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Ship change to default?

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Post Thu Jun 16, 2005 7:27 am

Ship change to default?

I had edit Sabre cmp file to have more hardpoint and save as another cmp.
I also had added this modified ship in shiparch.ini.

I able to play with this ship in all system and planet without any problem, but when I fly out from planet malta, the ship change to default sabre ship?

How cound this happen?
Anything I miss out?

Btw, what is mat (bw_ship) file for? shall I change anything in the mat file?
Note: I store the new cmp file in same directory as sabre ship, \ships\border_world\bw_vheavy_fighter\bw_vheavy_fighter_v1.cmp

Post Thu Jun 16, 2005 8:03 pm

Could you post the code that you've changed? (particularly the shiparch.ini entry for the new ship) I'm sure we can track down the problem... probably something tiny. I once had invisible ships 'cause I left one letter out of the shiparch entry.

Post Thu Jun 16, 2005 11:24 pm

Here my shiparch.ini entry.

But the weird thing still why it only happen on planet malta?
After fly out from planet malta and I land at other place, the ship retrun back to what i modify before...... !?

[Ship
ids_name = 237060
ids_info = 66700
ids_info1 = 66701
ids_info2 = 66702
ids_info3 = 66703
ship_class = 3
nickname = vi_elite2
LODranges = 0, 75, 125, 1000
msg_id_prefix = gcs_refer_shiparch_borhf
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\vi\vi_fighter\fighter_v1.cmp
material_library = ships\vi\vi_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\corsair\bw_elite2.ini
pilot_mesh = generic_pilot
nanobot_limit = 1
shield_battery_limit = 1
mass = 50.000000
hold_size = 70
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 2700
fuse = intermed_damage_smallship02, 0.000000, 1350
fuse = intermed_damage_smallship03, 0.000000, 900
max_bank_angle = 40
camera_offset = 9, 33
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 20000
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 = 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 = 2
shield_link = bw_vheavy_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpWeapon09, HpWeapon10, HpWeapon11, HpWeapon12, HpWeapon13, HpWeapon14, HpWeapon15, HpWeapon16, HpWeapon17
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpWeapon09, HpWeapon10, HpWeapon11, HpWeapon12, HpWeapon13, HpWeapon14, HpWeapon15, HpWeapon16, HpWeapon17
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpWeapon09, HpWeapon10, HpWeapon11, HpWeapon12, HpWeapon13, HpWeapon14, HpWeapon15, HpWeapon16, HpWeapon17
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpWeapon09, HpWeapon10, HpWeapon11, HpWeapon12, HpWeapon13, HpWeapon14, HpWeapon15, HpWeapon16, HpWeapon17
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpWeapon09, HpWeapon10, HpWeapon11, HpWeapon12, HpWeapon13, HpWeapon14, HpWeapon15, HpWeapon16, HpWeapon17
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpWeapon09, HpWeapon10, HpWeapon11, HpWeapon12, HpWeapon13, HpWeapon14, HpWeapon15, HpWeapon16, HpWeapon17
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpWeapon09, HpWeapon10, HpWeapon11, HpWeapon12, HpWeapon13, HpWeapon14, HpWeapon15, HpWeapon16, HpWeapon17
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpWeapon09, HpWeapon10, HpWeapon11, HpWeapon12, HpWeapon13, HpWeapon14, HpWeapon15, HpWeapon16, HpWeapon17
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpWeapon09, HpWeapon10, HpWeapon11, HpWeapon12, HpWeapon13, HpWeapon14, HpWeapon15, HpWeapon16, HpWeapon17
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08, HpWeapon09, HpWeapon10, HpWeapon11, HpWeapon12, HpWeapon13, HpWeapon14, HpWeapon15, HpWeapon16, HpWeapon17
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
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, HpThruster02
hp_type = hp_turret_special_10, HpTurret01, HpTurret02, HpTurret03
hp_type = hp_turret_special_9, HpTurret01, HpTurret02, HpTurret03
hp_type = hp_turret_special_8, HpTurret01, HpTurret02, HpTurret03
hp_type = hp_turret_special_7, HpTurret01, HpTurret02, HpTurret03
hp_type = hp_turret_special_6, HpTurret01, HpTurret02, HpTurret03
hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03
hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03
hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03

Post Fri Jun 17, 2005 3:56 am

Got enough Hardpoints on that puppy?

Now... if this is where you have the model:
ships\border_world\bw_vheavy_fighter\bw_vheavy_fighter_v1.cmp

And this is where you're telling the game the model is:
ships\vi\vi_fighter\fighter_v1.cmp

I'm suprised it launches ok at all. So I must assume that
ships\vi\vi_fighter\fighter_v1.cmp
is where the ship actually is, and
ships\vi\vi_ships.mat
is where you've saved your modified .mat file (why did you need a new texture if you're just adding hardpoints?)

And I have to assume that this
nickname = vi_elite2
is ABSOLUTELY UNIQUE *this is very important* if there are two entries that have the same nickname, the game is going to get confused.
Assuming all this is true, I don't see where your problem lies... So check those entries, make sure that your ship model is where it says it is, your texture is where it says it is, and that your ship entry has a unique, one of a kind, nickname. (Argh suggests sticking the modder's name in there, ie: vince_bw_vheavy_fighter_v1)

on anouther note... 20 guns??!!??

Post Sun Jun 19, 2005 12:08 am

Yeah, I added tons of gun hardpoint to the Sabre.

OK, now I had move back the modify CMP file (vince_vheavy_fighter.cmp) to ships\border_world\bw_vheavy_fighter folder.

I also had change the line in shiparch.ini as well to point to correct path.
I also had verify that the nickname vi_elite2 is unique.Others as well.

But the problem still the presist ONLY on planet malta.

I also notice that, in planet malta buy ship menu, when I click my ship (on left),
it show my ship (in center) with only 9 weapon (8 gun + 1 turret),where it should be show 20 weapon.
while I click the original Sabre (on right) it show a plain ship (no weapon) which is correct.

Look like the program, calling the wrong CMP (for my ship) while I at planet malta .... !?

I also did a little try by rename the original sabre CMP file name to other, then my ship appear correctly, but of course the original Sabre become invincible.

Anyone face this before?

Post Sun Jun 19, 2005 12:49 am

Could it be because my modify ship and the original Sabre is using the same object/node name causing the conflict?
e.g.
bw_port_wing01_lod1
bw_port_wing02_lod1
bw_star_wing01_lod1
bw_star_wing02_lod1
The modify node added with more hardpoint....but still use the same name as original Sabre.

If this so, any tools to change this? Or change the node name of my modify ship? I try UTF edit, but can't change the node name......

Help.....

Post Sun Jun 19, 2005 9:25 am

You've created an entry in the shiparch.ini but have you created a hull & package for it in the Goods.ini.

Post Mon Jun 20, 2005 2:05 am

Yes, all nicely done for good.ini.

I also had change the 3db filename in the modify Sabre cmp,
e.g. bw_star_wing010212345678901.3db
so that it won't conflict with original Sabre CMP 3db content.
it works, but original Sabre turn invincible in buy ship menu..... consider some workaround but still not perfect.....

anyone can advise futher?

Post Mon Jun 20, 2005 6:52 am


Could it be because my modify ship and the original Sabre is using the same object/node name causing the conflict?


I think you've hit the nail on the head there.

The way to fix this is make and rename copies of the .3db files matching those section names. change the references in the shiparch entry to match the new names, and also change the references in the cmp (using utf edit or fl model tool).

Downside: Lotsa work. Upside: your ship can have its wings blown off, too.

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