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Custom Missiles
The general place to discuss MOD''ing Freelancer!
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Does anybody know how to make a custom missile? i don't mean the coding it in the ini files, but making a custom cmp/3db file so the missile looks like, say, a flying fist or something like that. i've looked everywhere and found no tutorials or anything discussing it. please help!
missiles are actually objects, although you can't really see them ingame. i tried, it can't be done like making a ship. missiles are in .3db format and they have a totally different structure than the .cmp files. i am pretty sure the solution is simple and i will probably kick myself when i find out. if anyone has made a custom missile that works, could you please email me at:
[email protected]
with any tips you may have. Thanks very much!
Edited by - hhc_alpha on 5/17/2004 9:28:58 PM
[email protected]
with any tips you may have. Thanks very much!
Edited by - hhc_alpha on 5/17/2004 9:28:58 PM
I don't think they're models as such...because IIRC, icons (such as at news vendors) are also in .3db format, which means that the actual missile is probably just a spherical object, and it's the effect that gives it the colour or whatever. Try opening a 3db file in a modelling program or UTF editor
.3db is a simplified, less complex .cmp format.
try the milkshape cmp importer, it can handle .3db files as well.
you can import missiles, torps, whatever and i am pretty sure that u can also use .cmp-s for those, they are models after all.
-> just try it, experiment, some of these lil things are great.
i'm thinkin bout starlancer like capship torpedoes, ok, those are maybe too large but something similar can be done for sure.
(you could make a carrier that fires small kamikaze fighters, but i wouldnt mod that cause of obvious reasons...)
---------------------------------
Excelcia Mod Leading Developer
try the milkshape cmp importer, it can handle .3db files as well.
you can import missiles, torps, whatever and i am pretty sure that u can also use .cmp-s for those, they are models after all.
-> just try it, experiment, some of these lil things are great.
i'm thinkin bout starlancer like capship torpedoes, ok, those are maybe too large but something similar can be done for sure.
(you could make a carrier that fires small kamikaze fighters, but i wouldnt mod that cause of obvious reasons...)
---------------------------------
Excelcia Mod Leading Developer
FYI... those missiles have models... why can't you see it? its engine hardpoint, or whatever hardpoint it is, is infront of it... This is a glitch in the part of DA...
a message from firebase...
This is driving me nuts. I want to make a missile that looks like a ship and can be fired from a capital ship. So you be able to fire a Kamikaze fighter at your enemies. The generic FL ships work fine, but none the custom ships from my mod work. There must be some small setting that is needed for this to work. Please help if you can.
We've secretly replaced their dilithium crystals with new Folgers crystals. Now let's watch them go to warp.
We've secretly replaced their dilithium crystals with new Folgers crystals. Now let's watch them go to warp.
I've made missiles where you can see the warhead. Download Warriors of the Sky, Beta 1, and you can see how they were implemented.
I plan to have a number of custom weapon projectiles in Beta 2, using all-original models, too
Oh yeah... and are you ever going to get Wasabe to talk to me about THNs? I'd really appreciate it, if you'd do what you said you were going to.
Edited by - Argh on 3/18/2005 4:03:39 PM
I plan to have a number of custom weapon projectiles in Beta 2, using all-original models, too
Oh yeah... and are you ever going to get Wasabe to talk to me about THNs? I'd really appreciate it, if you'd do what you said you were going to.
Edited by - Argh on 3/18/2005 4:03:39 PM
Well...
Making the model is not really the problem and .cmp files can be renamed to .3db and still work... if the launcher model (if used) was treated like a weapon then there is no reason the launcher model would not work.. I have played with them a little and have plans for a rocket launcher model.. Is the projectile model part of the effect? , as there doesn't seem to be projectile hardpoints listed in the model files used by Freelancer.
Equip a ship with hardpoints for them the torps behave pretty much like any other weapon and if you fire them in game by positioning yourself with turret view so you can both fire and view the weapon mounted on your ship ....the model remains in position on your ship..the effect moves toward the target.. yet there seems to be something tricky about them because unlike other freelancer weapons they have running light and exhaust hardpoints which guns do not. Yet the model does not leave the ship, but the same archetype is used for both weapon and projectile in the weapon_equip.ini...
Missles are different in that the launcher is treated the same way as a normal freelancer weapon and use a separate projectile archetype..
My feeling is that it would be easier to get a missile launcher working than a torp...
Dunno if this ramble will help you but it has given me an idea or two.. lol
Harrier
Edited by - Harrier on 3/18/2005 5:09:32 PM
Making the model is not really the problem and .cmp files can be renamed to .3db and still work... if the launcher model (if used) was treated like a weapon then there is no reason the launcher model would not work.. I have played with them a little and have plans for a rocket launcher model.. Is the projectile model part of the effect? , as there doesn't seem to be projectile hardpoints listed in the model files used by Freelancer.
Equip a ship with hardpoints for them the torps behave pretty much like any other weapon and if you fire them in game by positioning yourself with turret view so you can both fire and view the weapon mounted on your ship ....the model remains in position on your ship..the effect moves toward the target.. yet there seems to be something tricky about them because unlike other freelancer weapons they have running light and exhaust hardpoints which guns do not. Yet the model does not leave the ship, but the same archetype is used for both weapon and projectile in the weapon_equip.ini...
Missles are different in that the launcher is treated the same way as a normal freelancer weapon and use a separate projectile archetype..
My feeling is that it would be easier to get a missile launcher working than a torp...
Dunno if this ramble will help you but it has given me an idea or two.. lol
Harrier
Edited by - Harrier on 3/18/2005 5:09:32 PM
I have made this work with using stock Freelancer ship as projectiles without a change to the ship or the file extension. Since Free Worlds is a Star Wars TC mod, I wanted to get it to work with some of our small fighters.
We've secretly replaced their dilithium crystals with new Folgers crystals. Now let's watch them go to warp.
We've secretly replaced their dilithium crystals with new Folgers crystals. Now let's watch them go to warp.
Lets cut to the code.
---------------------------------------------------------------
[Munition
nickname = ammo
explosion_arch = explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = none
detonation_dist = 4
lifetime = 15
Motor = motor
force_gun_ori = false
const_effect = li_cruisedis01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 5000
seeker_fov_deg = 90
max_angular_velocity = 8.710000
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100
---------------------------------------------------------------
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
you should be able to make this work simply bye replacing the
li_rad_missile.3db and the li_equip.mat
---------------------------------------------------------------
---------------------------------------------------------------
[Munition
nickname = ammo
explosion_arch = explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = none
detonation_dist = 4
lifetime = 15
Motor = motor
force_gun_ori = false
const_effect = li_cruisedis01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 5000
seeker_fov_deg = 90
max_angular_velocity = 8.710000
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000100
---------------------------------------------------------------
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
you should be able to make this work simply bye replacing the
li_rad_missile.3db and the li_equip.mat
---------------------------------------------------------------
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