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How I moved 3115m away from Manhattan

The general place to discuss MOD''ing Freelancer!

Post Tue May 16, 2006 5:03 pm

How I moved 3115m away from Manhattan

This is somewhat weird, and I want it to stop.

All the ships I've tried to add that I exported from MS3D have these problems:
1: NPC ships have a huge box thingy. i.e. the little box that surrounds the ship when you DON'T have them selected
2: If you so much as touch another ship with the ships I've added, you fly away. (The farthest I've ever gotten was 3115m away. It was so far that you couldn't see the sun, just its beams)

This is a MAJOR issue as it would make the game unplayable (think of what would happen if you flew into a field) The first is more asthetic, but I believe it is related.

Thx, Xen()morph

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Mine is the squiggly! (erm, tilde)
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Post Tue May 16, 2006 5:42 pm

For the box thingy, you should be able to use flmodeltool to resize the sur file to the cmp. Try to find the most similar sur from the original ships and resize that.

For the crazy-impulse-bouncing off thingy, i'd have a look through the shiparch entries for them ships. There is a nudge_force entry and linear drag that might affect it, Post up the shiparch if you like. Or, again, copy the general stuff from the most similar original ship.

Post Tue May 16, 2006 6:36 pm

Well, I did use FLModelTool for the sur, but it still does it. And the file is copied from a custom ship that works fine. When I exported the ships though, I got a bunch of CMP options, such as scale down. Would this be causing the problem?

EDIT: I left the export options default, BTW

EDIT: None of that stuff did anything. (Sorry for bumping, but I need this fixed. I can't think of anything that would cause it)

Edited by - Xen()morph on 5/16/2006 7:36:38 PM

Edited by - Xen()morph on 5/17/2006 4:29:42 PM

Post Wed May 17, 2006 4:46 pm

I don't think it is to do with the options when exporting from ms3d. Could you post up the shiparch of one of the ships? There might be something there that might give some answers.

Post Wed May 17, 2006 6:52 pm

Having issues posting...

I hope I don't doublepost

But:

[Ship
ids_name = 524684
ids_info = 524685
ids_info1 = 524686
ids_info2 = 66608
ids_info3 = 524687
nickname = hideki
ship_class = 3
type = FIGHTER
;fuse = drop_cargo_fuse, 0.000000, 1
mission_property = can_use_berths
LODranges = 0, 999999, 999999, 999999, 999999
msg_id_prefix = gcs_refer_shiparch_hfighter
DA_archetype = Ships\Startrek\hideki\hideki.cmp
material_library = Ships\Startrek\hideki\hideki.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = Ships\Startrek\defiant\defiant.ini
max_bank_angle = 15
camera_offset = 15, 60
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 25
camera_vertical_turn_up_angle = 8
camera_vertical_turn_down_angle = 35
camera_turn_look_ahead_slerp_amount = 1.000000
pilot_mesh = generic_pilot
nanobot_limit = 85
shield_battery_limit = 85
hit_pts = 80000
hold_size = 400
explosion_arch = explosion_cap_ship1
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
num_exhaust_nozzles = 2
shield_link = l_freighter_shield01, HpMount, HpEngine01, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_2, HpTorpedo01
hp_type = hp_torpedo_special_1, HpTorpedo01
HP_tractor_source = HpTractor_Source
fuse = train_transport_death_fuse, 0.000000, 1
fuse = intermed_damage_train01, 0.000000, 2625
fuse = intermed_damage_train02, 0.000000, 1313
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02
hp_type = hp_turret_special_8, HpTurret01
hp_type = hp_turret_special_7, HpTurret01
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
linear_drag = 1
mass = 350
steering_torque = 40000, 40000, 140000
angular_drag = 35000, 35000, 140000
rotation_inertia = 8000, 8000, 8000
nudge_force = 30000
strafe_force = 40000
strafe_power_usage = 2

Post Wed May 17, 2006 6:53 pm

Here is a ship that works:

[Ship
ids_name = 524313
ids_info = 524290
ids_info1 = 524302
ids_info2 = 66608
ids_info3 = 524303
ship_class = 2
nickname = akira
type = FREIGHTER
;fuse = drop_cargo_fuse, 0.000000, 1
mission_property = can_use_large_moors
LODranges = 0, 999999, 999999, 999999, 999999
msg_id_prefix = gcs_refer_shiparch_atransport
DA_archetype = Ships\Startrek\akira\akira.cmp
material_library = Ships\Startrek\akira\akira.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = Ships\Startrek\akira\akira.ini
max_bank_angle = 30
camera_offset = 25, 150
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
pilot_mesh = generic_pilot
nanobot_limit = 200
shield_battery_limit = 200
hit_pts = 305500
hold_size = 1450
explosion_arch = explosion_cap_ship1
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
num_exhaust_nozzles = 2
shield_link = l_freighter_shield01, HpMount, HpEngine01, HpShield01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_2, HpTorpedo01, HpTorpedo02
hp_type = hp_torpedo_special_1, HpTorpedo01, HpTorpedo02, HpTorpedo03, HpTorpedo04
HP_tractor_source = HpTractor_Source
fuse = train_transport_death_fuse, 0.000000, 1
fuse = intermed_damage_train01, 0.000000, 2625
fuse = intermed_damage_train02, 0.000000, 1313
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05
hp_type = hp_freighter_shield_special_9, HpShield01
hp_type = hp_freighter_shield_special_8, HpShield01
hp_type = hp_freighter_shield_special_7, HpShield01
hp_type = hp_freighter_shield_special_6, HpShield01
hp_type = hp_freighter_shield_special_5, HpShield01
hp_type = hp_freighter_shield_special_4, HpShield01
hp_type = hp_freighter_shield_special_3, HpShield01
hp_type = hp_freighter_shield_special_2, HpShield01
hp_type = hp_freighter_shield_special_1, HpShield01
linear_drag = 2000
mass = 1000
steering_torque = 6000000, 6000000, 6000000
angular_drag = 12000000, 12000000, 12000000
rotation_inertia = 1680000, 168000, 16800000
nudge_force = 150000
strafe_force = 35000
strafe_power_usage = 2

Post Wed May 17, 2006 7:54 pm

1 thing is u have elite shields but its linked to freighter

Post Wed May 17, 2006 8:36 pm

OMG. That would probably explain it, because if my shield bubble for the sur isn't referenced properly, it won't function.

More on if this works later...

EDIT: Nevermind, it didn't work
It was a good suggestion though.

Edited by - Xen()morph on 5/17/2006 9:52:15 PM

Post Wed May 17, 2006 11:06 pm

Xeno,check ur mail buddy

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(='.'=) This is Bunny. Copy and paste bunny into your
(" )_(" ) signature to help him gain world domination.

Post Thu May 18, 2006 2:38 am

Xen - when you resized the SUR did you load the relevant CMP first? I know my tool isnt too intuitive its only really a test version.

Quick overview :
Load a cmp. Use calc center if needed to stop it vanishing if edges off screen and save.

click sur tab, load sur of ship with closest shape, resize to cmp then resave as <name of custom ship>.sur

Post Thu May 18, 2006 6:18 am

Yeah, I sized the sur properly, with the right cmp. I can't think of what is causing it...

EDIT: Bump. (I really need this fixed )

EDIT: New weird stuff now: I can't dock with tradelanes. If I try, my ship tries to dock with something off in the middle of nowhere that doesn't exist, and if I manage to get into the tradelane, i.e. get in formation, CTD. Again, I believe this is related. PLEASE! This must be fixed!!!

Edited by - Xen()morph on 5/20/2006 9:03:41 AM

Edited by - Xen()morph on 5/20/2006 9:58:29 AM

Post Sat May 20, 2006 9:33 am

Xeno zip up the files and email them to me and I'll take a look at them for you.


Sorry Xen() but this is one for posterity

Have you ever had a ship that you had absolutly no control over, only the weapons and space bar worked. I couldn't speed up/slow down, no turning at all, and when I finally managed to get it to dock with something it starts to meander around the object it's trying to dock with, eventually ending in a great big CTD.


**shuffles of with a new headache**

Edited by - Bejaymac on 5/20/2006 2:18:21 PM

Post Sun May 21, 2006 9:06 am

Actually, that sort of happened to me...except the spacebar didn't work. I just sort of flew off in some direction, no cruise, no flight...

The cmp, sur, and the tip about ship making really fixed that though!

Thanks a ton!

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