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Add Custom Bases (Base model hardpointing=

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Post Wed May 05, 2004 1:36 pm

Add Custom Bases (Base model hardpointing=

OK, I wasn't able to find a topic about this in the forums, so i made a new one. If one already exists, please post a link here.
Thank you!

Now to get to the point. I've made a model of a Federation Starbase from Star Trek and I want to add it into the game as a dockable base. Now, what hardpoints (or station parts) are necesary for this to function.
I've taken a look into the largebase01.cmp file with the UTF editor, and under hardpoints there are:

HP /Fixed/ HpDockCamA <-- I suppose that's the docking cams
HpDockCamB
HpDockCamC
HpDockMountA <-- I dunno what this exactly is, I suppose its the docking bays or something
HpDockMountB
HpDockMountC
HpDockMountD
HpDockMountE
HpDockMountF
HpDockMountG
HpDockMountH
HpDockMountI
HpDockMountJ
HpDockPointA01 <-- The path for the ship to go while docking (per bay? (2 for each bay?)) ???
HpDockPointA02
HpDockPointB01
HpDockPointB02
HpDockPointC01
HpDockPointC02
HpDockPointD01
HpDockPointD02
HpDockPointE01
HpDockPointE02
HpDockPointF01
HpDockPointF02
HpDockPointG01
HpDockPointG02
HpDockPointH01
HpDockPointH02
HpDockPointI01
HpDockPointI02
HpDockPointJ01
HpDockPointJ02
HpRunningLight01 <-- pretty clear, the station lights )
HpRunningLight02
HpRunningLight03
HpRunningLight04
HpRunningLight05
HpRunningLight06
HpRunningLight07
HpRunningLight08
HpRunningLight09
HpRunningLight10
HpRunningLight11
HpRunningLight12
HpRunningLight13
HpRunningLight14
HpRunningLight15
HpRunningLight16
HpRunningLight17
HpRunningLight18
Hp_module01 <-- I really dunnno what this could be!!!
Hp_module02
Hp_module03
/Revolute/ HpTurret_S2_01 <-- pretty clear, the station defense turrets
HpTurret_S2_02
HpTurret_S2_03
HpTurret_S2_04
HpTurret_S2_05
HpTurret_S2_06
HpTurret_S2_07
HpTurret_S2_08


So is this the only stuff I need to make the base function or do I need something else, too? Please help me, I's really like this base in my game.

Post Thu May 06, 2004 7:09 am

i was thinking about the dockpoint bit myself the other day... Maybe they have different orientations - 1 for land 1 for launch? I'm busy with other ideas at mo but may come back to this if only out of interest....

+++ out of cheese error - redo from start +++

"Psycho-ceramics. We are the cracked pots of mankind.
Would you like me to decipher a Rorschach for you?"
- Dean Harding, 'One Flew Over The Cuckoos Nest' by
Ken Kesey

Post Thu May 06, 2004 1:12 pm

oh, and hp_module0x - addon bits like domes with plants, shipyard 'tubes' etc

+++ out of cheese error - redo from start +++

"Psycho-ceramics. We are the cracked pots of mankind.
Would you like me to decipher a Rorschach for you?"
- Dean Harding, 'One Flew Over The Cuckoos Nest' by
Ken Kesey

Post Fri May 07, 2004 4:21 am

i have often pondered this myself. I know there are waypoints for the ships to dock. 1 point is to bring the ship in to position when first pressing dock, that lines you up. another one pulls you in inside, and otherones i believe are camera angles for take off and landing. a good way to figure this out is to start a new system, and add the base and test, Delete entried and add entries, see what can and cant be used and what is needed. also look at the ship .cmp files, they show the necessary movements that ship takes for a docking and tacke off procedure.

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Post Fri May 07, 2004 11:26 am

Thanx, guys!
I'll try it out on my Starbase model and post the results here.
The problem is with these docking waypoints, I don't know which one brings you in docking position and which pulls you in.

BTW. Do I have to add those module HPs? Cause my Starbase is a single main part with no addons. Well, I'll try without them and if it crashes put them in etc...

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