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Questions: blackhole and other things, please help!

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Post Thu Oct 28, 2004 8:50 am

Questions: blackhole and other things, please help!

Hi everyone!

I'm working on the next version of my mod (The Monkeys 1.2) and I have some problems:

1.
I made some new systems and I always wondered what "interference" means. In some Nebulas or also other zones in the original systems is a line like this:

interference = 0.500000

I already searched the forums for this, but couldn't find an exact answer. So, what does this mean?


2.
I want to use Nephilims Blackhole (awesome work!), but he was not able to get rid of all bugs and I'm also not able to correct them. So I need your help.

The first and most important thing are the rings (or the disc, however you call it) around the core of the blackhole. Everytime their center gets out of view they totally dissappear. FLAddRadius you'll say, but this did not help and I also tried FLModelTool and some other things. I couldn't solve this problem. So please, if someone could look into this and try to help me. There must be a mistake in one of the files (look at the end of the thread), which makes the rings dissappear.

The second thing is a thin, white light spear, going through the core of the blackhole (You may download the blackhole from Nephilim to see this). This thing can only be seen from some positions. If you fly around the core it sometimes is also invisible.

The last thing is the core itself. You can fly right through it. I think that I only need a sur file for this, but I'm not sure where the sur files for planets are. I simply want the core to have a surface, so that you will crash into it, if you fly there.

I know that you might get nothing for your work (Of course you will get credit in my mod) and that this may be lots of work, but please, if you know something help me or at least tell me your ideas how to fix this.

Many thanks to everyone helping me!!!

Here are the files:

data/equipment/select_equip.ini:

[AttachedFX
nickname = fx_BlackHoleJets
particles = BlackHoleJets

[AttachedFX
nickname = fx_BlackHoleFlashes
particles = BlackHoleFlashes


data/fx/effect_types.ini:

[EffectType
nickname = EFT_EQUIP_ATTACHED_INSANELY_LARGE
priority = 1.000000
generic_priority = 1.000000
lod_type = EFT_LOD_NONE
radius = 1000000
visibility = EXIST_OFFSCREEN
update = UPDATE_OFFSCREEN
run_time = -1
pbubble = 1000000, 1000000

I'm not sure about this, because there already is an EffectType called "EFT_EQUIP_ATTACHED_INSANELY_LARGE". But I renamed this one (also in effects.ini) and it was the same as before!


data/fx/effects.ini:

[Effect
nickname = BlackHoleJets
effect_type = EFT_EQUIP_ATTACHED_INSANELY_LARGE
vis_effect = BlackHoleJets

[Effect
nickname = BlackHoleFlashes
effect_type = EFT_EQUIP_ATTACHED_INSANELY_LARGE
vis_effect = BlackHoleFlashes


data/fx/misc/misc_ale.ini:

[VisEffect
nickname = BlackHoleJets
alchemy = fx\misc\dyson_city.ale
effect_crc = -165405338

[VisEffect
nickname = BlackHoleFlashes
alchemy = fx\misc\rtc_planetlightning.ale
effect_crc = 43751285
textures = fx\storm.txm


data/solar/loadouts.ini:

[Loadout
nickname = BlackHoleJets
equip = fx_BlackHoleJets, HpRunningLight01
equip = fx_BlackHoleJets, HpRunningLight01
equip = fx_BlackHoleJets, HpRunningLight02
equip = fx_BlackHoleJets, HpRunningLight02
equip = fx_BlackHoleFlashes, HpRunningLight01
equip = fx_BlackHoleFlashes, HpRunningLight01
equip = fx_BlackHoleFlashes, HpRunningLight02
equip = fx_BlackHoleFlashes, HpRunningLight02


data/solar/solararch.ini:

[Solar
nickname = BlackHoleCore
type = SUN
shape_name = NNM_SM_SUN
DA_archetype = solar\blackhole\blackholecore.cmp
material_library = solar\blackhole\blackholecore.mat
mass = 1000000
LODranges = 0, 1000000
solar_radius = 1000
phantom_physics = true

[Solar
nickname = BlackHoleDisc
type = NON_TARGETABLE
DA_archetype = solar\blackhole\blackholedisc.cmp
material_library = solar\blackhole\blackholedisc.mat
loadout = BlackHoleJets
LODranges = 0, 1000000
phantom_physics = true


data/solar/blackhole/blackholeclouds.ini:

[TexturePanels
file = solar\blackhole\blackholeshapes.ini

[FadeChunks
num = 600
fade_range = 2400, 1000, 500, 200
shape = lava_chunk
size = 40, 80
color = 255, 255, 255
thickness = 50

[CloseChunks
num = 100
fade_range = 800, 400
shape = lava_chunk2
size = 2, 8
color = 40, 40, 40
thickness = 250

[Fog
opacity = 0.500000
color = 80, 30, 30

[Clouds
puff_size = 15
puff_count = 50
puff_drift = 500
puff_colora = 90, 90, 90
puff_radius = 200
puff_density = 0.600000
puff_opacity = 1.000000
puff_weights = 1, 1, 1, 2
puff_max_alpha = 0.750000
puff_particles = 3
puff_cloud_size = 1
puff_shape = rock_wisp1
puff_shape = rock_wisp2
puff_shape = rock_wisp3
puff_shape = rock_wisp4
max_distance = 500
near_fade_distance = 50, 100


data/solar/blackhole/blackholeshapes.ini:

[Texture
file = solar\rings\rings.txm
texture_name = rock_wisps
shape_name = rock_wisp1
dim = 0, 0.500000, 0.500000, 0.500000
shape_name = rock_wisp2
dim = 0.500000, 0.500000, 0.500000, 0.500000
shape_name = rock_wisp3
dim = 0, 0, 0.500000, 0.500000
shape_name = rock_wisp4
dim = 0.500000, 0, 0.500000, 0.500000


In the blackhole folder are also the cmps and mats for the blackholecore and the blackholedisc.


data/universe/systems/systemxx/systemxx.ini:


[Object
nickname = BlackHoleCore
archetype = BlackHoleCore
ids_name = 458755
ids_info = 458756
pos = 0, 0, 0
ring = BlackHoleClouds, solar\blackhole\blackholeclouds.ini

[Object
nickname = BlackHoleDisc
archetype = BlackHoleDisc
pos = 0, 0, 0
spin = 0, -1, 0

[Zone
nickname = BlackHoleClouds
pos = 0, 0, 0
size = 10000, 0, 2500


That's it. The credits for this go to Nephilim. If you use it give him credit.
It would be great if someone could help me with this!


3.
Is it possible to have mission consigners (the guys, showing up if you start from the base and saying things like "see the Navmap for further instructions" with monkey or robot heads. In my mod I made two new factions, the robots and the monkeys and it would be nice to have a monkey or a robot in the com window, if you do a mission for them.
So is this possible, and if it is, how to do this?

Many thanks to all of you for helping me!

Black Eagle

Post Thu Oct 28, 2004 9:22 am

I don't know about your points 2 and 3, but I believe the Interference is the factor by which your sensors are reduced. Turning that to 1 means that you're flying with visuals only. 0.25 quarters the range, etc

Post Thu Oct 28, 2004 3:43 pm

Thanks Darkstone! This really helps!

Does anyone know about the other two questions?

Post Fri Oct 29, 2004 4:20 am

For point 2 : to give the core a sur file, just do same as for ships - rename a sur file with the closest size/shape.

The dissapearing problem is interesting - it's nice to have another example as Silvik has same problem with the concave shield on his shielded spacestation in Tie Universe mod. Adding a block in concave.ini has no effect, likewise manually setting a HUGE radius as distance seems to be a key factor. Also i've noticed that the targeting reticule causes a gap in the model from 1k or so range. I wonder if this is purely a distance thing that the FL engine cannot deal with and whether poking around in the gfx dlls may help (StoneD where r u? )

For point 3 : the mision dude i'm sure is editable but is global for missions from all factions.

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

Xtreme Team Studios

Post Sat Oct 30, 2004 7:47 am

Many thanks Anton!

To bad that the mission consigner is global for all factions, but maybe I can make him a robot, because every faction owns some robots (e.g.: if you land on Planet Manhattan, there is also a robot, who says: you are ready to dock).

To point 2: So I was right that I only need a sur file for this. Good to know.

Thanks again Anton.

Please, if anyone can help me with this disappearing blackhole!!!

Post Sat Oct 30, 2004 10:12 am

I don't know how you change them, but I know Mission guys aren't global...

Look at the one on Manhattan and the one on Malta.. They aren't the same at all!

Post Sun Oct 31, 2004 1:42 pm

You're quite right Friendly_Fire! I'd not nticed that It's in costumes.ini, the mc_br, mc_ku etc sections to define the look and then faction_prop.ini to give a specific Mission Commision bod to each faction. Nice!

Well Black, there ya go solution to point 3!

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

Xtreme Team Studios

Post Sun Oct 31, 2004 3:20 pm

Hey, many thanks guys!

This rocks. I will have monkey and robot mission consigners!

Many thanks again!!!

Post Sat Nov 06, 2004 2:20 am

One more question!

Is it possible to have more different intros than only three?

Normally you have three different intros that are randomly (right?) shown in the menu! Is it possible to add some new intros, so that you have six different?

Every intro has a ini file in Data/Systems/Intro/Bases. But only adding a new file for a new intro (and of course the thn file) did not work. Do I need some other things, or is it simply impossible?

And, please! Does someone now something about the disappearing blackhole disc? I really need your help with this!

Many thanks for helping!

Post Sat Nov 06, 2004 3:50 am

I just noticed, you mention you don't want people to fly through it - so why on earth do you have phantom_physics = true line? Remove those if you don't want people going through, as even if there is a sur file they will fly through that object......

It may make no difference at all if there isn't a sur file - but if there is.....

Edited by - Chips on 11/6/2004 4:01:40 AM

Post Sat Nov 06, 2004 5:13 am

The Blackhole disc... In some recent emails with Argh! concerning his ocean plane disappearing when center not on screen after radius fix, Argh said that he fixed the problem by giving the model more polygons. This may be the case here. Silvik had a similar issue with the shield section of his Shielded Spacestation from Tie Universe mod. I don't know yet whether this solution helped him i'm afraid but worth a try to get the model imported to milkshape and redo it.

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

Xtreme Team Studios

Post Wed Nov 10, 2004 1:14 pm

Blackhole disk again - Silvik says that the lack of a sur file prevented his station shield displaying correctly...

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

Xtreme Team Studios

Post Wed Nov 10, 2004 1:44 pm

What you've gotta do here, to get Solar objects of large size/weird shapes to display correctly... is three things:

1. Hunt around through the FL SUR files until you find something that's as close a fit in terms of GEOMETRY as possible. Anton's FLModel Tool actually does a pretty good job getting the size/offsets right, if you can just find a good SUR. If you find a good SUR, but it's good only if the model's on a certain axis... alter the CMP via MS3D export/import, and get it to the right axis before resizing the SUR with FLModel Tool.

2. It's absolutely necessary to have a valid SUR, and it needs to be about the same size and roughly the same dimensions as your object, to prevent the object from drawing improperly (such as disappearing off the screen when the center's not right).

3. The Radius declaration should be set to the approximate largest dimensions of your object, and the LOD needs to be set right (yes, duh, I know).

Also, I should note for the record that trying to move/resize Digital Anvil's CMPs is not recommended, with any of the existing tools. You probably know this already, but I thought a friendly warning was in order. Whatever they did to their files for LOD purposes (a mystery which I shall soon be plumbing myself) is not very amenable to resizing operations. FLModel tool, for example, will size every sub-object individually, and won't accept assigning a multi-part CMP a SUR. With MS3D, you can get pretty good results, if you're careful to scale/rotate around the Origin ONLY. Good luck

Post Fri Nov 12, 2004 3:40 am

Many thanks for all your answers!

I'm currently not at home, but I will try to get it working as soon as I can. You reallly helped me out! Thanks again!

Black Eagle

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