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Contrail Additions to Liberty Enforcers

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 Jul 11, 2005 2:49 pm

Contrail Additions to Liberty Enforcers

I am working on a project that modifies the Liberty Enforcers(by AluminumHaste). As of now I am working on adding contrails to the wingtips.

I add the contrail hardpoints in HardCMP, add the entries(namely "
hp_type = hp_contrail, HpContrail01
hp_type = hp_contrail, HpContrail02
hp_type = hp_contrail, HpContrail03
hp_type = hp_contrail, HpContrail04" and nothing happens. Why?

Post Mon Jul 11, 2005 3:51 pm

Try adding them to the package in the goods.ini

Post Mon Jul 11, 2005 4:01 pm

As an "addon = [INSERT OBSCURE CONTRAIL CODE THING HERE"?

Post Mon Jul 11, 2005 4:13 pm

GOT IT!!!(as simple as that sounds, im proud of myself )
Now ive got to make that thing bank like a real FL ship. Currently it turns like its vectoring thrust, not banking the way Id like it to be. After that ill just reskin the pirate enforcer to make it look less like a Happy Meal toy and then Ill release it.

Post Mon Jul 11, 2005 4:15 pm

Yes, and you can also add contrails this way to other hard points, even those with weapons on them. Nice added effect.

addon = contrail01, HpContrail01, 1 ; Contrail
addon = contrail01, HpContrail02, 1 ; Contrail
addon = contrail01, HpShield01, 1

I have had as many as 8 trails before.

Post Mon Jul 11, 2005 4:20 pm

Im messing with "max bank angle" in order to get it to turn like its a real FL ship.

I might as well get this question out before its desperately needed: Somehow, the ships come with a skin. They dont really look very FL-ish. So, how do I reskin a ship(if you dont know what Im talking about, download the mod "AluminumHaste's Liberty Enforcers" and open up the .cmp for the ships. When you switch between wireframe and skinned, it has a skin with it.) Is this part of the .sur file? Or am I missing something?

Post Mon Jul 11, 2005 4:43 pm

Go to the 3D Modeling and texturing forum, and learn how to skin, foo... between my Tutorial and Harrier's, you should be able to to learn how to skin...

Considering you've just publically insulted my work, though, I'm not very inclined to help you out- don't ask for help from me, k? "Happy Meal", indeed... thanks

Post Tue Jul 12, 2005 8:16 am

Have you seen how the Pirate Enforcer seems to glow from a klick away? Theres too much red on there for realism, which is what Im going for. Maybe ill put some black on there.

Admin of FL:CE at Click here

Post Tue Jul 12, 2005 9:37 am

Sorry i gotta laugh.....happymeal toy thats nice lol
its better than anything i could ever do though so im not gonna complain or criticise it looks nice :-D

Post Tue Jul 12, 2005 7:44 pm

Look... you see red cars all the time, and nobody complains they aren't "realistic". Like a sports car, the Pirate version is candy-apple red with a racing stripe. Your ideas about "realistic" are just your taste- you apparantly don't like red cars
I hate it when people confuse "realism", which is art that attempts to emulate our perceptions of reality (which, for the most part, I adhere to, with a bit of Anime influence) with "my taste of colors, which is based on watching Star Wars/Trek where the spacecraft are all boring shades of gray tones". If you bother looking at the skin, you'll see that it's fully-detailed, has panel lines, etc., just like a "realistic" spacecraft might. So... whatever...

And the red does NOT GLOW. The only parts that glow are the parts that should glow, which are the "lights" at the wingtips.

At any rate, good luck...

Post Wed Jul 13, 2005 7:20 am

Whenn I said "realism" i meant "FL-realism". It dosent look like a stock FL ship. t looks as out of place as an ATV with engines for wheels would in this game. So, if you change the colors to mak it more aligned wih what is should be(like the Bloodhound, that type of color. WIth the red stripe on the wings.) and make the CIvvie version that plain grey civvie colonr, and give the cop version a cop-ish look(not all blue, but blue trim)

Post Wed Jul 13, 2005 8:09 am

I didn't do the other two versions- those are AluminumHastes' work. I did that version as part of a "pack" since he was releasing his second ship ever and was talking to me a lot about skinning techniques- he's why I wrote the Tutorial, basically.

As for the colors... that's the one thing I truely dislike about FL... the ships have neat forms, but their color choices, when contrasted against the beautifully-colored space backgrounds, just aren't to my taste- they're muted, bland and uninteresting- they don't look like things that real people would buy if they had a choice between their paintjobs and the stuff that people (even governmental vehicles) buy IRL.

When you look at the Rooms... now, that is nice stuff... too bad the folks who did the skins for the Rooms weren't apparantly the same people skinning the ships, because they were awesome and fit the rest of FL's really rich palette well.

At any rate, you're welcome to try to fix things up to your liking. Just import the CMPs into MS3D and then mess with the skins in Photoshop, or take the models back out to your favorite 3D software and re-Group them for skinning... it's not easy, if you don't have any 3D experience, but it's not impossible.

Edited by - Argh on 7/15/2005 6:34:02 AM

Post Sun Jul 17, 2005 8:34 am

Importing the .cmp's into .ms3d is pointless because Photoshop cant read .ms3d
So whats the point? And the only importer that Ive found is cmp-ms3d

Post Sun Jul 17, 2005 5:59 pm

Look. A "skin" is nothing more than a 2D picture "wrapped" around a 3D object.

If you don't know even that much about 3D... you have a lot've reading to do before you can "fix" my Happy Meal, kid...

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