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*** Newbie Questions? Look no further! ***

The general place to discuss MOD''ing Freelancer!

Post Sun Jul 13, 2003 3:14 pm

Accushot, if your encounter version is functional, then I will appreciate any help.


Für Rheinland!

Post Sun Jul 13, 2003 4:07 pm

Imagine

Im afraid you will have to edit the .cmp file with UTF Edit. The exporter only defines the hardpoint names, it does not define orientation etc. Having two torpedo launchers on your ship should work fine - I created a bomber with two quad-firing torpedo launchers and had no probs. You will need Fled-Ids if you want to edit the name and infocards of your ship, but save that til youve got the ship working. I think the most likely problem is the hardpoints not being defined properly - if not then post again.

Edited by - Accushot on 13-07-2003 17:08:07

Post Sun Jul 13, 2003 10:26 pm

How about starting w/Titan (very heavy fighter) & all lvl 10 class weapons and lvl 9 class turrents...?

Post Mon Jul 14, 2003 12:23 am

I have a slightly different question.

I want to make a cruise engine that accelerates very slowly - like, takes 30 seconds to reach its top speed. Only thing is, I have no idea what any of the cruise engine variables in constants.ini mean. Is there any way to do this?

Post Mon Jul 14, 2003 3:21 am

Edit mission one so that we start w/Titan filled w/Lvl. 10 Guns (Lvl. 9 Turrents too)

Ðòó/\//Êr Ð. §rÊÃt

Post Mon Jul 14, 2003 12:39 pm

question. how do u change the ship juni gives you at the start in single player. this might have been asked before, but im asking again, so there.

you can be assured, wherever i am, whatever i may be doing, i am VERY bored

Post Tue Jul 15, 2003 8:29 am

To answer zeanomorph and D.Greats questions, you need to uncompress and open DATA/MISSIONS/M01A/m01a.ini Search for the string "Act_SetShipAndLoadout = " - there are two values afterwards. Change the first to change the ship you are given and the second to change the weapons etc. you receive.

Post Tue Jul 15, 2003 8:32 am

BobMcDob

Try altering CRUISE_STEADY_TIME to a higher value, that should do it.

Post Wed Jul 16, 2003 12:41 am

zeanumorph - check page two of this thread by accushot - bout forth down - answering Iron Eagles question on how to start with an eagle - it has already been covered - take a look. Just sub in the name of the ship you want rather than the ealge given there :p
oops- see that you have already sorted this out on another section - lol

Edited by - chips on 16-07-2003 05:43:14

Post Thu Jul 17, 2003 3:19 am

can someone help import my model into freelancer
it is in 3dsmax format (.max) and lwo format (lightwave 7.5)

here's the pic


Working hard to earn... but too lazy to do something...

Post Thu Jul 17, 2003 9:19 am

Firebase

Heres what you should do (Assuming youve got the textures in a .MAT file already) :

1. Look in the downloads section for a .cmp exporter. If you can find one for Lightwave then use that, otherwise youll have to export to Milkshape 3D (Available for 30 days free).

2. Use the exporter to create a .cmp file, then use UTF Edit (Also in the downloads section) to open this file. Now you have to edit the hardpoints etc. on your ship. I wont go through it all here because it takes a while but look back through the thread for ther tutorial I posted earlier.

3. Now youre ship model is imported you have to define it in DATA/SHIPS/shiparch.ini. Open this file and add this text at the bottom, replacing ''MY SHIP'' with the name of your ship. Also remember to change the pathname of your model and texture file:

[Ship
ids_name = 237034
ids_info = 66570
ids_info1 = 66571
ids_info2 = 66608
ids_info3 = 66572
ship_class = 0
nickname = MY_SHIP; <- CHANGE THIS
LODranges = 0, 40, 60, 140, 300, 1000
msg_id_prefix = gcs_refer_shiparch_Liblf
mission_property = can_use_berths
type = FIGHTER
mass = 100.000000
hold_size = 25
linear_drag = 1.000000
max_bank_angle = 35
camera_offset = 6, 22
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
nanobot_limit = 12
shield_battery_limit = 12
hit_pts = 1300
DA_archetype = ships\robs ships\MY SHIP.cmp; <-- CHANGE THIS
material_library = ships\robs ships\ MY TEXTURES.mat; <-- AND THIS
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_fighter.ini
pilot_mesh = generic_pilot
explosion_arch = explosion_li_fighter
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 = 24000.000000, 24000.000000, 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
num_exhaust_nozzles = 1
HP_tractor_source = HpTractor_Source
shield_link = l_fighter_shield01, HpMount, HpShield01
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_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_2, HpTorpedo01

Youll also have to add Collision groups if you want your fighter to break up into pieces when destroyed, for example:

[CollisionGroup
obj = port fin_lod1
separable
parent_impulse = 240.000000
child_impulse = 7.000000
dmg_hp = DpPortfin
dmg_obj = li_fighter_dmg_portfin_cap
mass = 5.000000
debris_type = debris_small_ship
separation_explosion = explosion_small_ship_breakoff
type = Port_Fin
hit_pts = 163
root_health_proxy = true

This is very complex though

Thats about it, hope I could help.

Post Fri Jul 18, 2003 6:19 am

Ok, i'm fiddling around with FL and i'm making a new system(Core Worlds - Cw01).
I can get into my new system fine(now heh) but when i dock with the base i set up there the game quits out on me.

i was wondering if u knew the cause of this problem.
i have replaced all of the files in
universe\systems\Cw01\base
and
universe\systems\Cw01\base\rooms
with
universe\systems\Li01\Base\L101_01_Base.ini
universe\systems\Li01\Base\L101_13_Base.ini
and
universe\systems\Li01\Base\Rooms\*all associated files*(.ini's)
repeatedly and renamed the files accordingly
i've edited the files to make sure they all point to the right place.
the code i used for the individual base is as follows:

[Object
nickname = Cw01_02 <--was origionally Li01_13
ids_name = 444444 <--changed this cause i didn't want to see westpoint
pos = -21500, 0, 20000
rotate = 0, 45, 0
Archetype = outpost
ids_info = 65771
base = cw01_02_base <--was origionally li01_13_base
dock_with = cw01_02_base <--was origionally li01_13_base
voice = atc_leg_f01
space_costume = li_newscaster_head_gen, li_female_elite_body
reputation = li_p_grp
behavior = NOTHING
faction = li_p_grp
behavior = NOTHING
difficulty_level = 1
loadout = trading_outpost_li_01
pilot = pilot_solar_easiest

any help would be greatly appreciated.
also where can i dl this FLed-ids application - I can't seem to find it on the downloads page.

Post Fri Jul 18, 2003 6:44 am

oops forgot something

this is the base entry in my universe.ini file

[Base
nickname = Cw01_02_Base
system = Cw01
strid_name = 196766
file = Universe\Systems\Cw01\Bases\Cw01_02_base.ini
BGCS_base_run_by = W02bF35 <--What does this mean(the W02bF35)

before i got my jumpgate to work(had to start over 2 times) the game would crash in a similar fashion(cut out to desktop and freeze(game only) unless manually shut down with task manager(which is what it does now).

also here is my Cw01_02_base.ini(the only other edited file refering to the base in question)
[BaseInfo
nickname = Li01_13_Base
start_room = Deck

[Room
nickname = Bar
file = Universe\Systems\Li01\Bases\Rooms\Li01_13_Bar.ini

[Room
nickname = Deck
file = Universe\Systems\Li01\Bases\Rooms\Li01_13_Deck.ini

[Room
nickname = ShipDealer
file = Universe\Systems\Li01\Bases\Rooms\Li01_13_shipdealer.ini

i didn't want to have to make different rooms for the commodity and equipment dealers so i used the virtual_room technique dunno if this cause and problems.

Post Fri Jul 18, 2003 7:27 am

If you didnt create your own rooms and want to use those ones, then you have to add them to your Bases\rooms folder, just copy and paste those room ini files into the bases\rooms folder and rename them accordingly cw01_#_deck.ini etc. Do it for ALL the rooms each base holds. and remember to change the path to point to your rooms folder.
So this is how it should look. I dont know if these would be your actual paths so dont hold me to it.

[BaseInfo
nickname = cw01_02_Base
start_room = Deck

[Room
nickname = Bar
file = Universe\Systems\cw01\Bases\Rooms\cw01_02_Bar.ini

[Room
nickname = Deck
file = Universe\Systems\cw01\Bases\Rooms\cw01_02_Deck.ini

[Room
nickname = ShipDealer
file = Universe\Systems\cw01\Bases\Rooms\cw01_02_shipdealer.ini

But you have to remember to go back into the li01_13 rooms folder and copy all three files; li01_13_bar.ini & li01_13_deck.ini & li01_13_shipdealer.ini and make sure you rename them correctly i hope that helps ya.

Post Fri Jul 18, 2003 9:01 am

Hey, I have a severe problem...I used BINI just like you said Accushot; but for some reason, FL isnt reading my changes. Furthermore, when I delete the original .INI files (after I saved backups of course), the game will get to the Freelancer Screen and crash!

To give you a brief desript. of what I did, I altered Mission1.INI to give myself an Eagle VHF (just the way u said to do it earlier in the Forum). I also edited the ShipArch.INI to change my hold size from 70 to 1mill. I don't know why this isnt working.

HELP!!!!!

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