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Has anyone been able to make custom missiles in 3db format?

The general place to discuss MOD''ing Freelancer!

Post Wed Oct 01, 2003 2:38 pm

Has anyone been able to make custom missiles in 3db format?

I'm building a new class of ship and it's designed to carry cruiser sized missiles with planet sized explosion FX. The only problem is that FL doesn't recognize standard or weapons cmp files as legitimate missile models so at the moment its kind of stuck. Any help would be much appreciated.

Post Thu Oct 02, 2003 3:42 am

i think fl don't use any 3db's for its missile. All i see is those thn and ale for their projectile. Well unless someone figures out what are those then we might be closer than we think in decrypting fl's engine.

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Post Thu Oct 02, 2003 7:01 pm

Wanderer - not sure if this is already known - but i have found the way to get battleships into tradelanes without them colliding etc etc. Let me know if your interested, or if you have this covered already!
Chips

p.s - they pass through the rings a la removal of the sur file for the docking ring. This method also works for the docking ring as well........

"I don't suffer from insanity, I enjoy every minute of it!"
Erm - let me clarify that though - i have known and used this proceedure for many months - but only just crossed my mind whilst playing with battleships on its possible uses. Dumb or what!

Edited by - chips on 02-10-2003 20:03:21

Post Fri Oct 03, 2003 12:04 am

Doesn't that cause other problems though removing the sur file?

Primary Developer of the =EOA= Players Consortium

Post Fri Oct 03, 2003 12:11 am

No - cause i don't remove the sur file

Post Fri Oct 03, 2003 8:21 am

Fl does use 3db files. I'll post a sample:

[Munition
nickname=torpedo01_mark01_ammo
explosion_arch=torpedo01_mark01_explosion
loot_appearance=ammo_crate
units_per_container=1
hp_type=hp_torpedo
requires_ammo=true
hit_pts=2
one_shot_sound=fire_torpedo
detonation_dist=6.25
lifetime=37.5
Motor=torpedo01_mark01_motor
force_gun_ori=false
const_effect=li_torpedo01_drive
HP_trail_parent=HPExhaust
seeker=LOCK
time_to_lock=0
seeker_range=1500
seeker_fov_deg=35
max_angular_velocity=0.58067
DA_archetype=equipment\models\torpedoes\ge_torpedo.3db <-- this one!!
material_library=equipment\models\ge_equip.mat <-- this one too!!
ids_name=265163
ids_info=266163
mass=1
volume=0

The only reason why you can't see it well is because the exhaust mount was set to far in front. As it is, i'm hoping to put in this new missile model as soon as i find a way to put it in.

Post Fri Oct 03, 2003 8:52 am

then why not use the utf editor just to see what's inside that torpedo archetype. and create a 3db file from cmp file. What i mean is just renaming the cmp into 3db. Any way the cmp we're making is almost the same as the 3db file, because we are only takling one model not like those original fl ships.

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Post Fri Oct 03, 2003 8:54 am

i forgot to tell you that, in my weapon mod i remove those line and nothing weird happened to my ammo when fired.

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Post Sat Oct 04, 2003 2:45 am

Thats because of the constants settings. Remove them and you'll see the missile. Also, i've tried renaming the file and even exporting the wiremesh. That didn't work.

Post Sat Oct 04, 2003 11:56 am

you can't just rename it...
I don't tried it, but I think it should function...
- export your torpedo as cmp (make sure you have only 1 group!)
- with utf_edit:
-export the VMeshData to a file (I call it torpedoMdata.dat) (it's in the VMeshLibrary node)
-export the VWireData to a file (...torpedoWdata.dat) (it's in the my_torpedo.3db\VmeshWire node)
-same with the VMeshRef (in the multilevel node (should have only "level0", I call it torpedoRdata.dat)
- open another instance of utf_edit (don't close the actual, since you have to copy some data...):

in the new utf_edit window:
- create a new tree
- create a node called "VMeshLibrary"
- in this create a node called "myUniqueTorpedoName.lod0.vms"
- in this create a node called "VMeshData"
- import your torpedoMdata.dat to this node
- under the root node creat a "Hardpoints" node
- copy all data from the cmp file (from the hardpoints node... you' aren't a newbe so I don't explain how...)
- under the root node create a "VMeshPart" node and in this a "VMeshRef" one
- import your torpedoRdata.dat
- under the root node create a "VMeshWire" node, then a "VWireData"
- import the torpedoWdata.dat
- save

I don't explain how to edit the ini's, since you know it enough (more than I)

3db files are simply 3D modells, but they support only 1 modell with 1 component with 1 LOD

I hope it goes and you get your I-destroy-a-whole-fleet-with-one-shot-torpedo

a question:
how do you modify the FX so that you get a bigger explosion?

Post Sun Oct 05, 2003 3:23 am

Thanks. I'll give this a try. As for bigger explosions, i've been messing around with the existing FX in FL and have found some really nice ones. The formation of black holes, electrical storms, napalm weapons FX, space time rifts and my favourite, a 20 second long planet sized energy implosion. Many of these new FX will appear in the Fleetwars mod that Glock and I are working on.

Post Sun Oct 05, 2003 8:02 am

I've got all the steps down but the only thing is that there is no VWireData in the exported ms3d to cmp file. Is there a particular function in the exporter which i am not aware off?

Post Sun Oct 05, 2003 2:09 pm

ok, sorry... I looked at an original FL cmp, the ones from the ms-exporter don't have this node...

Post Mon Oct 06, 2003 1:56 am

In other words, it won't work?

Post Mon Oct 06, 2003 7:28 am

i think VMESHWIRE is a simple wireframe. Hence, when you double click a ship's name in your left side below panel and shows a wireframed ship.

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