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Help me.. I''m bUrning!

The general place to discuss MOD''ing Freelancer!

Post Sat Jan 15, 2005 9:10 pm

Help me.. I''m bUrning!

G'day peeps,
I have to admit failure, taken 3 days of solid work to get there..
I've read as many of the forums on beginner modding as possible, tried all the suggestions, advice there. My model fighter is still not working.
The ship is invisible, despite changing up the LOD's countless different ways, I've flipped the tga's so many times i've got no idea whether they are up or down anymore.
There are only 4 hardpoints functional, the engines and even they are out of place. I thought I was following the tutorials ok but.. she ain't got the powa jim.
Happy to post files if someone was kind enough to have a look and see where i'm going wrong. Its just the ship Drizzt has in his tutorial.
Cupp@

There's a good Microsoft, c'mon, u can do it.. FL2 c'mon... good boy! w00f!

Post Sun Jan 16, 2005 1:16 am

well it can, by the sounds of it i'll say it's the .cmp file, you can email them to me if you want(i'll need the originals as well), i'll be happy to help

Post Sun Jan 16, 2005 3:52 am

Cupp@:
Download the "HardCMP" program in the download's section.
1) Fix all of your hardpoints.
2) Check that your ship is within the SUR file you've picked.
--I had a ship that was above the SUR file, and it was invisible, too.

If your ship is sitting above the SUR file...
Or...
Your ship is microscopic in HardCMP...
Download the Model Tool program, also in the download's section.
You can resize the ship and/or the SUR file.
If your ship sits above the sur file, increase the sur's "Y" size, and that should fix it.

Watch your 6!

Post Sun Jan 16, 2005 4:07 pm

Thanks guys!

NightHound: I'm just trying warzogs suggestions as I think that might fix it, the position of the model is not great looking at it in HardCMP, its too low.
Also its giving me a chance to analyze my hardpoint locations. If this fails, I'll take up your offer of sending you the files, thanks muchly

warzog: I think you might be right, the position of the model is actually too low vs. too high. I'm trying out your advice and will let you know how i go. Thanks for the help

Cupp@

There's a good Microsoft, c'mon, u can do it.. FL2 c'mon... good boy! w00f!

Post Mon Jan 17, 2005 3:11 pm

LMAO@myself's ineptness at building ships..

I did as you suggested warzog, got hardcmp and the model tool, fixed up my hardpoints which were totally wrong, fitted the ship into the .sur field.
saved it all, went into the game to see if there was any difference.
Its invisible still.
No hardpoints functional on the ground, i.e shield, thruster, weapons..
Ok, no prob, lets see if it will at least fly..
OMG! My ship fly's sideways! engines in the right spot, I checked and double checked the hardpoint orientation..
Least I could see most of the ship in space this time, even if i had no guns to shoot back with..


There's a good Microsoft, c'mon, u can do it.. FL2 c'mon... good boy! w00f!

Post Mon Jan 17, 2005 9:07 pm

Think i'm talkin to myself here lol, anyways, if someone does read this, I dunno what I have done wrong, I have followed Drizzt's tutorial to the letter several times, it never works.
Problem 1: Invisible ship both on base and in space.
Problem 2: Only hardpoints operational are the engines, running lights and contrails. No weapon mounts, no shield, no thruster, no tractor ( i don't think - hard to test without havin guns).
Problem 3: Ship either flys upside down, or sideways depending on which attempt it is. For info's sake here is the shiparch entry ..

[Ship
ids_name = 261796
ids_info = 458757
ids_info1 = 458758
ids_info2 = 458759
ids_info3 = 458760
ship_class = 1
nickname = starbuck1
msg_id_prefix = gcs_refer_shiparch_Libhf
mission_property = can_use_berths
LODranges = 0, 9999, 9999
type = FIGHTER
DA_archetype = SHIPS\PIRATE\STARBUCKS\starbuck1.cmp
material_library = DATA\SHIPS\PIRATE\STARBUCKS\starbuck1.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_elite.ini
pilot_mesh = generic_pilot
nanobot_limit = 50
shield_battery_limit = 50
mass = 100.000000
hold_size = 130
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 400
fuse = intermed_damage_smallship02, 0.000000, 200
fuse = intermed_damage_smallship03, 0.000000, 133
max_bank_angle = 35
camera_offset = 8, 34
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 10600
explosion_arch = explosion_li_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 50000.000000, 50000.000000, 230000.000000
angular_drag = 40000.000000, 40000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
shield_link = starbuck1_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_10, HpTurret01, HpTurret02
hp_type = hp_turret_special_9, HpTurret01, HpTurret02
hp_type = hp_turret_special_8, HpTurret01, HpTurret02
hp_type = hp_turret_special_7, HpTurret01, HpTurret02
hp_type = hp_turret_special_6, HpTurret01, HpTurret02
hp_type = hp_turret_special_5, HpTurret01, HpTurret02
hp_type = hp_turret_special_4, HpTurret01, HpTurret02
hp_type = hp_turret_special_3, HpTurret01, HpTurret02
hp_type = hp_turret_special_2, HpTurret01, HpTurret02
hp_type = hp_turret_special_1, HpTurret01, HpTurret02
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01

[CollisionGroup
obj = Li_star_wing_lod1
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpStarboardwing
dmg_obj = li_elite_dmg_star_wing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Starboard_Wing
hit_pts = 267
root_health_proxy = true

[CollisionGroup
obj = Li_port_wing_lod1
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpPortwing
dmg_obj = li_elite_dmg_port_wing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Port_Wing
hit_pts = 267
root_health_proxy = true

[CollisionGroup
obj = li_Spoiler_lod1
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpSpoiler
dmg_obj = li_elite_dmg_Spoiler_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Spoiler
hit_pts = 400
root_health_proxy = true

[Simple
nickname = li_elite_dmg_star_wing_cap
DA_archetype = ships\pirate\starbucks\starbuck1_dmg_starboardwing.3db
material_library = ships\pirate\starbucks\starbuck1.mat
mass = 5.000000
LODranges = 0, 100, 1300

[Simple
nickname = li_elite_dmg_port_wing_cap
DA_archetype = ships\pirate\starbucks\starbuck1_dmg_portwing.3db
material_library = ships\pirate\starbucks\starbuck1.mat
mass = 5.000000
LODranges = 0, 100, 1300

[Simple
nickname = li_elite_dmg_Spoiler_cap
DA_archetype = ships\pirate\starbucks\starbuck1_dmg_spoiler.3db
material_library = ships\pirate\starbucks\starbuck1.mat
mass = 5.000000
LODranges = 0, 100, 700

[Simple
nickname = li_elite2_dmg_Spoiler_cap
DA_archetype = ships\pirate\starbucks\starbuck1_dmg_spoiler.3db
material_library = ships\pirate\starbucks\starbuck1.mat
mass = 5.000000
LODranges = 0, 100, 1300

[Simple
nickname = li_elite_dmg_Engine01_cap
DA_archetype = ships\pirate\starbucks\starbuck1_dmg_engine01.3db
material_library = ships\pirate\starbucks\starbuck1.mat
mass = 5.000000
LODranges = 0, 100, 1300

[Simple
nickname = li_elite_dmg_Engine02_cap
DA_archetype = ships\pirate\starbucks\starbuck1_dmg_engine02.3db
material_library = ships\pirate\starbucks\starbuck1.mat
mass = 5.000000
LODranges = 0, 100, 1300

There's a good Microsoft, c'mon, u can do it.. FL2 c'mon... good boy! w00f!

Post Tue Jan 18, 2005 1:29 am

<pre><font size=1 face=Courier>[CollisionGroup
obj = Li_star_wing_lod1
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpStarboardwing
dmg_obj = li_elite_dmg_star_wing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Starboard_Wing
hit_pts = 267
root_health_proxy = true

[CollisionGroup
obj = Li_port_wing_lod1
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpPortwing
dmg_obj = li_elite_dmg_port_wing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Port_Wing
hit_pts = 267
root_health_proxy = true

[CollisionGroup
obj = li_Spoiler_lod1
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpSpoiler
dmg_obj = li_elite_dmg_Spoiler_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Spoiler
hit_pts = 400
root_health_proxy = true

[Simple
nickname = li_elite_dmg_star_wing_cap
DA_archetype = ships\pirate\starbucks\starbuck1_dmg_starboardwing.3db
material_library = ships\pirate\starbucks\starbuck1.mat
mass = 5.000000
LODranges = 0, 100, 1300

[Simple
nickname = li_elite_dmg_port_wing_cap
DA_archetype = ships\pirate\starbucks\starbuck1_dmg_portwing.3db
material_library = ships\pirate\starbucks\starbuck1.mat
mass = 5.000000
LODranges = 0, 100, 1300

[Simple
nickname = li_elite_dmg_Spoiler_cap
DA_archetype = ships\pirate\starbucks\starbuck1_dmg_spoiler.3db
material_library = ships\pirate\starbucks\starbuck1.mat
mass = 5.000000
LODranges = 0, 100, 700

[Simple
nickname = li_elite2_dmg_Spoiler_cap
DA_archetype = ships\pirate\starbucks\starbuck1_dmg_spoiler.3db
material_library = ships\pirate\starbucks\starbuck1.mat
mass = 5.000000
LODranges = 0, 100, 1300

[Simple
nickname = li_elite_dmg_Engine01_cap
DA_archetype = ships\pirate\starbucks\starbuck1_dmg_engine01.3db
material_library = ships\pirate\starbucks\starbuck1.mat
mass = 5.000000
LODranges = 0, 100, 1300

[Simple
nickname = li_elite_dmg_Engine02_cap
DA_archetype = ships\pirate\starbucks\starbuck1_dmg_engine02.3db
material_library = ships\pirate\starbucks\starbuck1.mat
mass = 5.000000
LODranges = 0, 100, 1300 </font> </font> </font></pre>

ok this stuff i haven't seen much of in a custom ship(basicly put it i a temp file until you get the rest of it working, ie. make a temp.txt and place that stuff in there) and there's one other descreptency:
<pre><font size=1 face=Courier>
shield_link = starbuck1_shield01, HpMount, HpShield01
</font></pre>

now after shield_link = "blah" , HpMount, HpShield01

i'd try and use somthing already works like: bw_freighter_shield01

other then that i'd need to see the .cmp files.......

Edited by - NightHound on 1/18/2005 1:31:11 AM

Post Tue Jan 18, 2005 3:17 am

Thanks NightHound, I appreciate your help. I'll send the .cmp file after work tomorrow, I can barely keep my eyes open at the moment. I feel sure I've made a mistake with the cmp file in some way even though I've only followed the tutorials. Will be interesting to see. Do you need the mat file as well ?
Cupp@

There's a good Microsoft, c'mon, u can do it.. FL2 c'mon... good boy! w00f!

Post Tue Jan 18, 2005 12:02 pm

ya, just to see the model.....

Post Tue Jan 18, 2005 10:58 pm

Hi NightHound,
I'm just sending the files now as I type this, I didn't include the SUR as the Mat file already made the email 5MB, I've used FLTool to resize the SUR to fit the model however, and checked that it was right by opening the model up in HardCMP with the SUR loaded.
Feel free to laugh, moan, cry or whatever you feel like doing when you see the textures, they are pretty gaudy, but I was just trying to get a texture on the model to start with. Once I got that working I was going to work on some proper textures in Photoshop 7.
Look forward to your comments, and thanks again for looking at it.
Cupp@

There's a good Microsoft, c'mon, u can do it.. FL2 c'mon... good boy! w00f!

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