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**Tutorial** Fun Tricks with the NavMap

Here you find the different tutorials on editing and MODing Freelancer

Post Thu Jul 19, 2007 11:18 am

Well this is good but again, in special cases as I mentioned above, it may be useful to remove the names or move them.

Mknote did this by modifying the original system files rather than creating brand new systems. This is also why he needed to move the places around because he created a new map and the geographic locations were different on there for all of the new houses (one of the new ones he made was called "Hispania".

Everyone needs to please stop saying how much easier it is to edit the resources files - this has nothing to do with that. This is meant to augment that and make it easier and more flexible to do things with your mod.

Also, I should point out this mod does tell you how to move the names on the map and remove them entirely which to my knowledge has not been done before.

Post Thu Jul 19, 2007 11:50 am

It is highly appreciated, Alcander!

It is now possible to 'scale' down' the Sirius map, creating more room for more Systems:



Weird thing: on my old comp. I got issues when I gave Systems broken coordinates (like 4.3, 7.1):

- no star lit up at that location
- the names were not easily selected

But on my new comp this hasn't been a problem... I wonder if it's just my improved computing power, or some exe hack that accounts for this... (not the one described above, I could already do that before I edited the text locations).

Post Thu Jul 19, 2007 12:09 pm

Great to hear Moonhead!

Thanks for posting the screenshot. That helps show the possibilites :-).

Post Fri Jul 20, 2007 10:20 am

@ Moonhead: How have you done the downscaling?

Post Fri Jul 20, 2007 1:02 pm


@ Moonhead: How have you done the downscaling?


- Open DATA\INTERFACE\NEURONET\NAVMAP\NEWNAVMAP\nav_prettymap.3db with the UTF editor.

- export the tga

- edit the tga how you want it (with e.g. photoshop)

- import the edited tga again to the proper node, using the UTF editor

O, and I recalculated the Systems' locations, moving them closer together.



Edited by - moonhead on 7/20/2007 2:03:58 PM

Post Fri Jul 20, 2007 1:19 pm

@ Alcander: is it also possible to scale the font used for the house name tags?

Post Fri Jul 20, 2007 1:52 pm

Maybe. I'll look into it for you.

Post Fri Jul 20, 2007 2:19 pm

@ Moonhead.. Yes it is! Try take a look in some files and folder with font(s) in it! I can't remember exactly the name of them since it has been some time since I've played around with those... But it's both possible to alter the size and the font itself in the game! Quite easy actually... If you haven't figured it out give me a sound and I'll get back to you ASAP... Not home atm! That's why I can't give you exact instructions.. But thought I would let you know that it's deffinately possible and actually quite easy! :-)

Post Fri Jul 20, 2007 6:02 pm

Yep shows how much attention I pay to the INI files.. lol. Open Fonts.ini in Freelancer\Data\Fonts and then you can change the size and font by changing the entry that says:

[TrueType
nickname = SubHeader
font = Agency FB
fixed_height = 0.038500

You can set the font and size there by modifying the font and fixed_height values.

Post Sat Jul 21, 2007 1:53 am

Ah yes... That's the one! Hehe... Haven't really paid much attention to that file myself! Fooled around with some of the fonts back a while, but ended up in some mess... Didn't look right! But there's one more file regarding fonts isn't there? Or do I really remember wrong?

Better check when I get back home... Hehehe!

Oh... just a rememinder! If you change the size of the font used for the name "Sirius Sector" this will also affect others... Many font changes affects other pieces of text ingame and that's why it can become messy to play wih them... Oh well... Have fun! :-p

Post Sat Jul 21, 2007 7:02 am

Thanks guys, I'm trying it now right now.

EDIT: it works! Now it's really cool to downscale the Sirius NavMap!


Another (System) NavMap issue: I haven't looked into it in detail, but it seems like you can also edit and add the NavMap icons, so that you can create a ringed-planet icon for a Saturn-like planet (instead of having to use the desert or forest moon icon). looking forward to do that



Edited by - moonhead on 7/21/2007 8:06:15 AM

Post Sat Jul 21, 2007 8:17 am

here's a stupid trick

where you have a normal pos = x, y under a {System} entry add a 'real_pos' = x, y

as near as i can figure, 'pos' is your actual table location and 'real_pos' is your systems precise location in the navmap, which allows for decimals.

Post Sat Jul 21, 2007 10:23 pm

@ Cold_Void

Huh I never looked at this. Does it move the text also then?

Post Sun Jul 22, 2007 10:10 am

Damned these 3db file are weirder than I'd expected:

1. they got this VMesh sh*t in it...

2. the planetary things (sm_small_desert_moon etc.) ONLY got VMesh sh*t in it, no texture files. So, where are they??

Anybody any info / knowledge on this matter? I'm nof gonna try with FLModelTool, but if I remember correctly, that was build for .cmp files not .3db's...


(PS Maybe this post should be in General Editting, but thematically it is in the right place. I'm asking for a Fun Ttick with the NavMap )




Edited by - moonhead on 7/22/2007 11:51:22 AM

Post Sun Jul 22, 2007 9:10 pm

The textures are in .txm and .mat files in the solars\planets folder and in the subfolders of the different planet types. Look this up in the solararch.ini

Edited by - General Drake on 7/22/2007 10:11:48 PM

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