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Gun Cluster

The general place to discuss MOD''ing Freelancer!

Post Fri Nov 14, 2003 4:42 am

you must use the uncompressed version of that tga file. or better yet if you can import it into dds format you don't need to manipulate it i mean flipping it. Anyway you cannot view dds texture file in ms3d. in order to view it you need the uncompressed version of your tga file.

texture library entry for dds and tga's

texture library
yourtexture.tga - the extension must always be .tga
MIP0 = for .tga files
MIPS = for .dds files



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Post Fri Nov 14, 2003 5:09 am

Ok I have a photoshop plugin I put in my Paint Shop Pro Dir but I don't think it's working... So how do I create dds? Will it work for my texture so I can see it in Freelancer???

http://www.geocities.com/jamie.ryan.geo/jf13.zip -is my project file also above is the fixed MS3D file and you'll see what I mean by the texture won't show up just the unskinned ship.

Post Fri Nov 14, 2003 7:28 am

did you compare the texture names in your ms3d with those of the mat file. They must be the same or else it will not show. And make sure that the entry in the dt_name is the same one in your texture library entry.

material library
dt_name = yourtexture.tga - in string of course
Type = dcdt - in string of course

texture library
yourtexture.tga
MIP0 = imported tga file
MIPS = imported dds file

and for the dds plugin just make sure that it is in the plugin directory as directed.

BTW you can get it at nvdia's web site. they even offer a DOS based converter there.

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Post Fri Nov 14, 2003 9:57 pm

I have Texture!! YAY!!!! My cockpit skin always showed up... and so I took my other skins resized them to the cockpit one and pasted over and saved them as the proper TGA file and then the all showed up.... why I haven't the slightest Idea but it works! Thanks to you all for lending a hand and sharing your knowledge... my next post will be when my ship is ready (fingers crossed)

Post Fri Nov 21, 2003 5:44 am

I think I need to make a DLL file for my ship to work in my new mod is there a way too edit an exist dll to suit your ship or do you have to create a new one?

My new mod can be found in Mod Anouncements Under JF Tech

Post Sun Nov 23, 2003 4:07 am

dll 101 for ships
tools needed
FLEDId dll editor found in the DL page
a text editor

why not make it a scripted shiparch.ini entry

<data file="DATA\SHIPS\Shiparch.ini" method="append">
<source>
[Ship
ids_name = 0 ;GENERATESTRRES("YourShipName" --- a short nickname would be nice
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT> </TEXT><PARA/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Stats</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT> </TEXT><PARA/><TEXT>Gun/Turret Mounts: 4/0</TEXT><PARA/><TEXT>Armor: 1000</TEXT><PARA/><TEXT>Cargo Space: 20</TEXT><PARA/><TEXT>Max Batteries/Nanobots: 20/20</TEXT><PARA/><TEXT>Optimal Weapon Class: 4</TEXT><PARA/><TEXT>Max. Weapon Class: 6</TEXT><PARA/><TEXT>Additional Equipment: M, CM, CD/T</TEXT><PARA/><PARA/><POP/></RDL>"
ids_info1 = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Experimental Scout "Ghost X-9"</TEXT><PARA/><TEXT></TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Military Reconassaince has always placed scouts at high risk due to their weak armor and poor combat ability. To counter this, a joint Liberty-Kusari project was initiated to build a small fighter that could outrun anything on conventional drives and outmaneuver cruise disruptor armed foes.</TEXT><PARA/><PARA/><TEXT>And so the Ghost X-9 was born. Using an experimental CHAOS Linear Drive system, the Ghost is capable of reaching near cruise speeds without activating its cruise drives. Its dual thruster hardpoints allow it to even exceed cruise speeds for short periods of time.</TEXT><PARA/><PARA/><TEXT>Built with speed and manueverbility in mind, the Ghost is capable of conducting lightning hit and run tactics on even large ships with its torpedo mount while evading any defenses with its high yield maneuvering thrusters allowing it to jet engine plasma directly into its lateral thrusters for extreme amounts of side strafing for short periods of time.</TEXT><PARA/><PARA/><TEXT>With its advanced flight systems taking up a majority of on board space, the Ghost suffers greatly by trading off protection for speed and its cargo capacity is cruelly small. Its greatest armor is in its speed and ability to avoid hostile fire.</TEXT><PARA/><PARA/><POP/></RDL>"
ids_info2 = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><TEXT>Stats</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><TEXT> </TEXT><PARA/><TEXT>Gun/Turret Mounts:</TEXT><PARA/><TEXT>Armor:</TEXT><PARA/><TEXT>Cargo Space:</TEXT><PARA/><TEXT>Max Batteries/NanoBots:</TEXT><PARA/><TEXT>Optimal Weapon Class:</TEXT><PARA/><TEXT>Max. Weapon Class:</TEXT><PARA/><TEXT>Additional Equipment: </TEXT><PARA/><POP/></RDL>"
ids_info3 = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT> </TEXT><PARA/><TEXT> </TEXT><PARA/><TEXT>4/0</TEXT><PARA/><TEXT>1000</TEXT><PARA/><TEXT>20</TEXT><PARA/><TEXT>20/20</TEXT><PARA/><TEXT>4</TEXT><PARA/><TEXT>6</TEXT><PARA/><TEXT>M, CM, CD/T </TEXT><PARA/><POP/></RDL>"
ship_class = 0
.
.
.
type here the rest of the YourShip shiparch entry

ids_info1 contains the story of your ship.

be sure that you have a script.xml and make it YourShipName.xml or you can insert this in you script.xml.

BTW any GENERATe...RES must be on one line only or else fl will crush.

TAKE NOTE THIS IS A MOD SCRIPT. it will automatically generate its own dll file.

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Edited by - firebase on 23-11-2003 04:09:00

Post Mon Nov 24, 2003 5:30 am

Sweet DUDE! Thanks fro the info

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