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Adding Hypergates?

The general place to discuss MOD''ing Freelancer!

Post Thu Aug 18, 2005 12:08 pm

Adding Hypergates?

I want to know how to add hypergates to fl cuz i added dyson airlock but i dont know how to add a hypergate. Plese tell me how to make a dockable hypergate or how to make an object that looks like it.

Ive seen some mods add them so I know its posible.

Edited by - Darth-Vader on 8/18/2005 1:29:59 PM

Post Thu Aug 18, 2005 1:16 pm

In order to add a hypergate, the most efficient and cool looking way is to first make a custom of a hypergate. Then you add the "Nomadwormholeopening" and "nomadwormhole" effects. Voila, a hypergate!

Or, you can just change the jumpgate effects around.

WARNING: The hypergate effect causes massive lag!


FL:CE Mod Team Leader

Post Thu Aug 18, 2005 2:04 pm

I want it to be like a regular jh but I dont undertsand cuz u gave me 2 affects and i think you can only add 1 hers the solar file

[Solar
nickname = hypergate
ids_name = 60211
ids_info = 66146
type = JUMP_HOLE
DA_archetype = solar\dockable\jump_hole.3db
material_library = solar\Solar_mat_misc02.mat
mass = 10000.000000
loadout = jumphole
jump_out_hp = Hporient
solar_radius = 600
shape_name = NAV_jumphole
docking_sphere = jump, HpDockMountA, 150
hit_pts = 999999961690316250000000000000000000.000000
phantom_physics = true

On your next post can you post the same thing with the changes that makes a hypergate.

I want it kinda like this
http://www.swat-portal.de/nomads4.jpg

Edited by - Darth-Vader on 8/18/2005 3:13:04 PM

Post Thu Aug 18, 2005 2:22 pm

AH, so you want it like THAT.... Hmmm, lets see. I think it'd be best to ask SWAT how to do that, as i'm not an expert in adding effects to systems. Although, SWAT's hypergate only uses 1 effect, the "nomadwormhole" effect. I just used the "nomadwormholeopening" effect cause i could, and it looks cool

Post Thu Aug 18, 2005 2:28 pm

Can you gimme ur hypergate part of ur solararch.ini?

Oh and last qwestion you knwo how to change the jumping music and and worm hole colors?



Edited by - Darth-Vader on 8/18/2005 3:29:31 PM

Edited by - Darth-Vader on 8/18/2005 3:34:43 PM

Post Thu Aug 18, 2005 2:34 pm

[Solar
nickname = lair_shield_gen2
ids_name = 10903
ids_info = 10904
type = SUN
DA_archetype = solar\dockable\nomad_lair_shield_gen.3db ;<--- That's round object
;material_library = solar\nomad_lair.mat ;<--- Removed the texture for invisibility
LODranges = 0, 40000
mass = 10000.000000
destructible = false ;<--- No matter what is the hit_pts, putting false here will make the structure invulnerable
solar_radius = 2000
shape_name = NNM_SM_SUN
hit_pts = 50000 ;<--- That is important
fuse = sun01_fx, 0.000000, 50001 ;<--- This is what interests you here

So, the Fuse line refers to a fuse in "fuse.ini". sun01_fx is the name of the fuse, 0.000000 stays like that, and 50001 is at what hit_pts the fuse is triggered. Being one more that the hit_pts, it is triggered whenever the person looks at it.

In fuse.ini, you have this :

[fuse
name = sun01_fx ;Name of the fuse
lifetime = 0.1 ;How long does it last in seconds
death_fuse = false ;It is not a fuse for when the object dies

[start_effect ;New Effect
at_t = 0.000000 ;this is a percentage of the lifetime, not an actual time. 0.5 is half the lifetime, that is immediate.
effect = gf_nomadwormhole ;The wormhole effect
hardpoint = HpFx01 ;The HardPoint in the center of the mesh I took.

SImply make a timing with the opening sequence, and have fun!

Post Thu Aug 18, 2005 2:39 pm

whers the fuse.ini?

Post Thu Aug 18, 2005 3:00 pm

the FX folder - i prefer to put it in the same directory as whatever it's for and add it to freelancer.ini.thanks for the info on percentage FriendlyFire i was wondering what at_t was and now it makes sense when coupled with lifetime

Post Thu Aug 18, 2005 5:15 pm

Thank you very mutch for helping me add a hypergate now I have to wonder how do you vhnage jumping effects? Kinda like this: http://www.swat-portal.de/newgate1.jpg and how can I add new jumping music?

Post Thu Aug 18, 2005 5:54 pm

Well, you can change the tradelane effect to whatever you want, GravityWell1020 (double check that, can't quite remember) is a pretty good looking substitute. As for the music, its somewhere in one of the sound ini files...

Post Thu Aug 18, 2005 7:29 pm

whers GravityWell1020 and how can i edit jumpin colors for jh/jg. And I wonder how I can edit the hud like change colors....

Edited by - Darth-Vader on 8/18/2005 8:29:55 PM

Post Fri Aug 19, 2005 7:53 am

I have no idea how SWAT did that, and i'm not sure i like having the HUD red in the first place. i know i HATE having all those effects being purple... hurts my eyes

GravityWell1020 (thats its exact name, i looked it up ) can be found in the effects.ini file. You only need to reference it though.

In Effects.ini, look for this entry

[Effect
nickname = jump_tunnel_interior_player
effect_type = EFT_LANE_SHIP_TRAVEL
vis_effect = tradelaneinship01
snd_effect = tl_wind_int

and change it to this

[Effect
nickname = jump_tunnel_interior_player
effect_type = EFT_LANE_SHIP_TRAVEL
vis_effect = GravityWell1020
snd_effect = tl_wind_int

Good luck!

Post Fri Aug 19, 2005 2:24 pm

Ya it changed somthign but now its like abig star and no color is changed and how do i change the color of the jumping?

Post Tue Aug 30, 2005 4:59 pm

First look in the jumpeffect.ini file in the FX folder and you will see a reference to the bretonia effect that all the holes and gates currently use.

[JumpGateEffect
nickname = jump_effect_bretonia
glow_ring_effect = jumpgate_tunnel, jumpgate_rings, jumpgate_rings, jumpgate_end_rings, jumpgate_end
glow_ring_hp = HpFX2, HpFX3, HpFX4, HpFX5, HpFX5
glow_create_time = 1, 3, 5, 7, 9
jump_out_time = 1.5
jump_out_tunnel_time = 7
jump_in_tunnel_time = 3
jump_in_time = 1
kill_time_before_done = 0.6
jump_tunnel_effect = jump_tunnel_interior_player
jump_tunnel = gate_tunnel_bretonia
jump_ambient = 25, 25, 50
jump_background_color = 255, 255, 255

Change the two RGB values at the bottom to start changing your colors, you may want to create a new entry by copying and pasting first, like this. I use this one for rheinland systems, a cool green effect. I also have white for liberty, yellow for kusrai and a kind of rainbow effect for the border worlds.

[JumpGateEffect
nickname = jump_effect_rheinland
glow_ring_effect = jumpgate_tunnel, jumpgate_rings, jumpgate_rings, jumpgate_end_rings, jumpgate_end
glow_ring_hp = HpFX2, HpFX3, HpFX4, HpFX5, HpFX5
glow_create_time = 1, 3, 5, 7, 9
jump_out_time = 1.5
jump_out_tunnel_time = 7
jump_in_tunnel_time = 3
jump_in_time = 1
kill_time_before_done = 0.6
jump_tunnel_effect = jump_tunnel_interior_player
jump_tunnel = gate_tunnel_rheinland
jump_ambient = 10, 230, 10
jump_background_color = 25, 255, 25

But to get a true total colour effect you will need to look in the gate_tunnel.ini file too. Look for the corresponding section that is reference from the first section under jump_tunnel = you should find this

[gate_tunnel
nickname = gate_tunnel_bretonia
write_depth_buffer = 0
num_spline_control_points = 9
x_range = 500.0
y_range = 500.0
z_range = 20000.0
min_radius = 50.0
max_radius = 100.0
far_radius_factor = 0.0
min_speed = 0.0
max_speed = 0.1
time_to_max_speed = 5.0
fade_distance = 0.1
near_alpha = 1.0
far_alpha = 1.0
num_t_steps = 200
num_s_steps = 12
min_rotation = 3
max_rotation = -3
min_rgb = 0, 0, 30
max_rgb = 0, 0, 100

[layer
texture = jumptube
color = 0, 0, 200
near_alpha_factor = 0.8
far_alpha_factor = 0
radius_factor = 1.5
u_offset = 0.0
v_offset = 0.0
du = 0.1
dv = 0.1
v_scale = 10.0

[layer
texture = jumptube5
color = 100, 200, 255
near_alpha_factor = 1
far_alpha_factor = 0
radius_factor = 1
u_offset = 0.5
v_offset = 0.3
du = -0.2
dv = 0.1
v_scale = 15.0

make a copy of this for your new effect and change the colours again to the ones you want. Note that in the first bit there is a min and max value for your colour range. set them to match your first file like this.

[gate_tunnel
nickname = gate_tunnel_rheinland
write_depth_buffer = 0
num_spline_control_points = 9
x_range = 200.0
y_range = 200.0
z_range = 20000.0
min_radius = 50.0
max_radius = 100.0
far_radius_factor = 0.0
min_speed = 0.0
max_speed = 0.1
time_to_max_speed = 1.0
fade_distance = 0.1
near_alpha = 1.0
far_alpha = 1.0
num_t_steps = 200
num_s_steps = 12
min_rotation = 1
max_rotation = -1
min_rgb = 0, 230, 0
max_rgb = 10, 255, 10

[layer
texture = jumptube
color = 5, 250, 5
near_alpha_factor = 1
far_alpha_factor = 0
radius_factor = 1
u_offset = 0.0
v_offset = 0.0
du = 0.2
dv = 0.1
v_scale = 10.0

[layer
texture = jumptube5
color = 5, 250, 0
near_alpha_factor = 0.5
far_alpha_factor = 0.3
radius_factor = 1
u_offset = 0.5
v_offset = 0.3
du = -0.1
dv = 0.7
v_scale = 10.0

That's it, just mess with the colour values to get the desired effect.

You can use the tunnel effect for jump holes too

[JumpGateEffect
nickname = jump_effect_hole2
glow_ring_effect = wormholeactivation
glow_ring_hp = HpFX1
glow_create_time = 1
jump_out_time = 1.5
jump_out_tunnel_time = 7
jump_in_tunnel_time = 3
jump_in_time = 1
kill_time_before_done = 0.6
jump_tunnel_effect = jump_tunnel_interior_player
jump_tunnel = gate_tunnel_borworld
jump_ambient = 25, 25, 50
jump_background_color = 255, 255, 255

Buck Rogers
Server Admin
Colours Elite UK
www.colourselite.co.uk

Edited by - Buck on 8/30/2005 6:01:34 PM

Post Fri Sep 02, 2005 9:25 am

Big thanks but i figured it out in my vacation

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