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Please Read! FL Editing info

The general place to discuss MOD''ing Freelancer!

Post Sat Mar 15, 2003 10:24 am

Hello,

I don't think this has been asked before, is it possible to have 2 shield slots? Say 1 shield for your general weps, then a secondary shield for the special weps (ie plasma, neutron, tachyon) etc?

Thanks,

SMATZ

Post Sun Mar 23, 2003 2:46 am

Playing through the SP aspect fo the game for the 3rd time now, I was hoping I could buy a Dagger (bw_fighter) early on, and be able to upgrade it's weapons/shields as I progress through the missions... you know, allow 1-10 class weapons/shields on the fighter and so on

I've been scouring through this forum (is there a search function?) on how to enable the crap I want on this ship. This is what i've edited so far:

[Ship
ids_name = 237013
ids_info = 66521
ids_info1 = 66522
ids_info2 = 66608
ids_info3 = 66523
ship_class = 0
nickname = bw_fighter
LODranges = 0, 75, 125, 1000
msg_id_prefix = gcs_refer_shiparch_borlf
mission_property = can_use_berths
type = FIGHTER
mass = 100.000000
hold_size = 100
linear_drag = 1.000000
fuse = intermed_damage_smallship02, 0.000000, 450
fuse = intermed_damage_smallship03, 0.000000, 225
max_bank_angle = 35
camera_offset = 9, 33
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
nanobot_limit = 75
shield_battery_limit = 75
hit_pts = 8000
DA_archetype = ships\border_world\bw_fighter\bw_fighter.cmp
material_library = ships\border_world\bw_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\corsair\bw_fighter.ini
pilot_mesh = generic_pilot
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
steering_torque = 18000.000000, 18000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
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
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
shield_link = bw_fighter_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_fighter_shield_special_10, HpShield01
hp_type = hp_fighter_shield_special_9, HpShield01
hp_type = hp_fighter_shield_special_8, HpShield01
hp_type = hp_fighter_shield_special_7, HpShield01
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
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_10, HpTurret01
hp_type = hp_turret_special_9, HpTurret01
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_torpedo_special_2, HpTorpedo01

[CollisionGroup
obj = bw_port_wing01_lod1
separable
parent_impulse = 240.000000
child_impulse = 7.000000
dmg_hp = dpport_wing01
dmg_obj = ew_dmg_portwing01_cap
mass = 5.000000
debris_type = debris_small_ship
separation_explosion = explosion_small_ship_breakoff
type = Port_Wing
hit_pts = 300
root_health_proxy = true

[CollisionGroup
obj = bw_star_wing01_lod1
separable
parent_impulse = 240.000000
child_impulse = 7.000000
dmg_hp = dpstar_wing01
dmg_obj = ew_dmg_starwing01_cap
mass = 5.000000
debris_type = debris_small_ship
separation_explosion = explosion_small_ship_breakoff
type = Starboard_Wing
hit_pts = 300
root_health_proxy = true

I'm pretty sure that's the outcast/borderworlds dagger ship, the one that is sold at buffalo base, new york. I used the bini.exe to uncompress the 104kb shiparch file to freelancer\DATA\SHIPS, getting a 257kb shiparch.ini file. I can edit it and save it just fine, but none of the changes I have made to the shiparch.ini carry over into the game. The ship still has the same traits (i.e. no class shields/guns greater than 4)

What gives? Am I missing something obvious?

Post Fri Apr 04, 2003 6:46 am

Make sure you have visable file extensions on under explorer.
Check to make sure your new file is called shiparch.ini not shiparch.ini.txt

Great post, just hope more forum user's read it.

Edited by - Sorcecode on 04-04-2003 07:48:43

Post Fri Apr 04, 2003 4:22 pm

Hello

I am very new to this forum but red some topics. In this topic was written then changes made in textures for ships are global (for example, this is true for other aspects too). But I see that one can add completely new ship, new .mat files and others related. All relativities are in the ini file. The simplest way to add new ship is to duplicate the entry in .ini file with only changing the name of the ship and than edit the .ini file for the particular base so the ship can appear there.
I didn't test these things so I can't say for sure. But it is very posible that it will work like I described.

Sorry for my english, I learned it 14 years ago and didn't use for a long time.

Regards to all funs of FL.

Post Fri Apr 18, 2003 10:51 am

why all changes to textures are global:
each texture has a unique (global!) name that's in the 3d model (in the cmp/3db file) and in the .mat file (where the texture is ultimately stored). So if you change what the texture "li_hull" looks like, every ship that uses this texture will use the changed version. making a copy of the .mat file won't do much good either, as the name of the texture has to be unique in all the mat files.
so the only way to change the textures on only one ship is to extract the 3D-model, change the name of the texture in there and then make a new .mat.

I hope that helped

Post Mon Apr 21, 2003 3:20 am

I've been trying to do that; extracting the .tga from a mat, renaming the texture, assigning it to the materials in my ship, creating a new .mat file, and assigning the .mat to the ship in the .ini file.

except that the ship is always invisible

Happiness is a belt-fed weapon.

Post Fri May 02, 2003 6:13 pm

I've tried to find the new ship adding tutorial for some time now, but I can't seem to find it. A lot of threads point to other tutorials, the only problem is they aren't stickied. Could someone make a stickied thread where all useful tutorials on certain modding areas are listed, and update it frequently?

Or, can someone just point me to some new ship modelling/texturing/implementing in-game tutorials?

Post Sat May 03, 2003 10:16 am

have you tried the tutorials forum?

Post Sat May 24, 2003 8:30 pm

OK its time for somebody to take action and im thinking maybe that could be me. Soon I will be attempting to consolidate ALL discoveries and valuable informationz that the FL modding community finds into ONE site cuz quite frankly im sick and tired of the community being so scattered...im currently thinking of converting my old website into the FL reference site of which I describe...

check the forum, i will be starting a new thread with my email and everything for those who are interested in helping with such a thing.

Ogu

Post Fri May 30, 2003 1:45 am

Good Idea...if we can make all the useful information into one site, why not make all the useful mods into one big one...Just a thought

-What are you modding today?-

Post Sat Jun 14, 2003 1:39 am

I would really like to MOD, but don't really know what to do or what software to aquire. I have posted my own thread asking for this info, but nobody has told me anything. I will do cool stuff, but somebody please tell me how!

Post Sat Jun 14, 2003 1:51 am

I am aware people have asked this question before, but they never were answered.

The Monkeys are coming. Beware!

Post Wed Jul 23, 2003 1:41 am

I do not know how to make a ship can someone tell me how to make a ship and add it to the game.What tools do I need and where to get them.E-mail me at [email protected] poot them her.

Post Fri Aug 01, 2003 12:29 pm

please where can I find the full video of the FULL STORYLINE!!!!!!! (NOT THE ONE IN THE GAME)

Post Tue Aug 26, 2003 4:34 pm

I have been reading the forums and also find it very scattered. Though I have not checked each and every one , "Yet".

It seems that some think a individual either lazy or stupid simply because one can not find exactly what they are looking for.

Yet, it seems these same individuals have over looked two very fundimental things.
1) how can a person with no understanding of what they are looking for know what to look for ?
I may know what I want to do, yet have no idea what so ever of what i need to do it with.
I.E. Ignorant sue to lack of knowledge, not stupid for lack of trying.

2) It must be wonderful to have unlimited time to browse each and every forum.

Wher i am at we do not have broad band. I am lucky to get a 64 bandwith AND, I am still charged for each hook up to the net, and FOR EVERY MINUTE I am on line.
I.E. I do not have the money to stay on line looking through each and every forum hoping to hit upon what I am wanting, (If I should recognize it for what I am looking for) especially if it is peicemealed through 2 or more threads or messages in one forum.

SOOO; Yes, I have asked the same "OLD STUPID" questions. Simply because I know diddely squat about anything computer, There are no tech schools nor training facilities where I am in English, and I do not have the money (nor some times time) to sit looking and doing a clip paste routine hoping to find all the info I am wanting in order to educate myself and learn to have a good time at what I like, (First person Space flight sims).

So please do not shun us "Stupid lazy" people unless you know that to be the fact. And please let me know when and if a manula is ever compiled. I would be number one in line and most appreciative for it to use and learn from.

Until then I guess I will just have to settle for the uneditied game, or actually remain stupid and vulture off other people work since I have only one computer and can not afford to have it crash on me due to work data and other requirments I need on a daily basis. :-(
Galwin

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