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Problem with HardCMP

The general place to discuss MOD''ing Freelancer!

Post Sun Apr 03, 2005 11:24 am

Problem with HardCMP

I'm probably doing something stupid, but I don't appear to be able to add hard points to an existing ship's CMP file. I downdloaded a ship mod and want to add HpSheild02 and some other mount points to enable the ship to fit in with the extra equipment options in FLRebalance mod.

I open the .CMP file, click new, select HpShield, it provides HpShield02 as the next available, I play with the coordinates, click validate and then apply. I then save the file.

Trouble is when I re-open the file, the new hardpoint (HpShield02) has dissapeared. Am I missing something ??

TIA

Post Sun Apr 03, 2005 11:53 am

I worked this out myself. I donwloaded latest version of hardcmp (1.20 I think). Was using 1.17. Noticed option in new version to save file as .3db aswell as .cmp. Saved in both formats and hey presto ... my new hardpoints are there.

Boy what a powerfool little program hardcmp is. I'm new to this but can't think how folks were able to mod without it !

Post Mon Apr 04, 2005 12:58 am

FYI - The format of 3db and cmp is actually the same. It's the content that differs. Both files are stored in DA's UTF format (Universal Tree Format/File is my guess). 3db is the extension for single model files (ingame icons are also models, just a flat square plane) and cmp files are several models packed into one file for different LODs and destructable parts (cmp = compound? 3db = 3D Bitmap?).

Post Mon Apr 04, 2005 7:48 am

I found out another way. I wanted to add thrustes, mines and cm´s to the Vesuvius but HardCMP didn´t save them. So I just added them with the
UTF-editor.

Post Mon Apr 04, 2005 9:13 am

yes and you can also add hardpoints to character dfms(deformable meshs) through UTF - also a very powerful tool.Any of our 3d format experts & modelers want to look at this link?They seem to be talking about the same 3db format and their notes look very useful.

this is a light sample - the rest is mostly formulas & file structure notes
----------------------------------------------------------------------
Gunship - Format of 3db Files

These model files are very similar to EAW's 3DZ models, which are also used in Gunship.
The main differences are:
· The models can contain up to 65535 elements and 65535 points, instead of the 256 allowed by 3DZ's.
· All x,y,z coordinates are expressed as floating point values (and therefore take up 4 bytes instead of 2).
· Texture mapping coordinates are also floating point values, ranging from 0 to 1. In terms of the textures, coordinate (1,1) corresponds to the bottom right, and (0,0) to the top left. To get the actual pixel coordinate, simply multiply by the size of the texture (normally 256).
· All surface normals are normalised to 1 (using floating point values) instead of 16384 as in the 3DZs.
· The 3db format also includes "True Vertex Normals", which I don't know the use of - perhaps someone who is familiar with Gunship could fill in this blank?

Please see Paulo Morais’ original notes on the 3DZ structure for more detailed information about each section.

Gurney, 19/10/2003

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