I told you would get an answer soon
...you will need an .ini decompressor, BiniQDU is easiest so i will use that as an example
First use QDU to open the shiparch.ini file...it is in the data/ship folder in your main FL directory...this is what you will see first when you open it...i have found no use for the first segment...so disregard it
[Simple
nickname = generic_pilot
DA_archetype = equipment\models\pilot\ship_pilot.3db
material_library = Equipment\models\pilots.mat
LODranges = 0, 50
MinSpecLOD = 2
[Ship
ids_name = 237034
ids_info = 66570
ids_info1 = 66571
ids_info2 = 66608
ids_info3 = 66572
ship_class = 0
nickname = li_fighter
LODranges = 0, 40, 60, 140, 300, 1000
msg_id_prefix = gcs_refer_shiparch_Liblf
mission_property = can_use_berths
type = FIGHTER
mass = 100.000000
hold_size = 25
linear_drag = 1.000000
fuse = li_fighter_gas01, 0.000000, -1
fuse = li_fighter_smoke01, 0.000000, -1
fuse = intermed_damage_smallship02, 0.000000, 400
fuse = intermed_damage_smallship03, 0.000000, 200
max_bank_angle = 35
camera_offset = 6, 22
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
nanobot_limit = 12
shield_battery_limit = 12
hit_pts = 1300
DA_archetype = ships\liberty\li_fighter\li_fighter.cmp
material_library = ships\liberty\li_playerships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_fighter.ini
pilot_mesh = generic_pilot
explosion_arch = explosion_li_fighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 24000.000000, 24000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
num_exhaust_nozzles = 1
HP_tractor_source = HpTractor_Source
shield_link = l_fighter_shield01, HpMount, HpShield01
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_2, HpTorpedo01
Now i will paste the same thing...but with descriptions of the purpose of the line
[Simple
nickname = generic_pilot
DA_archetype = equipment\models\pilot\ship_pilot.3db
material_library = Equipment\models\pilots.mat
LODranges = 0, 50
MinSpecLOD = 2
[Ship
ids_name = 237034 }
ids_info = 66570 }
ids_info1 = 66571 } These all determine infocards and names
ids_info2 = 66608 }
ids_info3 = 66572 }
ship_class = 0 <----This says what class your ship is...LF=0, HF=1, VHF=2, FR=3
nickname = li_fighter <---This is the name you use to determine where the ship is bought...and what is on the ship when you buy it
LODranges = 0, 40, 60, 140, 300, 1000 <---I think this is just camera stuff...not sure...dont mess with it
msg_id_prefix = gcs_refer_shiparch_Liblf <----dont mess
mission_property = can_use_berths <----read above comment
type = FIGHTER <----seems to be of no use...dunno though...maybe it effects npcs
mass = 100.000000 <----i think this may determine speed...acceleration and crap...not too sure..
hold_size = 25 <---could they make it anymore obvious...just change to however much cargo you'd like
linear_drag = 1.000000 <---something with maneuverability?
fuse = li_fighter_gas01, 0.000000, -1 }
fuse = li_fighter_smoke01, 0.000000, -1 }
fuse = intermed_damage_smallship02, 0.000000, 400 } Dont mess...
fuse = intermed_damage_smallship03, 0.000000, 200 }
max_bank_angle = 35 <----determines how much your ship can tip when you turn....turning it to 180 is pretty fun
camera_offset = 6, 22 }
camera_angular_acceleration = 0.050000 }
camera_horizontal_turn_angle = 23 }
camera_vertical_turn_up_angle = 5 } Stupid camera junk....how much do they need
camera_vertical_turn_down_angle = 30 }
camera_turn_look_ahead_slerp_amount = 1.000000 }
nanobot_limit = 12 }
shield_battery_limit = 12 } Some more obvious ones....keeping them equal to eachother is a good idea
hit_pts = 1300 <---Another obvious...
...dont make it TOO uber...no fun then right
DA_archetype = ships\liberty\li_fighter\li_fighter.cmp <---Determines ship model used...i dont recommend changing it though
material_library = ships\liberty\li_playerships.mat <----determines texture
material_library = fx\envmapbasic.mat }
envmap_material = envmapbasic } I think all ships have the same listing...so dont change
cockpit = cockpits\liberty\l_fighter.ini <----doesnt matter too much, seeing how all cockpits suck
pilot_mesh = generic_pilot <---all ships have same
explosion_arch = explosion_li_fighter <---explosion effects? i think
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03 }
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03 } All determine effects when ship is hit...i think
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03 }
steering_torque = 24000.000000, 24000.000000, 58000.000000 }
angular_drag = 15000.000000, 15000.000000, 35000.000000 } Determines steering speed of the ship...these entries are for patriot...so they turn very fast
rotation_inertia = 2800.000000, 2800.000000, 1000.000000 }
nudge_force = 30000.000000 }
strafe_force = 20000 }All the same i think
strafe_power_usage = 2 }
bay_door_anim = Sc_open baydoor }
bay_doors_open_snd = cargo_doors_open }For when you jettison cargo i think
bay_doors_close_snd = cargo_doors_close }
HP_bay_surface = HpBayDoor01 }
HP_bay_external = HpBayDoor02 }dunno....think all are the same though
num_exhaust_nozzles = 1 <---determines...well...read the line...
HP_tractor_source = HpTractor_Source
shield_link = l_fighter_shield01, HpMount, HpShield01
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_2, HpTorpedo01
Everything else determines hardpoints or hps...too much to go into right now...hope this was enough info for now...if you need additional pointers you can email me at
[email protected]....or just put more posts in here...
LoL....dummy me
Edited by - parabolix on 07-08-2003 06:32:56
Edited by - parabolix on 07-08-2003 18:25:00