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Q: a simple procedure or beyond modding..

The general place to discuss MOD''ing Freelancer!

Post Sun Jul 25, 2004 7:28 am

Q: a simple procedure or beyond modding..

Hello!. my first post on this awesome site so i hope im asking in the right forum...Have designed my own ship with landing gear that extends when animated in 3dmax. Is there some way to apply this animation sequence to the freelancer program when my new ship is exported into it or is this more of 'code' modding procedure beyond the skill and experience of a home user, My goal is have this happen whenever landing/takeoff seqeunces are applied. Any feedback from anyone is much appreciated.

Post Sun Jul 25, 2004 8:08 am

Well - sounds fantastic - and the MODELLING forum is best bet for you!

Dunno if its possible, just cause no-one has done animation sequences on models yet!

Post Mon Jul 26, 2004 2:37 am

You can change:
-The stats of ships
-The location where ships are sold
-The stats of equipment
-The location where what equipment is sold
-The location where wich commodity is sold for what price
-The location of bases, tradelanes, jumpgates etc.
-The Stats of asteroid fields, nebulas and similar stuff
-Patrols (who patrols where, new patrol pathes etc)
-Basically everything about the universe that is information
-Names and Info-text of stations, equiment etc. (You need Visual C or something similar to do this )
-You can add new ships, equipment, stations etc (everything mentioned above)
-3D models
-Textures
-Icons/graphics
-Missions
-Ingame cinematics
-Savegames

You can't change (yet):
-Character animations
-Ship collision boxes
-new effects
-Anything that is related to the actual game engine. We don't have the sourcecode of the game, so we can't change what is hardcoded.

Post Mon Jul 26, 2004 2:56 am

You can add animation, but it's not very easy unless you have something to work from (In other words copy ). The ships already have animation for things like the bay doors, use the UTF editor and look under the "Animation --> Script" node.

You may be able to use the same animation for the bay doors "in reverse", i.e. have the landing gear open downwards from the bottom of your ship.

Post Mon Jul 26, 2004 9:21 am

Unless you can activate that scripting through a thn file you won't be able to have your landing gear animation. Even if you did though you would want to get rid of that 'cushion of air' thing that already exists under parked ships.

Post Mon Jul 26, 2004 11:32 am

the way to get around the 'cushion of air' thing is to have your HpMount hardpoint as close to the ship as possible and then have your landing gear extend to the same distance as the HpMount, like mentioned check the Animation->Script node in UTF to see how that bit is done, then see if you can find the thn script file that activates it. With any luck you mite be able to work something out.

Roland "Hobbes" Orr
Founder, Samurai Studios

Post Tue Jul 27, 2004 3:47 am

thanks alot guys thought it might be code related. Creative thinkin ther Hobbes am going to experiment with the 'bay doors' idea tonight. if it works ill post the ship for others AND how(if) i do it.

"From a tiny spark leapth the mightiest flame"- Dante

Post Tue Jul 27, 2004 4:42 am

What if you made it so that the landing gear appeared when on cityscape/base deck view, but not in space?

Leader of the Republic Mod Team. http://republicmod.proboards32.com
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

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