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planet pygar

The general place to discuss MOD''ing Freelancer!

Post Tue Jan 04, 2005 12:10 pm

planet pygar

hi all !! (and happy new year)

i`m unsure,
but asking a friend who knows the storyline quite well i was told that you see pygar's planetscape in a cut sequence.

if so, please tell me at which point that happens .. i can`t find the thn ..

to make it clear .. i know how to put the planetscape in a custom thn, but i`m looking to make the omicron theta starsphere show exactly the position / rotation as it is in the original .. it would also help for the lights ..

please let me know if anyone remembers .. when do you see pygar in the storyline?

thanks

Post Tue Jan 04, 2005 12:18 pm

You don't see Pygar in the story. It's mentioned as the place Sinclair found the Artifact, but that's all.

Post Wed Jan 05, 2005 1:19 pm

the components to make a pygar planetscape are there though. all you need is the .thn script to use em

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

Xtreme Team Studios

Post Wed Jan 05, 2005 2:52 pm

well, thx for the responses !

anton -i did that, but i was looking to make it even better

too bad, but never finished sp storyline due to a bug i had (way back) -and then got addicted to multiplayer online ..

anyways, thx

Post Sat Jan 08, 2005 4:03 pm

If my memory is correct there is a cutscene with Juni and Trent flying over the surface of Planet Pygar. This scene takes place directly after docking Planet Pygar.
Check out this thn file scripts\story\s027xa_nrml_sinclair_pl_04_Pad_01.thn


BuckDanny

Post Sat Jan 08, 2005 7:27 pm

change 'Pygar' to 'Sprague' and you'll be absolutely correct. You don't go to Pygar in the SP campaign, and AFAIK, it's not one of the dockable or undockable planets in the game.

Chris Bates
Modeler, SSM-TC
http://ssm-tc.cz-board.de

Post Sat Jan 08, 2005 11:04 pm


change 'Pygar' to 'Sprague' and you'll be absolutely correct.


It must be the sound of the name. The cutscene Danny mentions is the same thing I thought about first when I saw this post...

Post Sun Jan 09, 2005 12:44 am

Sprague is an averege planet in the Omega system just out of Cambridge. You only get to visit it once and it's the location of Sinclair's Research base.

Pygar is in Omicron Theta. Winds are reputed to reach up to 800km/h there, making permanent settlement infeasible. We all assume that the winds temporarily subside as otherwise how could Sinclair collect the artifacts?

The Sirian Rogues, Scourge of the Sirius.
Unprotected Trade Convoy freight, is our freight >

Hand over the cargo or die...Either way, I'm taking your cargo

Post Sun Jan 09, 2005 8:22 am

And what the heck is then with the "Pygar Planetscape" file??????

Post Sun Jan 09, 2005 12:37 pm

Perhaps it's the Sprague one but the name was changed? That happened alot in FL development. Take for example, Universal Shipping was once known as Valhalla Shipping. Lol btw, check out the really old FL screenies. How the game has changed...

The Sirian Rogues, Scourge of the Sirius.
Unprotected Trade Convoy freight, is our freight >

Hand over the cargo or die...Either way, I'm taking your cargo

Post Sun Jan 09, 2005 12:40 pm

It looks like a new world. I gather some story line was scrapped from FL before release so the pygar landscape is probably part of that.

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

Xtreme Team Studios

Post Sun Jan 09, 2005 6:11 pm

I've you've ever seen the origional FL intro movie/trailer, you'll see that much has been scrapped. Bits and pieces remain here and there.... like icons etc for fun sounding gadgets like the "Rheinland coaxial nuclear drive unit" etc. Shame we can't put all of it back in.

Post Thu Jan 13, 2005 4:46 am

And how can I make this files useable?
At least I mean the pygar files.

Post Thu Jan 13, 2005 5:13 am

You will need to make a new .thn file (it's really an LUA script if you need to search for general tutorials on the net). See the tutorials thread for FL based info. The planet looks very similar to Toledo (in sizes of components etc, but a brown version) so maybe start with toledo's script and put pygar stuff in it and tweak as neccessary.

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

Xtreme Team Studios

Post Fri Apr 15, 2005 2:45 pm

Sorry for tredging up this old topic, but it fit my question so nicely that I felt it necessary. I have started to make a Pygar planetscape, using the methods described above. The only thing I've done so far is change the Planetscape entry in the .thn to Pygar's. Now, there are some placement issues, and I don't have any idea how to place things. Note that I a broke and so can't download a 3D editor like Milkshape (I've already used its trial on another game).

MK

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