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Things you need before you attempt modding. (Ships)

Do you want to start editing Freelancer, but have no clue where to begin? This is the place for you to find things and talk about getting started on Freelancer Modding

Post Mon Sep 27, 2004 1:20 pm

Things you need before you attempt modding. (Ships)

Welcome new modders before you begin there are a couple things you need.

On the reactor or off reactor means the file is in the Download section somewhere.

#1 Drizzts ship tutorial (excellent). Get off the reactor
#2 UTF editor. On the reactor
#3 Gmax (for ship creating and modelling). Somewhere on www.discreet.com
#4 MS3D (so you can export your ship to .cmp). google for it forgot the true URL
#5 .Mat exporter for ms3d. On the reactor
#6 .cmp Exporter for ms3d. On the reactor
#7 A ini editer or decrypter. On the reactor
#8 Hardcmp for easy hardpointing. On the reactor
#9 Ship scripter by Crabtree On the reactor

If I forgot anyhting then some of you experienced guys fill in the blanks.

I can help if anyone has modelling questions Regarding Gmax or 3dsmax.
Just email me at [email protected]

EDIT: most of these are useless if you dont want to model a ship but Drizzts tutorial is still usefull because it can show you in a "SIMPLE" way how ini system works. And if I were you I would try my hand at being an all around modder (Ships and everyhting else). Dont be discouraged if things dont turn out just ask around for help and usally someone will be nice enough to show you how to do soemthing. The modding community for Fl is very new modder friendly .

Edited by - Supersnipa on 9/27/2004 2:41:36 PM

Edited by - Supersnipa on 9/27/2004 2:57:03 PM

Post Mon Sep 27, 2004 2:28 pm

what if you want to put already modded ships into your mod?

Post Tue Sep 28, 2004 1:42 am

what if i found a already modded ship on another mod and wanted to put that ship into my mod how would i do that i know its not as simple as cut and paste so where do i start or how do i get a ship from mod A to mod B and make it work as it should do

I never tell the truth but that was a lie

Post Tue Sep 28, 2004 7:23 am

ok, simple questions.

First you need the following files opened...

shiparch.ini
Goods.ini
misc_equip.ini
engine_equip.ini
market_ships.ini

Secondly, you need to have the following files in a folder in the DATA\Ships folder.

Data\Ships\(your ship folder)
(your ship).cmp
(your ship).sur
(your ship).mat

example....Data\Ships\Centurion
Centurion.cmp
Centurion.sur
Centurion.mat

once the ships folder has been added to the Data\Ships folder then you get to the FUN stuff!!!!

Firstly the shiparch.ini...here is an example from mine...

[Ship (add a at the end of the ship ALWAYS close these entries!!!! )
ids_name = 210011
ids_info = 70041
ids_info1 = 70042
ids_info2 = 70043
ids_info3 = 70044
ship_class = 1
nickname = tick
LODranges = 0, 9000, 9000, 9000
msg_id_prefix = gcs_refer_shiparch_borhf
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\Cyrix_corp\heavy_fighters\tick.cmp
material_library = ships\Cyrix_corp\heavy_fighters\tick.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\corsair\bw_elite.ini
pilot_mesh = generic_pilot
nanobot_limit = 45
shield_battery_limit = 45
mass = 190.000000
hold_size = 60
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 1225
fuse = intermed_damage_smallship02, 0.000000, 613
fuse = intermed_damage_smallship03, 0.000000, 408
max_bank_angle = 30
camera_offset = 7, 33
camera_angular_acceleration = 0.060000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 10
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 3000
explosion_arch = explosion_li_elite
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 = 43000.000000, 43000.000000, 230000.000000
angular_drag = 41000.000000, 41000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
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 = 4
shield_link = l_elite_shield01, HpMount, HpShield01
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01

this is the bare balls infor for the ship....make sure you have all the Hard points added in correctly...and make sure SPELLING is perfect!!!! if ONE leter is off its crash time!

next...Goods.ini

[Good (this is the ships info for the ship dealer, price and so on)
nickname = tick_hull
category = shiphull
ship = tick
price = 17000
ids_name = 12008
item_icon = SHIPS\Cyrix_Corp\heavy_fighters\hw_p2_hf.3db

[Good (this is the package...the additional equipment for the ship)
nickname = tick_package
category = ship
hull = tick_hull
addon = tick_engine_01, internal, 1
addon = tick_power01, internal, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallPurple, HpRunningLight01, 1
addon = SlowSmallPurple, HpRunningLight02, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = contrail01, HpContrail03, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1

(as you see i left out the scanner and the tractor...in my mod you HAVE to buy that seperately...i have 10 types of each )

next is the...engine_equip.ini

[Engine (did you remember to CLOSE the brackets..... ? )
nickname = tick_engine_01 (make sure this name matched the one in the package in the goods.ini!!!! )
ids_name = 263671
ids_info = 264671
volume = 0.000000
mass = 10
max_force = 65000
linear_drag = 599
power_usage = 0
reverse_fraction = 0.200000
flame_effect = gf_li_smallengine01_fire
trail_effect = gf_li_smallengine01_trail
trail_effect_player = gf_br_smallengine01_playtrail
cruise_charge_time = 5
cruise_power_usage = 20
character_start_sound = engine_li_fighter_start
character_loop_sound = engine_li_fighter_loop
character_pitch_range = -50, 25
rumble_sound = rumble_fighter
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
engine_kill_sound = engine_li_fighter_kill
cruise_start_sound = engine_li_cruise_start
cruise_loop_sound = engine_li_cruise_loop
cruise_stop_sound = engine_li_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 60
outside_sound_cone = 180

next....the misc_equip.ini

[Power (CLOSE THE bracket damn it lol )
nickname = tick_power01 (make sure this is the same as the one in the package in the goods.ini)
ids_name = 230010
ids_info = 231010
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 3200
charge_rate = 157
thrust_capacity = 1990
thrust_charge_rate = 148
lootable = true

and FINALLY!!! time to add the ship to a base in the universe some where....this is done in this file...market_ships.ini

for now we eill add it to manhatton..LI01_01_base

[BaseGood (got ?? close the bracket remember )
base = Li01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 0, 0, 1, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood = lf_package, 1, -1, 0, 0, 1, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 0, 0, 1, 1, 1
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1
marketgood = tick_package, 1, -1, 1, 1, 0, 1, 1

on this file make sure you make a ship NOT being sold have the following number scheme...-1,0,0,1,1,1
and a ship being sold....-1,1,1,0,1,1

as you can see the "tick" is being sold on manhatton base

all ya gotta do is copy, paste the information for each file...and edit the hardpoints, IDs numbers...and the names...you can use these examples for your work just add your own info where mine is

phew! you need any more info just post it and i will be glad to help....OH!!! on an IMPORTANT note...if you are taking a shifp from a mod and adding it to your mod...get permission first...BEFORE releasing your MOD!!! and give proper credits to the person who made the model and the textures since they worked incredably hard on the meshes,,,they deserve to be noticed!!!

have fun

"To live is to die....but living is to die slowly..why waste time on trivial things just play as hard as you can"

Edited by - Dark_Shadow2004 on 9/28/2004 8:27:21 AM

Post Tue Sep 28, 2004 10:32 pm

Just two more little things that were not explained above...

You can only sell three ships at any base, so you should make sure if you put one in that you take one out.

Secondly, the first number in the string after the package is the level of the player in the game who is allowed to buy the ship. If you want to buy it right away you have to make that a 1... if you don't want to be able to buy it until you reach level 20, then make it a 20 so the number would look like:
tick_package, 20, -1,1,1,0,1,1 with the next number -1 referring to the reputation required at this base to buy that weapon... -1 means anyone can buy it.

Edited by - JustSomeGuy on 9/28/2004 11:34:03 PM

Post Wed Sep 29, 2004 7:24 am

thanks justsomeguy... i had this feelin i was forgettin something lol

"To live is to die....but living is to die slowly..why waste time on trivial things just play as hard as you can"

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