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The general place to discuss MOD''ing Freelancer!

Post Sun Apr 22, 2007 3:52 am

help

here is my problem

http://img249.imageshack.us/my.php?image=problembo0.png

i making new ships in shipscripter and always when i done and active mod the ships view is likie this >.<

Post Sun Apr 22, 2007 5:12 am

I had a difficult time understanding what to look at in your photo.
Can you be a little more descriptive please?

Post Sun Apr 22, 2007 5:16 am

my new ships have laways view like zoom adn i cant see normal ship but its very very close camera

new link http://img410.imageshack.us/my.php?image=problemgz6.png

Edited by - DMblack on 4/22/2007 6:19:44 AM

Post Sun Apr 22, 2007 5:58 am

here is the ship script

<script>
<scriptversion>
1.0
</scriptversion>

<data file="data\ships\shiparch.ini" method="append">
<source>
;-- ShipScripter V.1.2.1
[Ship
ids_name = 0 ;GENERATESTRRES("Adv. Startracker"
ids_info = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT/><PARA/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Stats</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT/><PARA/><TEXT>Guns/Turrets: 3/0</TEXT><PARA/><TEXT>Armor: 9200</TEXT><PARA/><TEXT>Cargo Holds: 275</TEXT><PARA/><TEXT>Max Batteries/NanoBots: 65/65</TEXT><PARA/><TEXT>Optimal Weapon Class: 4</TEXT><PARA/><TEXT>Max. Weapon Class: 6</TEXT><PARA/><TEXT>Additional Equipment: M, CM, CD/T</TEXT><PARA/><PARA/><POP/></RDL></xml>"
ids_info1 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Adv. Startracker</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>Adv. Startracker is an next generation of civilian ships its have bigger armor and can get more energy hungry weapons its great for people who want not only be civilians. its the best ship in civilian class.</TEXT><PARA/><POP/></RDL></xml>"
ids_info2 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data='1' mask='1' def='-2'/><TEXT>Stats</TEXT><PARA/><TRA data='0' mask='1' def='-1'/><TEXT/><PARA/><TEXT>Gun/Turret Mounts:</TEXT><PARA/><TEXT>Armor:</TEXT><PARA/><TEXT>Cargo Space:</TEXT><PARA/><TEXT>Max Batteries/NanoBots:</TEXT><PARA/><TEXT>Optimal Weapon Class:</TEXT><PARA/><TEXT>Max. Weapon Class:</TEXT><PARA/><TEXT>Additional Equipment: </TEXT><PARA/><POP/></RDL></xml>"
ids_info3 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT/><PARA/><TEXT/><PARA/><TEXT>3/0</TEXT><PARA/><TEXT>9200</TEXT><PARA/><TEXT>275</TEXT><PARA/><TEXT>65/65</TEXT><PARA/><TEXT>4</TEXT><PARA/><TEXT>6</TEXT><PARA/><TEXT>M, CM, CD/T</TEXT><PARA/><POP/></RDL></xml>"
nickname = cv_startracker
ship_class = 0
type = FIGHTER
mission_property = can_use_berths
LODranges = 0, 999999, 999999, 999999, 999999
msg_id_prefix = gcs_refer_shiparch_Liblf
DA_archetype = Ships\Custom\CV_STARTRACKER\cv_startracker.cmp
material_library = Ships\Custom\CV_STARTRACKER\cv_startracker.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = Ships\Custom\CV_STARTRACKER\cv_startracker_Cocpit.ini
max_bank_angle = 35
camera_offset = ?#&4AA BH@Y&#340;?lCockpitmeshint_brightnesshead_turnCockpitCameraTurretCameratetheryaw_rotate_speedpitch_rotate_speedaccel_speedcockpits\civilian\models\cv_cockpit.cmp
camera_angular_acceleration = 1
camera_horizontal_turn_angle = 23
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 = 65
shield_battery_limit = 65
hit_pts = 9200
hold_size = 275
explosion_arch = explosion_li_fighter
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 = 1
shield_link = l_fighter_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 ; Cruise Disruptor Hardpoint
hp_type = hp_torpedo_special_1, HpTorpedo01 ; Torpedo Hardpoint
HP_tractor_source = HpTractor_Source
fuse = intermed_damage_smallship02, 0.000000, 450
fuse = intermed_damage_smallship03, 0.000000, 225
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_turret_special_1
hp_type = hp_fighter_shield_special_6, HpShield01
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
linear_drag = 1
mass = 100
steering_torque = 15800, 15800, 58000
angular_drag = 15000, 15000, 35000
rotation_inertia = 2800, 2800, 1000
nudge_force = 30000
strafe_force = 20000
strafe_power_usage = 2
</source>
</data>

<data file="DATA\EQUIPMENT\goods.ini" method="append">
<source>
[Good
nickname = cv_startracker_hull
category = shiphull
ship = cv_startracker
price = 35000
ids_name = 0 ;GENERATESTRRES("Adv. Startracker"
item_icon = Ships\Custom\CV_STARTRACKER\cv_startracker_Icon.3db

[Good
nickname = cv_startracker_package
category = ship
hull = cv_startracker_hull
addon = ge_s_tractor_01, internal, 1
addon = ge_gf2_engine_01, internal, 1 ; Startracker Engine
addon = ge_fighter5_power01, internal, 1 ; Falcon Power Generator
addon = ge_s_scanner_01, internal, 1 ; Standard Scanner
addon = shield01_mark04_lf, HpShield01, 1 ; Adv. Guardian L. F. Shield (Graviton Class 4)
addon = no_thruster, HpThruster01, 1 ; Nomad Thruster
addon = Blue, HpHeadlight01, 1 ; Blue
addon = BuoyGreen, HpRunningLight01, 1 ; Buoy Green
</source>
</data>

<data file="DATA\Missions\mShipProps.ini" method="append">
<source>
[mShipProps
archetype_id = cv_startracker
prop = can_use_berths
</source>
</data>

<data file="DATA\Equipment\market_ships.ini" method="sectionreplace">
<section>
[BaseGood
base = Li01_01_base
</section>
<dest>
marketgood = lf_package, 1, -1, 1, 1, 0, 1, 1
</dest>
<source>
marketgood = cv_startracker_package, 1, -1, 1, 1, 0, 1, 1
</source>
</data>

</script>

Post Sun Apr 22, 2007 9:15 am

thats the back of a starflier-like ship for everyone... try experimenting with camera offset.

Post Sun Apr 22, 2007 9:51 am


camera_offset = ?#&4AA BH@Y&#340;?lCockpitmeshint_brightnesshead_turnCockpitCameraTurretCameratetheryaw_rotate_speedpitch_rotate_speedaccel_speedcockpits\civilian\models\cv_cockpit.cmp

WTF is that suppost be.

"camera_offset = height, distance" is for the trailing camera ie 3rd person view

The startracker's setting is "camera_offset = 13, 42"

**shuffles off with a new headache**

Post Sun Apr 22, 2007 11:41 am

Your cockpit camera settings look all messed up.
It should look something like this:
ship_class = 0
type = FIGHTER
mission_property = can_use_berths
LODranges = 0, 999999, 999999, 999999, 999999
msg_id_prefix = gcs_refer_shiparch_support
DA_archetype = Ships\Custom\A10165_escort\A10165_escort.cmp
material_library = Ships\Custom\A10165_escort\A10165_escort.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = Ships\Custom\A10165_escort\A10165_Escort.ini
max_bank_angle = 90
camera_offset = 8.000000, 32.000000
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
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 = 50
shield_battery_limit = 50
hit_pts = 5000
hold_size = 150
explosion_arch = explosion_instant

Now, from what I'm looking at in your file here is that your database looks like it hasn't been decompressed yet. If you're going to make custom ship, you have to have a decompressed data base. Use the Freelancer SDK 1.3 and install it in your Freelancer\Data folder.
Take a look at the "cockpit" settings.
Then go check the folder where you keep your "custom" ship. It should have the cockpit.ini there.
If you do have one in there and it looks like that mess you've got, that means your files need decompressing. It also means you're going to have to dump that .ini in favor of one that is decompressed.

Data\Ships\Custom\YourShip\ (your ship cmp\mat\3db & cockpit.ini)
Make sure your ship has a cockpit.ini in the same folder as your custom ship.
Also, make sure the name of the cockpit.ini is the same as your ship.
YourShip.cmp
YourShip.mat
YourShip.3db
YourShip.ini <- the cockpit camera offset. (actually, its the "tether" view when you go into 3rd person view)

The cockpit.ini should look something like this:
..................................................................
Cockpit
mesh = cockpits\liberty\models\li_elite_cockpit.cmp
int_brightness = 0.500000
head_turn = 40, 15

CockpitCamera

TurretCamera
tether = 0.000000, 8.000000, 32.000000 <- See This set of numbers?
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5
.........................................................................

If you don't have a cockpit.ini in your custom ship folder, Freelancer doesn't know what to do with it. Your script references that particular .ini while it's setting up your ship in the Game Ships Folder.

Edited by - Rankor on 4/22/2007 12:47:59 PM

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