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Developer''s Area

This is for Arghs various projects. You can ask questions and give some feedback on projects such as the XML Toolkit.

Post Wed Sep 21, 2005 10:08 pm

Developer''s Area

This area contains links to all of my experimental code samples, proofs, and conceptual work.

If you have a question about the contents of one of these articles, please start a new Thread, don't add to this one... thank you in advance...

Things Every Serious Modder Should Read:

This article discusses the fundamentals behind the FL physics model used for ship flight dynamics. A must-read for anybody who's serious about giving their ships "flavor". One of the articles that paved the way for many of the implementations seen in Warriors of the Sky.

A commentary about the above article I wrote. Please note that this article reflects some assumptions, and is not as authoritative as Dev's final version of his documentation but I would still wager that the illustrations, if nothing else, are very helpful for people who want to understand the concepts behind FL's physics models.

Pretty Planet Project is an article describing how to make custom Planets for Freelancer. This doesn't cover all of the code, etc.- I will document this a bit better when XML Toolkit Mod 1.3 is released.

This article discusses Trailing References, and how eliminating them can greatly improve the efficiency of a mod's code execution. The process is a little complicated, and not for the faint-hearted, but the results are really worth it.

This Tutorial covers how to make custom weapons the semi-hard way. Builds on work performed by a number of other people, including Accushot, Redeye, and others. This article is now obsolete. EOA Consortium's new CMP Exporter can export Weapon CMPs with built-in animation instructions and correct CMP references, and is much easier to work with than the process outlined above. I'm only keeping this around as a reference.

Making custom cockpits was something that Porche first pioneered- sadly, he didn't wish to share his techniques with the FL community, so I went ahead and figured it out and documented the process here. This article is now obsolete. EOA Consortium's new CMP Exporter can export custom Cockpits with built-in Camera and correct CMP references, and is much easier to work with than the process outlined above. I'm only keeping this around as a reference.

If you want to see the mod that convinced me to start modding FL, this would be it. I tried a number of FL mods out when I found TLR... this was the first, and is still close to the only mod that I would have to rate "five stars". It's not a gigantic Total Conversion... it doesn't have ships from any movie licenses... it just has innovative features, low bugginess, and solid gameplay. The XML Toolkit Mod owes a tremendous debt to Evolutions in terms of its features and overall look-and-feel.

Edited by - Argh on 9/22/2005 1:25:54 PM

Post Mon Apr 16, 2007 7:27 pm

This article is about how to make very complex SURs for unitary objects (i.e., no break-off parts). Should be suitable for even very large, complex objects, although I must warn that polycount is your enemy, when dealing with SURs- keep it simple.

This is Dev's much more complex (but perfectly-working) method for making multi-part SURs and tying them to VMESHREFs. Valuable for anybody wanting to make ships that can fall apart like the original FL ships did.

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