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planet pygar
The general place to discuss MOD''ing Freelancer!
35 posts
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open the base's deck(should be cityscape) entry and where you see this line
<PlayerShipPlacement>
name = X/Shipcentre/01 <-whatever is here is wrong,causing the ship to sit in the wrong spot
landing_script = Scripts\Bases\Br_01_cityscape_land_01.thn
launching_script = Scripts\Bases\Br_01_cityscape_launch_01.thn
also it looks like you're using a deck room instead of a cityscape,thus the crates & equipment carts being out.
<PlayerShipPlacement>
name = X/Shipcentre/01 <-whatever is here is wrong,causing the ship to sit in the wrong spot
landing_script = Scripts\Bases\Br_01_cityscape_land_01.thn
launching_script = Scripts\Bases\Br_01_cityscape_launch_01.thn
also it looks like you're using a deck room instead of a cityscape,thus the crates & equipment carts being out.
I used Toledo's Planetscape and only changed the actual planet. Here is the entry for the landing spot:
{
spatialprops={
orient={
{
-0.371334,
0,
0.9285
},
{
0,
1,
0
},
{
-0.9285,
0,
-0.371334
}
},
pos={
23.661036,
0,
31.21434
}
},
type=7,
entity_name="X/Shipcentre/01",
lt_grp=0,
template_name="",
usr_flg=0,
srt_grp=0
},
I've heard that vector mathmatics are a real pain in the a** to work with. Can I make it any easier? Also, the Toledo docking sequence works VERY well with the Pygar planetscape. So, I've used that instead. And I've rid the area of the second ship pad.
MK
{
spatialprops={
orient={
{
-0.371334,
0,
0.9285
},
{
0,
1,
0
},
{
-0.9285,
0,
-0.371334
}
},
pos={
23.661036,
0,
31.21434
}
},
type=7,
entity_name="X/Shipcentre/01",
lt_grp=0,
template_name="",
usr_flg=0,
srt_grp=0
},
I've heard that vector mathmatics are a real pain in the a** to work with. Can I make it any easier? Also, the Toledo docking sequence works VERY well with the Pygar planetscape. So, I've used that instead. And I've rid the area of the second ship pad.
MK
Hi mknote!
At first I have to say that this is really great work!!! New planetscapes is something very rare and we need more people, who work on these. And as it is an unused planetscape of FL, it also looks like the other planetscapes and perfectly fits into the game.
So, keep workin on it!
I cannot help you with this, as I do not know anything about thn files and cmp files, but there is a thread in the General editing forum, where Argh and Aldebaran are talking about new planetscapes and base rooms (impressive pictures in there). These two really know what they are doing and should be able to help you with this. So, just go to the general editing forum and look into the thread "sexist thns, begone" by Argh.
I hope this helps!
And, if you are ready, it would be great to have a mod or at least the new planetscape downloadable her on TLR.
Again, great work!
Black Eagle
At first I have to say that this is really great work!!! New planetscapes is something very rare and we need more people, who work on these. And as it is an unused planetscape of FL, it also looks like the other planetscapes and perfectly fits into the game.
So, keep workin on it!
I cannot help you with this, as I do not know anything about thn files and cmp files, but there is a thread in the General editing forum, where Argh and Aldebaran are talking about new planetscapes and base rooms (impressive pictures in there). These two really know what they are doing and should be able to help you with this. So, just go to the general editing forum and look into the thread "sexist thns, begone" by Argh.
I hope this helps!
And, if you are ready, it would be great to have a mod or at least the new planetscape downloadable her on TLR.
Again, great work!
Black Eagle
If you want to move the landing spot onto the pad then just change the position values:
...
pos={
23.661036,
0,
31.21434
}
...
These are the (x,y,z) co-ordinates. If you don't know the orientation of the planetscape model then use trial-and-error; take some off each co-ordinate in turn and see which way it moves, until you get it lined up correctly.
...
pos={
23.661036,
0,
31.21434
}
...
These are the (x,y,z) co-ordinates. If you don't know the orientation of the planetscape model then use trial-and-error; take some off each co-ordinate in turn and see which way it moves, until you get it lined up correctly.
I am NOT one to give up, but sometimes I need to throw in the towel. In a manner of speaking, anyway. Could somebody else make this script? Aldebaran seems to have the ability to make parts and put them into a script. Putting a script together from already-made parts would be quite a bit easier. However, he is busy with Freeworlds, so, unless he can take a break or work on both at the same time, someone else would need to be in order. Also needed, for anyone who takes this up, is the AmbientDay, Traffic, Launch, and Land sequences (the last two might not be required, as Toledo seems to work fine). Also, there is the Pygar airlock and Pygar depot; I don't know how these fit in.
MK
MK
well, can´t say mine is perfect but i`ve put it online for you to download ..
that`s how far i got:
pygar_pad_ambi_day_01.thn
pygar_pad_hardpoint_01.thn
and that`s what it looks like:
not to forget, that`s the needed code for the planetscape.ini:
<pre><font size=1 face=Courier>
[Room_Info
set_script = Scripts\Bases\pygar_pad_hardpoint_01.thn
scene = all, ambient, Scripts\Bases\pygar_pad_ambi_day_01.thn
scene = all, ambient, Scripts\Bases\Pl_04_pad_traffic_01.thn, TRAFFIC_PRIORITY
[Room_Sound
ambient = ambience_planetscape_rocky
[PlayerShipPlacement
name = X/Shipcentre/01
landing_script = scripts\bases\pl_04_pad_land_01.thn
launching_script = scripts\bases\pl_04_pad_launch_01.thn
[Camera
name = Camera_0
</font></pre>
may it help
that`s how far i got:
pygar_pad_ambi_day_01.thn
pygar_pad_hardpoint_01.thn
and that`s what it looks like:
not to forget, that`s the needed code for the planetscape.ini:
<pre><font size=1 face=Courier>
[Room_Info
set_script = Scripts\Bases\pygar_pad_hardpoint_01.thn
scene = all, ambient, Scripts\Bases\pygar_pad_ambi_day_01.thn
scene = all, ambient, Scripts\Bases\Pl_04_pad_traffic_01.thn, TRAFFIC_PRIORITY
[Room_Sound
ambient = ambience_planetscape_rocky
[PlayerShipPlacement
name = X/Shipcentre/01
landing_script = scripts\bases\pl_04_pad_land_01.thn
launching_script = scripts\bases\pl_04_pad_launch_01.thn
[Camera
name = Camera_0
</font></pre>
may it help
Very good work Rimshot!
That's really a nice new planetscape for some planet in the edge worlds.
Thanks for the good work.
mknote: Could you also post your thns, or the code you wrote. I ask this, because with your settings the point of view was not so close. It looked really good. Maybe I can get the ship position to be right and then I would have two different new planetscapes. One close shot of Pygar and one wider.
So, it would be great, if you could post this here, or send it to me by mail!
Many thanks!
Black Eagle
Edited by - Black Eagle on 5/14/2005 6:37:37 PM
That's really a nice new planetscape for some planet in the edge worlds.
Thanks for the good work.
mknote: Could you also post your thns, or the code you wrote. I ask this, because with your settings the point of view was not so close. It looked really good. Maybe I can get the ship position to be right and then I would have two different new planetscapes. One close shot of Pygar and one wider.
So, it would be great, if you could post this here, or send it to me by mail!
Many thanks!
Black Eagle
Edited by - Black Eagle on 5/14/2005 6:37:37 PM
Alright, I will later (it's 1:40 AM where I am). At any rate, on closer inspection, I've found a few things that may improve this. A lot. I first call your attention to this picture:
http://www.lancersreactor.com/t/art/dis ... esaway.jpg
I am almost 100% sure that this is Pygar. Notice the dust storms mentioned in the infocard? Can this be replicated? If so, perfect!
Issue two -- It is night on Pygar. However, there is an unusual brightness that affects only one side; this is especially noticable when launching. The best way I can think to take care of this is... okay, I have no clue.
Issue three -- I LOVE the meteors, like the ones on Crete. However, they are mostly obstructed by mountains. Could this be taken care of?
In closing, this is one of the best planetscapes I've seen, and I applaud it. It can, however, be improved (maybe). Perhaps it would be to everyones' benefit to improve it. As I am not afriad of saying, I cannot code a zero or a one, much less a planetscape. I've fudged around the ROOM entries a bit (the Houston music goes well with the landing sequence and the terrain) to make it a bit more base-like. Once I release my mod (maybe I should make a thread for it and tease people), the planetscape will be great.
MK
http://www.lancersreactor.com/t/art/dis ... esaway.jpg
I am almost 100% sure that this is Pygar. Notice the dust storms mentioned in the infocard? Can this be replicated? If so, perfect!
Issue two -- It is night on Pygar. However, there is an unusual brightness that affects only one side; this is especially noticable when launching. The best way I can think to take care of this is... okay, I have no clue.
Issue three -- I LOVE the meteors, like the ones on Crete. However, they are mostly obstructed by mountains. Could this be taken care of?
In closing, this is one of the best planetscapes I've seen, and I applaud it. It can, however, be improved (maybe). Perhaps it would be to everyones' benefit to improve it. As I am not afriad of saying, I cannot code a zero or a one, much less a planetscape. I've fudged around the ROOM entries a bit (the Houston music goes well with the landing sequence and the terrain) to make it a bit more base-like. Once I release my mod (maybe I should make a thread for it and tease people), the planetscape will be great.
MK
Cool mknote. I will have a look into the files, when posted.
The picture really looks like Pygar, but, who made this and how did he made this? I do not know any situation in the story, where you launch from such a planet (It has to be from the story, because of Sinclair).
The dust storms in the infocards should be possible to do. In the picture there is already a kind of stormy atmosphere. In my opinion this can be done and I will have a look into this.
The brightness might be a lightsource in the thn. I'm not totally sure (I'm mostly ini coder and do not know so much about thns. Just changed two until now), but it might be possible to remove this.
About the meteors I do not know anything. But I fear that it would be quite difficult to have meteors on Pygar that really fit to it and do not disappear in the air suddenly (On Crete they are just disappearing behind the mountains).
So, whan you post the code, I will try to work on this. In my opinion your picture already looked great and needed only some small improvements (like the ones you mentioned).
Again, good work!
Black Eagle
The picture really looks like Pygar, but, who made this and how did he made this? I do not know any situation in the story, where you launch from such a planet (It has to be from the story, because of Sinclair).
The dust storms in the infocards should be possible to do. In the picture there is already a kind of stormy atmosphere. In my opinion this can be done and I will have a look into this.
The brightness might be a lightsource in the thn. I'm not totally sure (I'm mostly ini coder and do not know so much about thns. Just changed two until now), but it might be possible to remove this.
About the meteors I do not know anything. But I fear that it would be quite difficult to have meteors on Pygar that really fit to it and do not disappear in the air suddenly (On Crete they are just disappearing behind the mountains).
So, whan you post the code, I will try to work on this. In my opinion your picture already looked great and needed only some small improvements (like the ones you mentioned).
Again, good work!
Black Eagle
@mknote:
you`re right, as far as i can remember i used exactly Crete's ambi_day but only changed the starsphere to ew04 (Theta).
actually thns aren`t that hard, go look at them closer ..
for the meteors -you`ll find entity_name="rtc_shootingstars_emit_1", entity_name="rtc_shootingstar_marker" are at position:
<pre><font size=1 face=Courier>pos={
0,
422.260742,
-1157.379883
}, </font></pre>
it`s up to you where they appear.
to add the "pl_bw_pygar_depot" (PetalDB.ini), here`s a template:
<pre><font size=1 face=Courier> {
entity_name="prop_pl_bw_pygar_depot",
type=COMPOUND,
template_name="pl_bw_pygar_depot",
lt_grp=0,
srt_grp=0,
usr_flg=0,
flags=LIT_DYNAMIC,
spatialprops={
pos={
1.333987,
4.938,
55.16177
},
orient={
{
-0.02026,
0,
-0.999795
},
{
0,
1,
0
},
{
0.999795,
0,
-0.02026
}
}
},
userprops={
category="Prop"
}
}, </font></pre>
NOTE: that`s just an example, the position and rotation values need to be changed, cause i copied from any other thn! feel free to perfect it tho
@Thaddeus:
cool then, yea it`s just some free webspace ..
you`re right, as far as i can remember i used exactly Crete's ambi_day but only changed the starsphere to ew04 (Theta).
actually thns aren`t that hard, go look at them closer ..
for the meteors -you`ll find entity_name="rtc_shootingstars_emit_1", entity_name="rtc_shootingstar_marker" are at position:
<pre><font size=1 face=Courier>pos={
0,
422.260742,
-1157.379883
}, </font></pre>
it`s up to you where they appear.
to add the "pl_bw_pygar_depot" (PetalDB.ini), here`s a template:
<pre><font size=1 face=Courier> {
entity_name="prop_pl_bw_pygar_depot",
type=COMPOUND,
template_name="pl_bw_pygar_depot",
lt_grp=0,
srt_grp=0,
usr_flg=0,
flags=LIT_DYNAMIC,
spatialprops={
pos={
1.333987,
4.938,
55.16177
},
orient={
{
-0.02026,
0,
-0.999795
},
{
0,
1,
0
},
{
0.999795,
0,
-0.02026
}
}
},
userprops={
category="Prop"
}
}, </font></pre>
NOTE: that`s just an example, the position and rotation values need to be changed, cause i copied from any other thn! feel free to perfect it tho
@Thaddeus:
cool then, yea it`s just some free webspace ..
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