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New "Freelancer Rebalance Mod" by Michael D.

Here you can find news, get help and comment about the ?FL Rebalance Mod? for Freelancer

Post Tue May 13, 2003 11:19 pm

Michael Dan:

Please check with me before using models from Hostile Universe. I am very agreeable to requests but not all the models are mine to give and as such some people would get very annoyed at seeing their models suddenly appearing in other mods without their knowledge.

Todate, ive give AKA permission to use my starfury and both Galaxy freighters and nobody else.

You do not need remove the starfury, you can use that model but you need to check with kurgan about the viper is its from hostile universe.

Also, if you keep me informed, i can keep you informed of changes too. So you do not end up with a old model thats already been updated by me.

Giskard

GUX

Post Wed May 14, 2003 2:51 am

unfortunately the model's skin for the star fury seems to be missing. it shows up as only a white model. the Vipers looks great though.

Post Wed May 14, 2003 6:39 am

Is there a server with this mod online?

Post Wed May 14, 2003 8:59 am

the skin for the starfury should be there, the mat file is included with the mod.
Griskard, sorry for the omission, I'll include u and Kurgan in the credits list for the models. and i'll check for permision next time...mea culpa.

Post Wed May 14, 2003 9:06 am

abd Griskard, maybe u and kurgan should release a separate ship pack just like in babylon 5 mod. in this case i'll include support for the ships, leting the players to download the pack separatedly, just like the slave1/awing/bwing from porsche.

Post Wed May 14, 2003 11:38 am

With that Grrrk mod thingie, can someone tell me where all the new Jumpholes are at? I just discovered a Tau29 Jumphole at Cortez and was shocked! Can someone post a list or something?

GUX

Post Wed May 14, 2003 1:29 pm

I'm running this MOD on a dedicated rack server. with all the updates I haven't been running it 24/7 but I think I'll keep it up and going with the current version for awhile. the server name is REBALANCE MOD 06C (GUX'S)

I checked with a couple of people who where connecting to my server and they all said the same thing. the starfury is just white, no texture skin. yet I've been to respawn.co.uk and have seen what the starfury is supose to look like.

Post Wed May 14, 2003 1:56 pm

Ok Dan, NP.

Email me soon. I may have something for you if your interest. Just finishing up hyperspace before i make some more ships.

If players are having problems with mods, get them to read my post at the link below.

http://www.respawn.co.uk/invboard/index ... 9952358b8e

Freelancer has a habbit of reseting ini files to old values when you use multiple saves. I have some advice that should help prevent most of the problems. So far its been 100% successful for me and as you might expect, my mod changes a lot very quickly.

Giskard

Edited by - giskard on 14-05-2003 14:57:30

Post Wed May 14, 2003 3:50 pm

Server? Oro? When do I have a computer that capable of being a server, muchless the connection? I just make a lot of suggestions..

btw...
Is the x-wing skin working for everybody? For some reason it doesn't work on mine.

Edited by - Drassnia on 14-05-2003 20:39:46

Post Wed May 14, 2003 8:04 pm

Works fine for mine.

Post Thu May 15, 2003 6:31 pm

Michael,

The same problem occurs with the X-wing starfighter, and I have found the culprit.
It seems that the fcxwing.mat file doesn't contain a correctly generated dds file for the fcxwing texture. I have taken the liberty of generating it, and importing it in the fcxwing.mat file, and now it shows fine here.

Appearently if there aren't mips generated for all the standard mips-detail levels, as in this case there only was textures for the highest level, then it won't show on machines uncapable of running at the highest detail levels.

I'll check up on all the ships you have added to the rebalance mod, and fix the .mat files if it's necessary. Will post a file on the net containing the revised .mat files, so you (and anybody else) can pick them up and replace the erroneus mat files.

Regards

Dutch63(on the Boomtown #1 server)

Post Thu May 15, 2003 7:33 pm

Dutch:

Well spotted mate, I was wondering why some users where suffering from that fault. Trouble is, the mat files will soon become excessively large and distrobutation will become impossible. Guess thats one problem im going to have to let others suffer with as Im paying for my bandwidth on my site and ive been down the free website path before and found it most unreliable.

Giskard

Edited by - giskard on 15-05-2003 20:37:37

Post Thu May 15, 2003 8:13 pm

giskard,

Well, looking at the starfury model, it looks like another problem rises it's head.
The tga textures used in it, aren't a size that are to the power of 2.
i.e 128x128 or 512x1024.
I'll try to resize them, and see if it might help.

As long as one uses nodes named MIP0 and tga files in the .mat files for textures, there appearently aren't a problem (except the textures still need to be a size that is ^2. Thats why the viper and the cylon doesn't have any problems.

if one uses nodes named MIPS for the textures, then it need to be dds files, with mip maps generated, otherwise there will be untextured ships on lower end PC's or when one has set the detail level in the game to low.
At least thats what the current investigation seem to indicate.

I'll experiment a bit further, and see what I find..

As for the size of the .mat file, I generated a dds file with mipmaps for two of the three textures used on the X-wing (the third texture already had mipmaps...), and imported them in the fcxwing.mat file. The original size was 141 Kb, and the new size was 368 kb.

When zipping up the original X-wing files the resulting zip was 165 kb, when zipping up the X-wing files with the new fcxwing.mat file instead, the resulting zip file was 201 kb. So the filesize increase is a minor thing IMHO.. but ofcourse YMMV depending on the number of textures used.

B. Regards

Dutch63(on the Boomtown #1 server)

Post Thu May 15, 2003 9:01 pm

thanx for the mat file work and repack dutch. u might wanna pack them in a ship library and post them alltogether...it seems the best way to do it. everybody could use them and the ships will show on all systems and configurations(i mean PC systems, not Star Systems! )

Post Thu May 15, 2003 9:32 pm

Giskard,

I have now resized the various textures while keeping it as tga files and MIP0 nodes in your Starfury model, so they comply with the ^2 rule, and voila.. The model is textured on low end machines, and with low detail settings on highend machines.
The mat file unfortunately has grown to 1510 kb from the original 711 kb.
It could be smaller, if I hadn't resized up, but resized downwards. Will try and see if I can get the size smaller, and revert back to you.

B. regards

Dutch63(on the Boomtown #1 server)

Added to original post:

After finally getting enough money to purchase the Starfury, I can see that just resizing the textures isn't enough.. They don't map correctly to the model.
My recommendation is that you try to reskin the model, and keep in mind the ^2 rule.. If you built the model in Milkshape 3D, you would also get that recommendation, by reading section 3 in the MilkShape 3D helpfile FAQ section:

What sizes of texture can I use when skinning my model?

The texture dimensions should always be a power of 2, e.g. 64x64, 128x128, 256x256. The maximum size of texture you can use is dependant on your graphics card.



Edited by - Dutch63 on 16-05-2003 00:23:37

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