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Unused Cityscapes?

The general place to discuss MOD''ing Freelancer!

Post Thu May 12, 2005 7:37 pm

Unused Cityscapes?

There are two unused Cityscapes in the SCRIPTS/BASES folder: bw_01_cityscape_hardpoint_01 and bw_02_cityscape_hardpoint_01, as well as their various parts. When I tried to use them, unaltered, ingame, CTD. What are they, and why the crash?

MK

Post Fri May 13, 2005 12:29 am

Those are the script files that determine where objects (hardpoints) will be placed in the cityscape. The actual cityscapes are .cmp files. FL probably crashes because the script is referring to hardpoints that can't be found...because you aren't using the matching cmp file.

Post Fri May 13, 2005 2:06 am

Not quite true Accushot though you are part way there. It is nothing to do with what Hardpoints the model has or not, as the Hardpoint.thn actually sets out where the hardpoints for the THN scene will appear. The hardpoints on the model CMP aren't really that important beyond some visable flashing lights and if the model doesn't have them but the hardpoint.thn script does, then the lights don't show up (trust me, I've seen it in action when building my own THN's ). All other points that deal with the model like where the ships are etc... are dealt with by the THN. It is more likely that it is one of DA's dud files (they are all over the freelancer coding, especially some of the models) that they started playing with and then gave up with. To find out which model it is supposed to be referencing, decompress the THN's, look at what it is referencing in the PetalDB.ini and then look from that reference for it the model exists.... if their is a reference in the PetalDB.ini at all.

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