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Modding questions

The general place to discuss MOD''ing Freelancer!

Post Tue May 24, 2005 2:49 pm

Modding questions

Hey, ive started on a massive mod, and ive already posted questions involving this mod, and as i continue to design the mod, i realize just how much i can do with it.
i have a few questions about modding...
one: Im trying to make new planets and i wanna know how to change the size of - planets and change the textures of them, basically make planets from scratch.

Two: I also want to know how to create new dockable objects like bases, docking rings, ect..

im sure these must have been covered in the past but ive found it difficult to locate forums on these things.

If you lived in a world of zeros and ones, would you be a zero or The One?

Post Tue May 24, 2005 5:07 pm

Making a planet (the very, very short version, look in Tutorials for other ways):

1. Make a spherical CMP with a spheremap texture.
2. Resize an existing, spherical SUR and give it the same name as the CMP.
3. Implement in Solararch.
4. Script it into your mod.

Making Bases is a little different. Basically, we can't make Bases that are shaped a lot differently than FL's Bases (yet, although we're very close to fixing that) and we cannot make animated Bay Doors. Soo... you have to design your Bases with FL's existing SURs in mind, at least for now. If all of the above went "whoosh", over your head... you have much reading to do... but the short version is that SURs are FL's collision spheres and collision meshes all in one package.

But, assuming that you know this and can work on a Base whose geometry is a lot like an existing SUR... here are the steps:

1. Build CMP (including Materials, blah blah blah, just like ships)
2. Hardpoint it correctly and make a Loadout.
3. Resize an existing SUR to fit.
4. Implement in Solararch.
5. Script it into your mod.

Edited by - Argh on 5/24/2005 6:07:12 PM

Post Tue May 24, 2005 5:18 pm

More complex base designs can be built by making them modular (take for example the new bases built for Freeworlds being displayed in the Freeworlds preview at the moment). This means breaking the base down into a number of smaller, simpler models and implementing each individual part as a satelite into the game code. Then comes the fun of lining it all back up in the ini files.

Freeworlds Mod Developer
Author of Modular Station

'There is no Good nor Evil in the universe, just perceptions and circumstances.'

Post Thu May 26, 2005 10:13 am

thanx guys,
yeah, i figured fl would have restrictions like that, so i did plan on making bases "around" exsisting ones. i just wasnt sure wich files did what. and the piece by piece technique is something i reconized from "the ring" in rienland, so i figured i could do things that way too. i should be able to use both techniques for the best over all effect, thanx again...

If you lived in a world of zeros and ones, would you be a zero or The One?

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