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Ship skins (.mat)

The general place to discuss MOD''ing Freelancer!

Post Tue Aug 16, 2005 7:31 am

Ship skins (.mat)

I'd like to ask another question unrelated to imaginary rotation points. Once I had successfully replaced the Sabre files and made it use the Stilleto hull, I tried doing the same thing to the Eagle. This time I tried making it use a BD Dragon hull. Every HP was in the correct location, but I couldn't see the ship itself. After opening it up with HardCMP, I could still see the wireframe hull, but nothing besides the hardpoints on the solid view. Obviously it couldn't find the BD Dragon skin. Will I have to edit the .mat file and put the skin it myself, or is there an easier way?

By the way, if you're wondering why I'm changing VHF models, it's because they all look retarded (excluding unarmed Sabres). -_-'

Edited by - Denier-of-Soup on 8/16/2005 8:34:50 AM

Post Tue Aug 16, 2005 10:04 am

If i'm following what your doing you just change the reference in shiparch to the BD one. Hardcmp dosen't always find the mat file if it isn't in the same directory..

Post Tue Aug 16, 2005 11:26 am

I had to change both the cmp and mat references to get it to work, which is better than overwriting in case you want the old model back. Anyways, Eagles don't look like origami butterflies anymore!

Post Tue Aug 16, 2005 11:35 am




FL:CE Mod Team Leader

Edited by - Blackhole2001 on 8/16/2005 1:17:55 PM

Post Wed Aug 17, 2005 1:36 am

One last question regarding ship editing. How do I go about editing the name and infocard stats/desc?

Post Wed Aug 17, 2005 1:51 am

Check out my H-Fuel Tanker Mod for an example of how to do this via XML, or the XML Toolkit Mod, 1.2, for another, more streamlined method.

Post Wed Aug 17, 2005 2:45 am

Are there any other methods to edit the infocards? I don't plan on archiving the mod with FLMM.

Post Wed Aug 17, 2005 3:55 am

use reshacker (not my favorite) or FLED-IDS (search here for it)

Chris Bates
Lead scripter,
Stargate BFM: Freelancer

Post Wed Aug 17, 2005 7:35 am

I already have Reshacker. Before I can start editing, I need to know which file the infocards are in. =/

Post Wed Aug 17, 2005 12:01 pm

Although FLMM gets my vote for best method, FLED-IDS is the next best thing. All the infocard information is in the \EXE\freelancer.ini file; if you look there, you'll see:

[Resources
DLL = InfoCards.dll ; Contains all infocard text resources
DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text
DLL = NameResources.dll ; Contains names of things, primarily.
DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources)
DLL = OfferBribeResources.dll ; Contains random mission offers and bribes
DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text

Those .dll files are right in the \EXE\ folder.

I have become one with my computer. It is a feeling of ecstasy...the perfect blend of logic and emotion. I have reached...Nerdvana!

Post Wed Aug 17, 2005 1:05 pm

I've finished editing the ship description, but can't seem to find the stats. Can they also be edited by FLed?

Post Thu Aug 18, 2005 6:32 am

Anyone? >_>

Post Thu Aug 18, 2005 6:49 am

If you're talking about the actual handling, cargo space, bots/batts storage, etc. then you need to edit the shiparch.ini

Post Thu Aug 18, 2005 8:34 am

No, I was referring to the specs on the ship infocards, not the actual specs.

Post Thu Aug 18, 2005 8:45 am

DATA\SHIPS\shiparch.ini shows you where the infocard information is. For example, here's the information on the sabre:

[Ship
ids_name = 237012 <- name
ids_info = 66515 <- stats
ids_info1 = 66516 <- information
ids_info2 = 66608 <- same for almost every ship
ids_info3 = 66517 <- stats (again)
ship_class = 3
nickname = bw_elite2

I have become one with my computer. It is a feeling of ecstasy...the perfect blend of logic and emotion. I have reached...Nerdvana!

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