Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Cargo Bays -- Oh My!

The general place to discuss MOD''ing Freelancer!

Post Wed May 03, 2006 6:14 pm

Cargo Bays -- Oh My!

I am trying to animate cargo bay doors for the li_elite2.cmp. I've done a sweep of the forum, and found several helpful topics, but alas, my mortal enemy pays a visit. Yes, it is Mr. C. Rash. I've done a lot of work in the cmp, but the bloody thing just won't work. Meh.

MK

Post Fri May 05, 2006 1:37 pm

The list of "bay_door_anim" that I could find are:
bay_door_anim = Sc_open baydoor
bay_door_anim = Sc_open dock1
bay_door_anim = Sc_rh_freighter
bay_door_anim = Sc_open door
bay_door_anim = Sc_pi_fighter
bay_door_anim = Sc_pi_elite
bay_door_anim = Sc_pi_vheavy_fighter
bay_door_anim = Sc_open bay
bay_door_anim = Sc_prison_liner
bay_door_anim = Sc_open

If none of those work, how 'bout:
bay_door_anim = Sc_li_elite2

Or, as I suspect, there is none as Juni's ship isn't available to the player, and she never tractor's anything in.

Watch your 6!

Post Fri May 05, 2006 3:56 pm

Mknote,

Possibly the reason that you cannot get it to work is because (unlike the normal defender) the .cmp contains no animation script.. .. Maybe that has something to do with it..? Very little work has been done on any animation.. afaik it's never really been fiddled with.. tho the game was originally meant to contain animation..

Come to think of it I dont think I have ever seen any cargo bay doors open or close.. when does it happen?, btw.. this is not a loaded question I really am curious...

Harrier

Post Fri May 05, 2006 4:16 pm

when you eject cargo harrier

yes, there has to be an animation node - you could probably copy it into the desired CMP with the XML project tool(it friggin rules, very powerful editing tool) - anyways, yes its possible i know because i've done it - the key to getting it to work is renaming the animations part references to match your baydoors, which can be done in UTF edit. the drawback(and why i quit persuing this) is that without joint mapping it will spew errors and the animated parts will be in the wrong places;i should add that this was using a method of updating the contained vmeshref in a stock ship, not using the XML project to transfer the animation node

Edited by - Cold_Void on 5/5/2006 8:05:13 PM

Post Sat May 06, 2006 2:53 pm

Harrier, I've added an animation script, copied it from the Defender. Still crashes.

MK

Return to Freelancer General Editing Forum