpoints as torpedo hardpoints:

hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01

Then, if you want all of your missiles to only be mountable in torpedo hardpoints you have to go into weapon_equipment.ini and change the hp_gun_type of each missile launcher to either hp_torpedo_special_1 or _2 (1 is torpedo, 2 is cruise disruptor).

Or, you can just assign those hardpoint to one of the gun class like you would anyother weapon in which case the player can mount guns and missiles there, but not torpedos.

Or, you could go through and make all class 1 weapons into class 2 weapons and then make all missile launchers into class 1 weapons. In this case, any class 1 hardpoint would be able to mount missiles. If you did this you would also need to go through all of the existing ships and remove any unwanted class 1 hardpoints.

At least those are the ways I know how to do it, there may be more

Post Wed Jul 02, 2003 11:22 am

Thats a good idea actually. I for one am reluctant to give up a gun slot for a missile. Giving that option to the player would be a way around that issue.

Still Missile boats are dangerous and under the existing system you have the option of making one.

Giskard

Post Thu Jul 10, 2003 2:27 am

Thanx guys,

Your answers have helped me a great deal, thought I'd post here so this excellent thread does not die. been a bit busy of late but the ship is coming along nicely. Took your advice Giskard on textures and went out and bought Photoshop 7 will try to post a piccy here when I get a bit closer.

Harrier.

Retreat[![! ---- I'm too badly messed up now[![!

Post Thu Jul 10, 2003 4:33 pm

Glad it helped Harrier.

I seem to be developing a nack for bug fixing freelancer so much so im actually ready to post a guide to common crashes. Im also going to create a weapon list to go with those other lists.

Anyway. Here is my guide to freelancer mod crashes. Excuse the rough nature of it.

Type of Crash
Crash to Desktop before the menu appears when the game is loaded.

See

Freelancer\DATA\EQUIPMENT\Market_misc.ini, Freelancer\DATA\EQUIPMENT\Market_commodities.ini
Freelancer\DATA\EQUIPMENT\goods.ini

Type of Crash

Crash to Desktop when you launch into space from a base.

See
Freelancer\DATA\UNIVERSE\SYSTEMS\yoursystem.ini
Freelancer\DATA\SOLAR\solararch.ini
Freelancer\DATA\SOLAR\stararch.ini
Freelancer\DATA\SOLAR\loudouts.ini

Also check Asteriods, Nebula and other directories in Solar for this error and compare the file names and paths to the path and name listed in your systems ini file. A typical crash could be an missing exclusion zone in the system ini thats expected by the encounter script. A missing Solar asteriod file though does nothing, The asteriods just dont appear.

Also sometimes the following files cause this same crash effect but are not actually related. They are Random Crashes rather than system crashes and are caused by the presence of a bugged ship outside the base, so it appears as though the system crashes when launched. Eventually you can actually launch from a base with this bug but the game will crash as soon as the bugged ship appears.

Type of Crash.

Random crashes whilst flying around a system

AI related Random Crashes.
Freelancer\DATA\MISSIONS\npcships.ini
Freelancer\DATA\MISSIONS\faction_prop.ini
Freelancer\DATA\SHIPS\shiparch.ini
Freelancer\DATA\SHIPS\loadouts.ini
Freelancer\DATA\SHIPS\loadouts_special.ini
Freelancer\DATA\SHIPS\loadouts_utility.ini
Freelancer\DATA\MISSIONS\ENCOUNTERS\XXXXX.ini

Another random crash is the system crash caused by too may ships in the area at once. This is found in the systems ini file. The following line is usually to blame.

max_battle_size = 8

when several zones over lap the figure above can be trebled accidently and cause the crash. After all 3 zones in the same area with 8 for the max battle makes 24 ships in that area. Where one zone exists, a figure of 10 works on even the low end computers. A figure of 16 will work on some computers but not others. Thank Hu players feedback for this one. Very common mistake for me

Type of Bug

Mission case Bug at bases.

The mission case never has any missions no matter what alignment you have.

Freelancer\DATA\MISSIONS\Mbases.ini

A typical entry looks like this.

[BaseFaction
faction = li_lsf_grp
weight = 13
offers_missions = true
mission_type = DestroyMission, 0.000000, 0.112387, 20
npc = li0101_lsf_001_f
npc = li0101_lsf_002_m
npc = li0101_lsf_003_m

However a bugged Mbases will have all all the = true parts removed by biniq so mission_type = appears on the same line as offers_missions and the true world is removed. If you suffer from this bug the chances are the true word would have been removed from several arch.ini files too leading to more random crashes. Check the colision data in shiparch.ini first if your not sure.

Here is an example of a working colision entry.

[CollisionGroup
obj = ku_cntrltwr_lod1
separable = true <<< This part gets corrupted.
parent_impulse = 60.000000
child_impulse = 30.000000
fuse = ku_destroyer_tower_fuse, 0.000000, 1
dmg_hp = DpCntrltwr
dmg_obj = ku_destroyer_dmg_tower_cap
debris_type = debris_vanish
mass = 20.000000
hit_pts = 43300
root_health_proxy = true

Check our shiparch.ini & Solararch.ini + any other arch files that may exist.

Type of Bug.

Jumpgate Bug.

Jump sequence never ends, sends you to the wrong system or crashes out on arrival.

This is nearly always a bugged desination system, usually the jumpgate entry is wrong but sometimes as is the case with Newyork, the system already has too many objects and adding more causes all kinds of weirdness when things that are 100% correct just refuse to work.

That just about covers all the most common bugs mod makers encounter. The solution often involves hard work checking the ini file line by line for mistakes. There is no straight forward solution for most of these crashes and where one existed, I have given it above.

Giskard


Edited by - giskard on 10-07-2003 17:36:31

Edited by - giskard on 10-07-2003 17:37:21

Post Thu Jul 10, 2003 9:06 pm

things that go *bump* in the night that make you wake and wonder.

Post Thu Jul 10, 2003 10:24 pm

lol

Subtle, very subtle

Giskard

Post Fri Jul 11, 2003 9:36 pm

Btw i started cataloging the weapons and i got about a 3rd of the way down. Here is the list that comes from the first 3rd of the weapons ini files. Excluding all capital ship and special mission weapons.

Shame this forums formating of docs sucks so badly when I paste stuff in. :/
I'll post it up on my forum when once i get the full list of weapons and link to it from here. That should avoid these problems.

Weapons

Realname Nickname damage Hp Mount Type
Javelin Missile missile01_mark01 489 hp_gun_special_1 Missile
Slingshot Missile missile01_mark02 747 hp_gun_special_3 Missile
Catapult Missile missile01_mark03 1212 hp_gun_special_5 Missile
Lancer Missile missile01_mark04 2091 hp_gun_special_7 Missile
Cannonball Missile missile01_mark05 4890 hp_gun_special_9 Missile
Stalker Missile missile02_mark01 244.5 hp_gun_special_1 Missile
Windstalker Missile missile02_mark02 373.5 hp_gun_special_3 Missile
Moonstalker Missile missile02_mark03 606 hp_gun_special_5 Missile
Sunstalker Missile missile02_mark04 1045.5 hp_gun_special_7 Missile
Firestalker Missile missile02_mark05 2445 hp_gun_special_9 Missile
Eraser Missile missile03_mark01 16.29 hp_gun_special_1 Missile
Sweeper Missile missile03_mark02 31.6 hp_gun_special_4 Missile
Neutralizer Missile missile03_mark03 69.69 hp_gun_special_7 Missile
Paralyzer Missile missile03_mark04 195.6 hp_gun_special_10 Missile
Wasp Cruise Disruptor cruise_disruptor01_mark01 37.4 hp_torpedo_special_2 Torp
Hornet Cruise Disruptor cruise_disruptor01_mark02 159 hp_torpedo_special_2 Torp
Starkiller Torpedo Launcher torpedo01_mark01 2424 hp_torpedo_special_1 Torp
Sunslayer Torpedo Launcher torpedo01_mark02 11736 hp_torpedo_special_1 Torp
Drone Mine mine01_mark01 326 hp_mine_dropper Mine
Wardog Mine mine01_mark02 498 hp_mine_dropper Mine
Tadpole Mine mine01_mark03 808 hp_mine_dropper Mine
Swatter Mine mine01_mark04 1394 hp_mine_dropper Mine
Screamer Mine mine01_mark05 3260 hp_mine_dropper Mine
Seeker Mine mine02_mark01 408 hp_mine_dropper Mine
Razor Mine mine02_mark02 632 hp_mine_dropper Mine
Driller Mine mine02_mark03 1054 hp_mine_dropper Mine
Cutter Mine mine02_mark04 2120 hp_mine_dropper Mine
Ripper Mine mine02_mark05 3912 hp_mine_dropper Mine
Barrager Mk I fc_j_gun01_mark01 30.6 hp_gun_special_2 photon
Barrager Mk II fc_j_gun01_mark02 47.4 hp_gun_special_4 photon
Barrager Mk III fc_j_gun01_mark03 79.0 hp_gun_special_6 photon
Barrager Turret Mk I fc_j_turret01_mark01 30.6 hp_turret_special_2 photon
Barrager Turret Mk II fc_j_turret01_mark02 47.4 hp_turret_special_4 photon
Barrager Turret Mk III fc_j_turret01_mark03 79.0 hp_turret_special_6 photon
Azrael fc_lr_gun01_mark01 19.6 hp_gun_special_1 laser
Drail fc_lr_gun01_mark02 29.9 hp_gun_special_3 laser
Raphael fc_lr_gun01_mark03 37.9 hp_gun_special_4 laser
Usiel fc_lr_gun01_mark04 48.5 hp_gun_special_5 laser
Vassago fc_lr_gun01_mark05 83.5 hp_gun_special_7 laser
Zaphiel Turret fc_lr_turret01_mark01 19.6 hp_turret_special_1 laser
Badariel Turret fc_lr_turret01_mark02 29.9 hp_turret_special_3 laser
Sapiel Turret fc_lr_turret01_mark03 48.5 hp_turret_special_5 laser
Thoth Turret fc_lr_turret01_mark04 83.5 hp_turret_special_7 laser
Dragoon Type 1 fc_ou_gun01_mark01 126.4 hp_gun_special_4 tachyon
Dragoon Type 2 fc_ou_gun01_mark02 161.6 hp_gun_special_5 tachyon
Dragoon Type 3 fc_ou_gun01_mark03 210.8 hp_gun_special_6 tachyon
Wyrm Type 1 fc_ou_gun01_mark04 424 hp_gun_special_8 tachyon
Wyrm Type 2 fc_ou_gun01_mark05 652 hp_gun_special_9 tachyon
Pyros Type 1 fc_ou_gun02_mark01 113.8 hp_gun_special_4 particle
Pyros Type 2 fc_ou_gun02_mark02 145.39 hp_gun_special_5 particle
Pyros Type 3 fc_ou_gun02_mark03 189.69 hp_gun_special_6 particle
Kraken Type 1 fc_ou_gun02_mark04 381.6 hp_gun_special_8 particle
Kraken Type 2 fc_ou_gun02_mark05 586.79 hp_gun_special_9 particle
Dragoon Turret Type 1 fc_ou_turret01_mark01 94.8 hp_turret_special_4 tachyon
Dragoon Turret Type 2 fc_ou_turret01_mark02 158.1 hp_turret_special_6 tachyon
Wyrm Turret fc_ou_turret01_mark03 318 hp_turret_special_8 tachyon
Pyros Turret Type 1 fc_ou_turret02_mark01 113.8 hp_turret_special_4 particle
Pyros Turret Type 2 fc_ou_turret02_mark02 189.6 hp_turret_special_6 particle
Kraken Turret fc_ou_turret02_mark03 381.6 hp_turret_special_8 particle
Angelito Mk I fc_c_gun01_mark01 121.1 hp_gun_special_5 neutron
Angelito Mk II fc_c_gun01_mark02 158.1 hp_gun_special_6 neutron
Angelito Mk III fc_c_gun01_mark03 209.1 hp_gun_special_7 neutron
Salamanca Mk I fc_c_gun01_mark04 318 hp_gun_special_8 neutron
Salamanca Mk II fc_c_gun01_mark05 489 hp_gun_special_9 neutron
Borroco fc_c_gun02_mark01 10.1 hp_gun_special_5 laser
Rapier fc_c_gun02_mark02 17.4 hp_gun_special_7 laser
Tizona del Cid fc_c_gun02_mark03 40.7 hp_gun_special_9 laser
Angelito Turret Mk I fc_c_turret01_mark01 121.1 hp_turret_special_5 neutron
Angelito Turret Mk II fc_c_turret01_mark02 209.1 hp_turret_special_7 neutron
Salamanca Turret fc_c_turret01_mark03 489 hp_turret_special_9 neutron
Borroco Turret fc_c_turret02_mark01 13.2 hp_turret_special_6 laser
Rapier Turret fc_c_turret02_mark02 26.5 hp_turret_special_8 laser
Death's Hand Mk I fc_or_gun01_mark01 40.4 hp_gun_special_5 laser
Death's Hand Mk II fc_or_gun01_mark02 52.7 hp_gun_special_6 laser
Death's Hand Mk III fc_or_gun01_mark03 69.69 hp_gun_special_7 laser
Reaper Mk I fc_or_gun02_mark01 101 hp_gun_special_5 neutron
Reaper Mk II fc_or_gun02_mark02 131.8 hp_gun_special_6 neutron
Reaper Mk III fc_or_gun02_mark03 174.3 hp_gun_special_7 neutron
Death's Hand Mk I fc_or_gun01_mark01 40.4 hp_gun_special_5 laser
Death's Hand Mk II fc_or_gun01_mark02 52.7 hp_gun_special_6 laser
Death's Hand Mk III fc_or_gun01_mark03 69.69 hp_gun_special_7 laser
Reaper Mk I fc_or_gun02_mark01 101 hp_gun_special_5 neutron
Reaper Mk II fc_or_gun02_mark02 131.8 hp_gun_special_6 neutron
Reaper Mk III fc_or_gun02_mark03 174.3 hp_gun_special_7 neutron
Death's Hand Turret Mk II fc_or_turret01_mark01 40.4 hp_turret_special_5 laser
Death's Hand Turret Mk II fc_or_turret01_mark02 69.6 hp_turret_special_7 laser
Reaper Turret Mk I fc_or_turret02_mark01 101 hp_turret_special_5 neutron
Reaper Turret Mk II fc_or_turret02_mark02 174.3 hp_turret_special_7 neutron
Sunblast A gd_gm_gun01_mark01 79.0 hp_gun_special_6 photon
Sunblast B gd_gm_gun01_mark02 104.5 hp_gun_special_7 photon
Skyblast A gd_gm_gun01_mark03 159 hp_gun_special_8 photon
Skyblast B gd_gm_gun01_mark04 244.5 hp_gun_special_9 photon
Sunblast Turret gd_gm_turret01_mark01 79.0 hp_turret_special_6 photon
Skyblast Turret A gd_gm_turret01_mark02 159 hp_turret_special_8 photon
Skyblast Turret B gd_gm_turret01_mark03 244.5 hp_turret_special_9 photon
Matterthief 1 gd_im_gun01_mark01 49.79 hp_gun_special_3 tachyon
Matterthief 2 gd_im_gun01_mark02 63.2 hp_gun_special_4 tachyon
Vampire 1 gd_im_gun01_mark03 105.4 hp_gun_special_6 tachyon
Vampire 2 gd_im_gun01_mark04 139.3 hp_gun_special_7 tachyon
Vampire 3 gd_im_gun01_mark05 212 hp_gun_special_8 tachyon
Matterthief Turret gd_im_turret01_mark01 49.7 hp_turret_special_3 tachyon
Vampire Turret 1 gd_im_turret01_mark02 105.4 hp_turret_special_6 tachyon
Vampire Turret 2 gd_im_turret01_mark03 212 hp_turret_special_8 tachyon
Gunslinger Mk I gd_bh_gun01_mark01 20.4 hp_gun_special_2 laser
Gunslinger Mk II gd_bh_gun01_mark02 31.6 hp_gun_special_4 laser
Winchester Mk I gd_bh_gun01_mark03 52.7 hp_gun_special_6 laser
Winchester Mk II gd_bh_gun01_mark04 69.6 hp_gun_special_7 laser
Reaver Mk I gd_bh_gun01_mark05 106 hp_gun_special_8 laser
Reaver Mk II gd_bh_gun01_mark06 163 hp_gun_special_9 laser
Brave Mk I gd_bh_gun02_mark01 49 hp_gun_special_2 particle
Brave Mk II gd_bh_gun02_mark02 75.8 hp_gun_special_4 particle
Warrior Mk I gd_bh_gun02_mark03 126.5 hp_gun_special_6 particle
Warrior Mk II gd_bh_gun02_mark04 167.3 hp_gun_special_7 particle
Buckshot gd_bh_gun02_mark05 391.2 hp_gun_special_9 particle
Gunslinger Turret Mk I gd_bh_turret01_mark01 20.4 hp_turret_special_2 laser
Gunslinger Turret Mk II gd_bh_turret01_mark02 31.6 hp_turret_special_4 laser
Winchester Turret gd_bh_turret01_mark03 52.7 hp_turret_special_6 laser
Reaver Turret gd_bh_turret01_mark04 106 hp_turret_special_8 laser
Brave Turret gd_bh_turret02_mark01 75.8 hp_turret_special_4 particle
Warrior Turret gd_bh_turret02_mark02 167.3 hp_turret_special_7 particle
Buckshot Turret gd_bh_turret02_mark03 391.2 hp_turret_special_9 particle
Natter fc_rh_gun01_mark01 53.9 hp_gun_special_5 laser
Natter Zwei fc_rh_gun01_mark02 70.3 hp_gun_special_6 laser
Roter Blitz fc_rh_gun01_mark03 92.9 hp_gun_special_7 laser
Natterturn fc_rh_gun01_mark04 141.3 hp_gun_special_8 laser
Natter Turret fc_rh_turret01_mark01 53.9 hp_turret_special_5 laser
Roter Blitz Turret fc_rh_turret01_mark02 92.9 hp_turret_special_7 laser
Tanto fc_bd_gun01_mark01 40.4 hp_gun_special_2 laser
Wakizashi fc_bd_gun01_mark02 52.7 hp_gun_special_5 laser
Katana fc_bd_gun01_mark03 69.6 hp_gun_special_7 laser
Gendaito fc_bd_gun01_mark04 106 hp_gun_special_8 laser
Tanto Turret fc_bd_turret01_mark01 52.7 hp_turret_special_6 laser
Katana Turret fc_bd_turret01_mark02 106 hp_turret_special_8 laser
Luger Type A fc_b_gun01_mark01 210.8 hp_gun_special_6 tachyon
Luger Type B fc_b_gun01_mark02 278.7 hp_gun_special_7 tachyon
Luger Type C fc_b_gun01_mark03 424 hp_gun_special_8 tachyon
Luger Turret Type A fc_bd_turret01_mark01 210.8 hp_turret_special_6 tachyon
Luger Turret Type B fc_bd_turret01_mark02 424 hp_turret_special_8 tachyon
Helios gd_z_gun01_mark01 41.5 hp_gun_special_3 photon
Helios 2 gd_z_gun01_mark02 52.7 hp_gun_special_4 photon
Fury gd_z_gun01_mark03 87.8 hp_gun_special_6 photon
Fury 2 gd_z_gun01_mark04 116.1 hp_gun_special_7 photon
Fury 3 gd_z_gun01_mark05 176.6 hp_gun_special_8 photon
Helios Turret gd_z_turret01_mark01 52.7 hp_turret_special_4 photon
Fury Turret gd_z_turret01_mark02 87.8 hp_turret_special_6 photon
Fury 2 Turret gd_z_turret01_mark03 176.6 hp_turret_special_8 photon

Impressive list of standard weapons isnt it

Giskard

Edited by - giskard on 11-07-2003 22:37:05

Edited by - giskard on 11-07-2003 22:38:05

Post Sat Jul 12, 2003 8:45 am

Yikes! I never realised there were so many weapons...

Post Sun Jul 13, 2003 6:10 pm

Tell me about it.

I still have the other two thirds of the file to go through to get the rest :/

Giskard

Edited by - giskard on 14-07-2003 00:14:45

Post Tue Jul 29, 2003 2:41 pm

giskard,

Thank you for all your help. I tried your advice and it worked. I am happy to report that my efforts to produce a brassy texture, similar to the ones used on the Corsair ships has been successful. I tested the Gryffin today and it seems I have solved my problem. whoopee!

i will post this here rather than emailing you as i would not like to see this thread die.

Many thanx again,

Harrier.

Giskard wrote:

Hello Dave.

DDS textures.

DDS is important into the UTF editor rather than milkshape. Your thinking on this is correct. You only use the tga in milkshape and because your not using it in the utf editor, milkshapes textures are never upside down after you covert the tga

DDS doesnt need to be upside down either and the plugin also makes for smaller textures too that you can import and export. Very handy. It also creates multiple versions of the same texture for all detail settings so slower computers don't slow down when your ships texture is visable.

Very neat stuff. Especially if you load the dds back into photo shop and see what it did. I forget the setting you have to save it as but its the third one out of the list for DDS stuff. Also window textures are 32 bit alpha channeled tga textures. To date i have not been able to make a transparant dds image. So if i where you id use tgas for windows you want to be transparant and not worry about the rest. You can mix and match too. EG use TGA and DDS in the same mat file.

Giskard


At 09:11 29/07/2003 +1000, you wrote:

Hello again Giskard

Thanx again for your reply, it may well be that I have solved my own problem, I was trying (it would appear), to save them as layers, without flattening them. I am about to try one of my own metal textures so we will soon see. I know about turning tga's upside down and do so. One further question has come from your reply, how do you use dds types when milkshape will not accept them?. is it simply a matter of mapping the texture with tga then using an copy of the texture in dds format?

Thanx for permission to use your textures, I will send you some screen shots of the models as I complete them.

Regards,

Dave.

Giskard wrote:

From: giskard

To: David H

Sent: Tuesday, July 29, 2003 4:22 AM

Subject: Re: textures


Hello Dave.

All textures must be 24bit tgas and if you do use tga as opposed to dds then you have to turn the textures upside down after you have mapped them in milkshape to your model. The names used in milkshape for the texture must match the name used in the utf editor when you import it.

That is really all there is too it. Except for the utf side which has special requirements but you can see those by examining any custom mat file.

Not sure how useful my own textures will be to you but you are free to use them.

Giskard


At 20:42 27/07/2003 +1000, you wrote:

hi Giskard,

Dave again.

Thanx for all your help so far, I wonder if I can trouble you again. I have what is probably a basic question but one which I am having real trouble solving.

I have made some what I think are pretty good basic metal textures but am having trouble mapping them to the game using the utf editor.

It seems though I can make a texture in PS7 save it as targa but then it is not "seen" by utf and all I get is a series of the same numbers that won't work. The textures that don't seem to want to work are all new ones. I have followed time and time again the tutorial by TFK and some are visible in the game (mainly old ones) and some are not. One thing is, that when I go to save in PS7 - it keeps asking me if I want to save as a copy and a warning box is visible at the bottom that says something along the lines of these must be saved as a copy. I have tried both methods i.e. saving as a copy and saving as .tga neither seems to make any difference. I am at my wits end so I thought I might ask you if you had had the same experience, and if so, if you knew what the solution is. There is also a box that says save as (compressed rle), I have unchecked so they are not compressed, plus some choices as to 16, 24 or 32 bit , the only one I haven't tried is 16 bit

Btw I have also designed and 'drawn" several new ships, I'll include a series of piccys in zip form of one ship for your comments.

The Rapier is also available to you, as promised, should you like to use it.

I would appreciate any help you can give me. The links you sent were very helpful. I also took your advice and added a detail square on the underside of the Rapier which is a yellow/black sliced square with a FUEL inlet coupling and the words "Caution H-Fuel" underneath it - good idea that one of yours.

The model I include is called the Gryffin - a medium fighter or heavy interceptor:- 4 guns 1 turret and missile - it nears completion. the pictures really don't do it justice. Two others are also on the drawing board the Vampire and the Tiapan, oh and the Spider. Forgot that one. If you like the Gryffin let me know if you would like to see the others.

One further thing would it be alright if I used your textures, with the appropriate recognition of course. You will be thanked in the proper manner as it is for all the help you have given me to date.

Regards,

Dave

(Harrier)

Retreat[![! ---- I'm too badly messed up now[![!

Post Tue Jul 29, 2003 7:43 pm

Me Vic and Wanderer have been having some interesting chats lately.

I been meaning to get into line with those guys and try some of the stuff we talked about but I just dont have time. When I do or when they do I'll get them to post a brief description of whats happening in here because i think it help some people. Though not everybody.

Giskard

Post Sat Aug 09, 2003 2:28 am

Giskard,

Simple question, hope it has a simple answer.

I've made a new model and have a new problem, I have exported the milkshape .cmp and the .mat file ok. The ship is visible in the game ok except when docking or leaving a base or planet. At these times it "disappears" momentarily, and you can't see it docking or leaving, nothing except docking lights and exhaust flare. at all other times the ship is visible. Ithought it may have something to do with the tga files so i converted them all to .dds format as it provides higher "distance detail". No difference same problem, i have tried everything I know without success.


Ever had this problem? do you know the solution and if so can you help me out?

regards,

Harrier.


Retreat[![! ---- I'm too badly messed up now[![!

Post Sat Aug 09, 2003 3:27 am

harrier,

i had a similar problem with one of my ships (it also happened in some equipment dealers).far as i can tell this happens when a certain percentage of the ship would be off screen, the freelancer engine just assumes the model is out of view - the guns and engine flare however are also checked but are registered as in view.

the solution that worked for me was moving the mount point further forward so the model sat further back (or vica versa depending on when it is invisible in the movie ).i dont know how much of the ship has to be in view but ill see if i can find the model it happened on and test it next week.
i never played about with the lod values much though (always used 999999) and they may help the problem too.


were still looking into sur files but havent had much time lately as real life has bin mugging me on a regular basis and i cant stay up late enough to talk with cccp. as far as i can tell we have 7 sections in the eagles sur we havent identified yet but i had an idea a couple of days ago that may account for at least 4 of those.

when the eagle cmp is imported using reven's prog it doesnt show all the mesh data parts in the eagle cmp as its constructed in a different fashion to the standard ones (this is why were using it - if we crack it the others should be easy by comparison).
unlike the others the eagles cmp (and ,as far as we can see, the sur) contain all the parts and possibly the lod (in the sur this would account for the rest of the sections) but im having doubts about that at the moment.in the importer all lods are shown but no damage sections - i actually had to go check i could blow the 4 wings off the eagle just to make sure i was on the right track ;-).
the shield is also included in the eagles sur (2 sections look like this but with different orientations) im almost convinced one of them is the far lod and the other a shield. this is also replicated in the cmp i think but ill have to check.
i KNOW that if the eagle is used without a sur file then hits still show on a "shield" of the correct shape.
i know this is taking ages and the community really wants surs cracked but we are trying to the best of our abilities ,honest.
the upside of this complicated method were using is that once its done then you will only need one sur per ship rather than shield , wings etc all having seperate files.

has anyone got round to making custom patterns appear when the shield gets hit yet? - i got as far as finding the texture used and got distracted. i really want a sparkly blue shield like in startrek but itll just have to wait till i get time i suppose :-(

sorry if this was a bit of a rambling gibber but its 3.20 am for me and im suffering from alchohol deprivation.


dr del

what do you call a sheep tied to a lamp-post in aberdeen .... a leisure center

Post Sat Aug 09, 2003 2:21 pm

dr del,

Well I have tried moving the mount further foward, further back to no avail,
it is visible in the equipment dealer np, so I moved the model to Manhattan, it passes thru the docking ring an disappears, becoming visible for a brief moment, as it comes to rest on the landing platform, go to the equipment dealer, no problems....... so I copied a heavier fighter sur file over the top, same result - leave the equipment dealer go to the launch site - a collection of guns - no model - launch - briefly visible then as the ship turns to leave for the jumpgate a series of lights and engine flare - out through the jumpgate - invisible until the model "returns to control" , so, as the model is fairly complicated (has spikes), back to ms, remove all the "extra bits" reweld everything - check the .mat file nothing in there that shouldnt be there, export a "simple" cmp - same bl.... result - have spent along time on this model - not had the problem before - sure I have had a problem where the model is not 'substantial enough' relatively easy fix - simply add some cowling, or a grille extra detail etc., an problem fixed........ but this one has me stumped..... would happily pass on the appropriate files for you or Giskard to look at...... and here am i thinking this is a really good model........ anyone know the fix?

lod files...... whooo! not enough of whatever to know the answer.

btw thanks for the feedback hope it continues.

Many thanx for the useful advice.

Regards,

Harrier.

Retreat[![! ---- I'm too badly messed up now[![!

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