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Question about engines/exhaust flames (NOT speed related ;-)

The general place to discuss MOD''ing Freelancer!

Post Sun Oct 19, 2003 8:50 pm

Question about engines/exhaust flames (NOT speed related ;-)

My greetings, peeps.

Today, I would like to extend the following questions to you:

1. Is there a known limit on how many engines/exhaust flames one can put on a ship?
I ask because I have a model that has 4 very broad engines, so I intend to put 2-3 engine hardpoints closely together to each engine so they appear as one big flame. So far, I didn'T have success, because some of the exhaust flames simply don't appear.

2. Is it possible to change the color of engine effects? Like if I want the appearance of the Rheinland engines but with the colors of the Order engines?

That's all for now. Thanks for reading.
Oh, for the record, I did use the search function. ;-)

T448

Post Mon Oct 20, 2003 12:08 am

1. Not that I've heard of. The millenium falcon mod has a bunch of engines very close together.

2. Yes, I think its specified in engine_equip.ini and you connect that engine in loadouts.ini

_______
Zlo: There be worse ways to lose a reputation.
Rilmsio: How so?
Zlo: To be caught too well knowing a goat.
"Zlothello"
Sir Spectrespeare

Post Mon Oct 20, 2003 4:46 am

also look in the data/equipment/light_equip.ini

[light

engine _glow

i just want to sell my engines,do you know how


good luck11

Post Mon Oct 20, 2003 8:18 am

make sure that the

nozzel = to as many engine hardpoints you have created

in shiparch.ini,

Are you feeling lonely or just plain horny then Click Here!!! and you'll have lots of fun...

Post Mon Oct 20, 2003 3:32 pm

My thanks to all of youl. Yet, the reason seemingly does not lie within the grasp of these answers. It still only uses engines 1-9 and omitts 10,11 and 12.

Regarding the color, I can, I think, safely say that the exhausts flames are unchangeable in the sense I want the mto change until someone comes up with a program that allowes the modification of alchemy files.


Regards, T448

Post Mon Oct 20, 2003 7:11 pm

twycross,

im operating from an old memory here but i think you should rename the hardpoints for anything above number 9 with the following convention ,010..011..012 etc.

seem to remember freespirit saying something about this when he was making the engines for his version of the millenium falcon - which i know has around 24 engine plumes.

let us know if it works


dr del


how dare you accuse me of being a blonde - ill have you know ive just had a lobotomy thank you very much!

Post Tue Oct 21, 2003 1:28 am

My thanks, Dr Del.
That did the trick. The engines work as supposed, so that hinderance is out of the way.

But, there is one other problem.
I have, up to now, 3 custom ships integrated into Freelancer. All of them are available at Manhatten for testing purposes right now. In the ship dealer screen, however, one of the ships is shown twice. I'll try to explain as well as I can. It'S a little complicated.

See, I took the 3 ships normally available at Manhatten out (changing market_ships.ini or however that file is named) and put my own in. First, there were only 2 and everything was fine and working as intend. Now, I added the third one, and all of the sudden, in the ship dealer screen (and only there) the 3rd ship is shown twice, whereas the 2nd one isn'T shown at all. BUT this is only about the model used, because in the ship dealers list, there are still all 3 ships with correct infocards, names, prices ect. If I buy the one that isn't shown correctly, and go to the equibment dealer or cityscape or whereever, it shows the correct ship. Only in the ship dealers room, the game for some reason uses the wrong 3D model. I scoured all the ini's I changed, but so far haven't been able to pinpoint the error. Also, once I take the 3rd ship out again, it shows the other 2 correct again.

Weird....

T448

Post Tue Oct 21, 2003 5:44 am

hey t448,

your right thats a wierd one - if it was only the icons id assume it was the old vmesh ref problem again but the 3d models are unlikely to suffer from that.

are all the names in the goods ini (hull , package etc) unique and correct for the ships? what i mean is this might happen if the third ship pointed to the same hull as the second one- it being later in the list it may overwrite the second ship. longshot i know

only other thing i can think of is if the cmp files had the same name - which is unlikely .

im curious to see the cause/solution to this one

**begin edit**
the line i think is most likely to be causing the prob is in the hull definition file in the goods ini.example below;

<pre><font size=1 face=Courier>
[Good
nickname = kl_hull <- if this was the same as the second ship, or...
category = shiphull
ship = klingon_destroyer <-if this line pointed to the wrong ship in the shiparch
price = 100
ids_name = 458753
item_icon = Equipment\models\commodities\nn_icons\kl_elite.3db
</font></pre>

**end edit**


dr del


loud,proud and rooting through your browser cache as we speak - kinky lil devil aint ya



Edited by - dr del on 21-10-2003 06:53:19

Post Tue Oct 21, 2003 8:21 am

Mh, I don't think this is the problem, but you know what? I'll just list the code for all the ini's here. Maybe someone sees something I am too blind to see. ^_^"

goods.ini

<pre><font size=1 face=Courier>
[Good
nickname = dart_lf1_hull
category = shiphull
ship = dart_lf1
price = 1
ids_name = 12013
item_icon = Equipment\models\commodities\nn_icons\dart.3db

[Good
nickname = dart_mf1_hull
category = shiphull
ship = dart_mf1
price = 1
ids_name = 12014
item_icon = Equipment\models\commodities\nn_icons\dart.3db

[Good
nickname = dart_lf1_package
category = ship
hull = dart_lf1_hull
addon = ge_dart_engine_02, internal, 1
addon = dart_power01, internal, 1
addon = dart_scanner_01, internal, 1
addon = dart_tractor_01, internal, 1
addon = dart_thruster_01, HpThruster01, 1
addon = dart_thruster_01, HpThruster02, 1
addon = dart_shield_02, HpShield01, 1
addon = SlowSmallRed, HpRunningLight01, 1
addon = SlowSmallRed, HpRunningLight02, 1
addon = SlowSmallGreen, HpRunningLight03, 1
addon = SlowSmallGreen, HpRunningLight04, 1
addon = SlowSmallGreen, HpRunningLight05, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRed, HpDockLight01, 1
addon = DockingLightRed, HpDockLight02, 1

[Good
nickname = dart_mf1_package
category = ship
hull = dart_mf1_hull
addon = ge_dart_engine_02, internal, 1
addon = dart_power01, internal, 1
addon = dart_scanner_01, internal, 1
addon = dart_tractor_01, internal, 1
addon = dart_thruster_01, HpThruster01, 1
addon = dart_thruster_01, HpThruster02, 1
addon = dart_shield_01, HpShield01, 1
addon = SlowSmallRed, HpRunningLight01, 1
addon = SlowSmallRed, HpRunningLight02, 1
addon = SlowSmallGreen, HpRunningLight03, 1
addon = SlowSmallGreen, HpRunningLight04, 1
addon = SlowSmallGreen, HpRunningLight05, 1
addon = SlowSmallGreen, HpRunningLight06, 1
addon = SlowSmallGreen, HpRunningLight07, 1
addon = SlowSmallGreen, HpRunningLight08, 1
addon = SlowSmallRed, HpRunningLight09, 1
addon = SlowSmallRed, HpRunningLight10, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = contrail01, HpContrail03, 1
addon = contrail01, HpContrail04, 1
addon = DockingLightRed, HpDockLight01, 1
addon = DockingLightRed, HpDockLight02, 1
</font></pre>


market_ships.ini

<pre><font size=1 face=Courier>
marketgood = dart_vhf2_package, 1, -1, 1, 1, 0, 1, 1
marketgood = dart_mf1_package, 1, -1, 1, 1, 0, 1, 1
marketgood = dart_lf1_package, 1, -1, 1, 1, 0, 1, 1
</font></pre>

shiparch.ini

<pre><font size=1 face=Courier>
[Ship
ids_name = 525291
ids_info = 458857
ids_info1 = 458858
ids_info2 = 66608
ids_info3 = 458859
ship_class = 0
nickname = dart_lf1
LODranges = 0, 99999, 99999, 99999
msg_id_prefix = gcs_refer_shiparch_lfighter
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\dart\lf1\lf1.cmp
material_library = Ships\dart\lf1\lf1.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\dart\dart_lf1_cockpit.ini
pilot_mesh = generic_pilot
nanobot_limit = 80
shield_battery_limit = 80
mass = 75.000000
hold_size = 70
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 1050
fuse = intermed_damage_smallship02, 0.000000, 525
fuse = intermed_damage_smallship03, 0.000000, 350
max_bank_angle = 50
camera_offset = 12, 46
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 10000
explosion_arch = explosion_li_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 300, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 750, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 16000.000000, 16000.000000, 56000.000000
angular_drag = 14000.000000, 14000.000000, 34000.000000
rotation_inertia = 2700.000000, 2700.000000, 900.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 0
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
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 6
shield_link = dart_lf1_shield, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
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_10, HpShield01
hp_type = hp_fighter_shield_special_9, HpShield01
hp_type = hp_fighter_shield_special_8, HpShield01
hp_type = hp_fighter_shield_special_7, HpShield01
hp_type = hp_fighter_shield_special_6, HpShield01
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
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, HpThruster02
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_2, HpTorpedo01


[Ship
ids_name = 525292
ids_info = 458860
ids_info1 = 458861
ids_info2 = 66608
ids_info3 = 458862
ship_class = 1
nickname = dart_mf1
LODranges = 0, 99999, 99999, 99999
msg_id_prefix = gcs_refer_shiparch_hfighter
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\dart\mf1\mf1.cmp
material_library = Ships\dart\mf1\mf1.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\dart\dart_lf1_cockpit.ini
pilot_mesh = generic_pilot
nanobot_limit = 140
shield_battery_limit = 140
mass = 90.000000
hold_size = 100
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 1050
fuse = intermed_damage_smallship02, 0.000000, 525
fuse = intermed_damage_smallship03, 0.000000, 350
max_bank_angle = 40
camera_offset = 12, 46
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 14000
explosion_arch = explosion_li_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 300, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 750, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 20000.000000, 20000.000000, 60000.000000
angular_drag = 17000.000000, 17000.000000, 37000.000000
rotation_inertia = 3000.000000, 3000.000000, 1200.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 0
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
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 12
shield_link = dart_mf1_shield, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01, HpThruster02
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_1, HpTorpedo01, HpTorpedo02
hp_type = hp_torpedo_special_2, HpTorpedo01, HpTorpedo02
</font></pre>

There we go. I haven't balanced them yet, but that shouldn't be the source of our problem here, mh? Well, in any case, if you see something suspicious, please tell me. Oh, don't be surprised about the fact they both use the same icon in the ship dealer list. It's a temporary solution until I find a way to make custom icons without overwriting existing ones. (vmesh reference issue)

T448

Post Tue Oct 21, 2003 10:41 pm

hey t448,

nup cant see anything wrong with the code - are you using replace or append to get the ships in game?

on the icon thing just use some of the un-implemented game icons - as long as you use a different one for each ship it should work fine and the fact they are never used in game prevents most problems.



dr del


so many women- so little chance

Post Fri Oct 24, 2003 3:29 pm

Okay, I solved my problem. It is very similar to the vmf problem with the icons. ;-) I simply modeled the medium fighter I did by slightly changing the light fighter I did earlier, so both had the same first entry in the groups list in MiSha, which the cmp exporter uses for the (supposedly) unique vmf entry in the created cmp file. ^_^" I just changed the name and exported again, and voilá, problem solved.

Now, I need to figure how to make my own system, faction and all.... that will take time, i fear. Anyways, thanks again for the help.


T448

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