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Custom bases from scratch (new model, loadout)

Here you find the different tutorials on editing and MODing Freelancer

Post Thu Sep 04, 2003 12:32 am

do you have changed the "B" from "base"?

ok, found the next error. in loadouts.ini you have a light, "SlowXXLargeBlue" THIS DOES NOT EXIST
there is a light called "SlowXLargeBlue"
change it, and try again


PS: now its AM 1:35 Central European Time, and hey, I life in Central Europe...
Time to go to bed... CU tommorrow

Edited by - skyshooter on 04-09-2003 01:37:18

Post Thu Sep 04, 2003 12:45 am

Everything's up to date as you've corrected, still it bombs when jumpgating in! Surely a "type = STATION" object must have docking information? I have a feeling it's one thing that's missing.

I've updated the post above to reflect the current state of the information in each file.

Post Thu Sep 04, 2003 1:32 pm

I did set the docking informations!

try it so

~~/DATA/SOLAR/SOLARARCH.INI

[Solar
nickname = test_body
ids_name = 300000
ids_info = 70000
type = STATION
DA_archetype = solar\dockable\test.cmp
material_library = solar\dockable\test.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 99999
mass = 10000.000000
loadout = test_loadout
solar_radius = 500
shape_name = NAV_weaponplatform
hit_pts = 999999961690316250000000000000000000.000000
docking_camera = 0

~~/DATA/UNIVERSE/SYSTEMS/LI01/LI01.INI

[Object
nickname = Li01_16
ids_name = 300000
pos = -40000, 0, -40000
rotate = 0, 0, 0
Archetype = test_body
ids_info = 70000
base = Li01_16_Base
dock_with = Li01_16_Base
voice = atc_leg_f01
space_costume = br_karina_head_gen, li_female_guard_body
faction = li_p_grp
reputation = li_p_grp

behavior = NOTHING
difficulty_level = 10
loadout = test_loadout
pilot = pilot_solar_easy
;shape = SPHERE
visit = 1

Post Fri Sep 05, 2003 12:23 am

Nope, it still crashes What are the differences between the .ini information above and the .ini information you use? I assume your .cmp is similar to mine, in that it only has turret, light and fx hardpoints and no others, so it can't be that.

Post Fri Sep 05, 2003 12:55 am

the difference is that you have made it in the way that theoretically we should do, I did not included my base in the universe.ini, don't created inis for the rooms etc...
here is my code:

***SOLARARCH.INI***
[Solar
nickname = scb
LODranges = 0, 20000
ids_name = 0
ids_info = 0
type = STATION
DA_archetype = solar\dockable\scb.cmp
material_library = solar\scb.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 10.000000
loadout = scb
docking_camera = 0
solar_radius = 600
shape_name = NAV_smallstation
hit_pts = 999999961690316250000000000000000000.000000

***LOADOUTS.INI***
[Loadout
nickname = scb
equip = infinite_power
equip = ge_s_scanner_02
equip = sfx_rumble_station_small
equip = Large_station_turret, HpTurret01
equip = Large_station_turret, HpMissile01
equip = Large_station_turret, HpMissile02
equip = Small_station_turret, HpTurret02
equip = Small_station_turret, HpTurret03
equip = Small_station_turret, HpTurret04
equip = Small_station_turret, HpTurret05
equip = Small_station_turret, HpTurret06
equip = Small_station_turret, HpTurret07
equip = Small_station_turret, HpTurret08
equip = Small_station_turret, HpTurret09
equip = SlowXLargeGreen, HpLight01
equip = SlowXLargeGreen, HpLight02
equip = SlowXLargeGreen, HpLight03
equip = SlowXLargeGreen, HpLight04
equip = SlowXLargeGreen, HpLight05
equip = SlowXLargeGreen, HpLight06
equip = SlowXLargeGreen, HpLight07
equip = SlowXLargeGreen, HpLight08
equip = SlowXLargeGreen, HpLight09
equip = SlowXLargeGreen, HpLight10
equip = SlowXLargeGreen, HpLight11
equip = SlowXLargeGreen, HpLight12
equip = SlowXLargeGreen, HpLight13
equip = SlowXLargeGreen, HpLight14
equip = SlowXLargeGreen, HpLight15
equip = SlowXLargeGreen, HpLight16
equip = Small_Station_E3_2001, HpFX01
equip = Small_Station_E3_2001, HpFX02

***LI01.INI***
[Object
nickname = Li01_scb
ids_name = 196776
pos = 6173, 500, -50515
rotate = 0, 180, 0
Archetype = scb
ids_info = 65755
base = Li01_11_Base
dock_with = Li01_11_Base
voice = atc_leg_f01
space_costume = br_karina_head_gen, li_female_guard_body
faction = li_p_grp
reputation = li_p_grp
behavior = NOTHING
difficulty_level = 2
loadout = scb
pilot = pilot_solar_hardest


NOTE: Li01_11_Base is Fort Bush, since I didn't made an entry in universe.ini I taken fort bush.
my station is called scb

Edited by - skyshooter on 05-09-2003 01:58:27

Post Fri Sep 05, 2003 5:08 pm



Works! Unfortunately, the textures are not displayed. Not sure why, but i'm sure some tinkering will reveal the reason.

Thanks loads skyshooter!

Post Fri Sep 05, 2003 5:29 pm


did you mapped the textures ? in milkshape press ctrl+T

Post Fri Sep 05, 2003 7:59 pm

Ah yes, that might be useful. The textures are now mapped, but the damn cube's invisible now! The only way I can see it is a flashing green light floating in space. I don't want a stealth cube!

Please forgive my lack of knowledge about Milkshape, i'm entirely used to 3DS Max/Gmax, so i'm learning the harsh way.

Post Fri Sep 05, 2003 9:34 pm

mhm.. no clue what's this...
are you sure you don't have changed the name of the material in milkshape or in the .mat file? it's the only possibility I know..

Post Sat Sep 06, 2003 1:21 am

Yeah - the cube's group is using the material "body", and in the .mat file under material library is a node called "body". This has the Dt_name node of value "body.tga" and Type "DcDt".
The texture library section of the .mat has a branch called "body.tga", and under that a node called MIP0, containing the 24 bit, uncompressed Targa image file (256x256).
I don't really see what's wrong with that, and I can't find anything on any of the forums that suggests this is wrong.




edit: added images.

Edited by - Tezz on 06-09-2003 02:30:40

Post Sat Sep 06, 2003 3:57 pm

no doubt, this is 100 % correct! I have no Idea...
correct mat file path in solararch ?
LOD ranges ?
try to set an other name for the material, maybe "body" is to common??

I have tried with my model here with TGA files and it functions...

Post Sat Sep 06, 2003 4:42 pm

Everything's fine, and if I rename the material used by the cube/.mat file entry to something like "cbody" or "cubemat" or "bananapogo", it still doesn't work. I know the textures are ok because they are identical in type to others used.

It just doesn't make any sense!

edit: I only need two LOD ranges, correct? I only have one LOD in my .cmp, so I assumed the ranges needed are zero and the 'horizon' range (10-20,000). This is what I currently use:

LOD_ranges = 0, 10000

No amount of tinkering with these has produced any result.

Edited by - Tezz on 06-09-2003 17:45:01

Post Sun Sep 07, 2003 12:02 pm

don't know... make another mat file, maybe the UTF editor has unknown evil bug?

you can set another material from an original ship /change the path in solararch.ini and the material name in your cmp). Just for testing purpuoses, so you know if the mat file or the cmp and ini is the problem.

Post Mon Sep 08, 2003 7:25 am

All as I want to know is if there is an easy, straight forward way that I can add my own secret Asteroid Base with weapons platforms.

Post Mon Sep 08, 2003 3:37 pm

Yeah, you can add your own asteroid base with no problem, as long as you're using an existing .cmp and .mat . Otherwise, join the club!

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