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Visibility MOD - help needed!

The general place to discuss MOD''ing Freelancer!

Post Sat Dec 25, 2004 12:14 pm

Visibility MOD - help needed!

I cant find where to change the range asteroids from fields can be seen, anybody got a clue where it could be?

maybe adding lines places

Take a Pick!

Post Sun Dec 26, 2004 1:40 am

[Field
cube_size = 400
fill_dist = 1650
diffuse_color = 220, 220, 180
ambient_color = 120, 120, 120
ambient_increase = 70, 40, 30
empty_cube_frequency = 0.500000

It's the bold line's value you have to increase for the asteroid field of your choosing in the \DATA\SOLAR\ASTEROIDS\ subdirectory of your Freelancer installation. Note that increasing this will very likely drop your framerate below acceptable minimums in the modified asteroid field or, should the "fill_dist" value be high enough, even affects the whole system the field is in.

I tried modding this a few months ago when my X800XT PE arrived but had to abandon it because the performance hit was just too high, even when increasing the values by only 25-33% or so. Setting every "lodranges = ?" to "lodranges = 1000000" for all the objects which have a "lodranges" line is far less a performance brake than this asteroids bugger.

Just try it and see for yourself



Edited by - Preacher0815 on 12/26/2004 1:45:16 AM

Post Sun Dec 26, 2004 3:19 am

I did that lodranges thing to shiparch and solararch in order to make the rest of the visibility mod, now i look to make asteroids viewable from high distances as well as bases and jumpgates (tradelanes dosnt seem to work, do you have a clue on that too?)

thank you ill try that! : )

Take a Pick!

Post Sun Dec 26, 2004 2:19 pm

Unfortunately neither I nor anybody else (ok, so now I've dropped the feud glove onto the floor, let's see who picks it up ) knows how to change the visibility range of tradelane rings. To everybody else: no, tweaking it's "lodranges" value does not do the trick. If we only could get this to work...

Did you notice you can turn Anisotropic Filtering of your videocard as high as you want, planets do still suffer from their textures switched to more detailed ones the closer you get? I found this to be most noticeable if I pass Planet Leeds and watch the white lines (which I think are lit streets or something like that) on its surface. This same effect is in place at least for battleships, too. Just take a look at the tiny lights (= crew quarters?) on the hull the closer you get to one.

Did you find a way to enable light effects (engine trails of moving battleships or the green steam coming out of three valves inside a circle of some stations) to be seen from a greater distance?

Post Mon Dec 27, 2004 6:19 am

I havent looked into effects yet, but I'll try as soon as i find the time (read: will) to do it.

Those tradelanes begin to become annoying, well *sigh* looks like i have to look at some more everlasting ini's

about 7000 is a good value for the fill range, dosnt lag whith me

Edit: Oh yeah, I also got a problem whith getting rochester to show up at further than 4-5k (maybe i missed that base model when editing solararch but i suppose i set it to 400k)

Take a Pick!

Edited by - BmB23 on 12/27/2004 6:22:17 AM

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