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The general place to discuss MOD''ing Freelancer!

Post Tue Mar 23, 2004 6:32 pm

chantdeguerre

when your flying around in your modded textured dagger, go fly around and look for npc flying the regular daggers, you should notice they have the exact same texture as the modded ship your flying. Trust me on this, they will. Freelancer reads in the data per material id of the ships mesh. ie, in the cmp, in the vmesh, per each component of the mesh it has a material id for a specific material. By copying the daggers cmp and changing it's name, that's not changing the material id with it's mesh, hence, when freelancer loads the data up for the material id for your modded dagger, when it comes up to load the data for the regular one it won't reload it because it thinks it already has cause the two have the same material id number. It doesn't matter if your have the two use different .mats, when it reads in one, it will use that texture for everything using that material id.

This is the same deal with new icons as well, you can't just copy an old icon and put a new texture in it, well, you can, and it will work, but it will show either one icon or another for every item which used that base .3dl regardless of name changes. There is a long tut on icon making which you can use to see how to use the freelancer crc calculator for your ship and the mesh data. Cause icons are infact 3d models just like the ships, just much simpler, but same contexts behind them.

Post Tue Mar 23, 2004 6:44 pm

I'll go check it out now.

I'll get back to you when i get close enough to an enemy dagger to tell you.

I checked it out, and your right. I'm reading through the tutorial, trying to see what I need to apply. If I have a specific question I'll ask it, until then I'm just going to keep reading and trying stuff. Because the tutorial is for icons. Instead of a 3DB file, im using the ships CMP file. But there's 3 vmesh library nodes here, so I assume I have to change all three. But I'm not positive what to do with them once they are renamed...

or how to get them to use my .mat file either.



Edited by - chantdeguerre on 3/23/2004 7:35:44 PM

Post Tue Mar 23, 2004 8:20 pm

ok... here we go:

i copied the dagger's folder to my my mod/ships folder.
so the dir struct is:

mod/ships/canadian/cn_fighter (contains cn_fighter.cmp and all the other bw_fighter files with bw being replaced by cn)

cn_fighter.mat is just in /ships/canadian (to follow the way the game stores things).

now I UTF edit cn_fighter.cmp and I get three vmesh nodes called:

data.ships.border_world.bw_fighter.bw_fighter.lod0-112.vms
data.ships.border_world.bw_fighter.bw_fighter.lod1-112.vms
data.ships.border_world.bw_fighter.bw_fighter.lod2-112.vms

I changed those names to

data.ships.canadian.cn_fighter.cn_fighter.lod0-112.vms
data.ships.canadian.cn_fighter.cn_fighter.lod1-112.vms
data.ships.canadian.cn_fighter.cn_fighter.lod2-112.vms

I looked up those names in the crc calculator and noted the numbers.
If I open the leaf called "VMesh Data" with "int array" it spits up a HUGE amount of numbers.

here's where things get fuzzy on me. In the icon editing tutorial it says I should replace the fifth number with my new material ID's number. except that I'm not dealing with icons, i'm dealing with ships. I haven't entered my materialID into any file, beacause I have no idea where it goes.

I'm using the material id SHIPS_cn_fighter for now. I got it's number from the crc calculator. but where do I need to put this number or name? and where in vmesh data in the cmp do i need to cross reference this number?

Post Tue Mar 23, 2004 8:47 pm

Okay i have dug through many .ini's and many .dll's and haven't been able to get a good lead on this one. I want to figure out a way to make trading effect reputation. Like if you bring a shipment of goods that a base really needs it will have a positive affect on your reputation with them. Any thoughts or ideas on this?

Never take for granted that your secret weapon is still a secret or that it is the only secret.

Post Tue Mar 23, 2004 10:05 pm

Nick... there are several mods that allow you to buy capital ships, my favorite is Evolutions. As far as making one buyable on manhattan, that gets a little tricky, you have to edit a cap ship from one of the mods to make it buyable there. If you want to just have access to battleships and cruisers and such, without editing files, then just try a mod that has them and look for them, Evolutions has capital ships on New London and New Berlin, as well as alot of other places. You might find a mod that has them on Manhattan, so just search the downloads section.....keywords like: capital ship, battleship, cruiser, train, etc..

Sanic

"47 is the most reoccuring number in the universe!"

"They come in Pints??"

Post Wed Mar 24, 2004 1:13 am

chantdeguerre

my recomendation would be to use the crc calculator on the original node name in the mat file, and record that number down, and then use it again for the new node name.

Use the material id you get from the original, and run a search for it in the vmesh data, then replace any instance of that number with the new one you calculated, do the same for each material.

Haven't tried it myseld, I should see if it works, lol


Post Wed Mar 24, 2004 8:14 am

Bladeburier:

There's no built-in way to make trading affect your reputation. The file that controls this is DATA/MISSIONS/empathy.ini, each faction has a section beginning:

[RepChangeEffects
group = li_n_grp
event = object_destruction, -0.030000
event = random_mission_success, 0.085900
event = random_mission_failure, -0.045000
event = random_mission_abortion, -0.067500
...
continues
...

Thus the only ways to affect your reputation is by destroying enemy ships and taking random missions, which I expect you know already

The only way I can think of implementing it is within the single player missions, which give you greater control over things like this.

Sorry I couldn't be more helpful!

Post Wed Mar 24, 2004 8:54 am

ok so:

1) open cn_fighter.mat (modified mat) with utf editor.
2) get node name (bw_panel_256.tga), get the number for this with crc calc.
3) open cn_fighter.cmp with utf editor. I ran into a problem here. I could open the first of three vmesh datas, with int array, I copied it out and searched for the number. Couldn't find it. Tried it again on the second one. CRASH. Can't open it. Third one. Same thing. I guess the UTF editor can't deal with this. But because the UTF editor can't deal with this, I don't know what to do. I'll look to see if there is another utf editor available, but if I remember correctly, there isn't one. Maybe export the two vmesh datas I can't open and use hex editor on them?

Post Wed Mar 24, 2004 7:02 pm

1st, at step number 2 in you last post, you don't use the "bw_panel_256.tga" in the crc calc, you use "bw_panel_256."

2nd, I'm not entirely sure how the data is stored in meshes dealing with more then one material. What I just did was look at the vmesh in some of the ships I had made. The ships I had done just using one material were very simple to tell where the material id was used, same as icons with one instance on the 5th line down. However whenever I looked into the vmesh for my ships with more then one material, it crashed the utf editor. And looking at it directly in a hex editor didn't help much either... need a better program which can look at data as an int array then the utf editor.

I know it's possible... but I've always done it the easy way with the program which does all the work of changing material ids automatically for you but that was written by our server founder and he copyrighted his program strictly for use on our mod, which means your still stuck with trying to find away to expand the vmesh data into the mutliple materials ids it uses : p

Post Wed Mar 24, 2004 11:19 pm

I have a pretty simple question. I just reinstalled FL (haven't played it for almost a year now) and I want to put in the star trek ships. Everything I can see says to use "SL Edit" to import these. However the only download I can find is for SL Edit beta, but is it says you have the previous version first (2.0 or something). I can't find this for download... can anyone help me? And is there any tips on importing these ship models?

Thanks!

Post Thu Mar 25, 2004 3:28 am

Accushot:

Thank you for your input. I am sure that in order to do it (and yes this is for an SP mod) I need to add something to empathy.ini. My thought was since everything in that file is in the format: "event = some_event_or_other, 0.000001", then if i could figure out the event code for a trade ("sell_commodities" or something) I would be able to make the changes needed. Or perhaps if somehow you can reference a rep change in the files that list what commodities are bought, for what price, and rep needed to buy. Anyway this may be a fool's quest I just love to mod and wanted to try this out. As is the only way you can change your rep with one faction is by blasting away another (which tends to make them a tad angry). So if you have any input as to how to implement this in single player missions I'd greatly appreciate it. Thanks. If not hey thanks also. Lates.

Never take for granted that your secret weapon is still a secret or that it is the only secret.

Post Thu Mar 25, 2004 3:33 am

Off topic. Weeeeeee. I got promoted to "Butter Bar" Lieutenant. \/ Okee. I'm done.

Here. Let me show you how to squeeze the fish.

Post Thu Mar 25, 2004 8:12 am

Bladeburier:

Lol, congrats, you're just one rung below admiral now

To get you started with the missions, I have complied a list of all the conditions and actions (Kinda like If's and then's in VB ) that you can use in SP missions:

There are 42 different Conditions:

Cnd_True
Cnd_Destroyed
Cnd_CommComplete
Cnd_SpaceEnter
Cnd_Timer
Cnd_SpaceExit
Cnd_BaseEnter
Cnd_LocEnter
Cnd_RTCDone
Cnd_PopUpDialog
Cnd_CharSelect
Cnd_MsnResponse
Cnd_BaseExit
Cnd_ProjHit
Cnd_DistShip
Cnd_WatchTrigger
Cnd_PlayerManeuver
Cnd_TLEntered
Cnd_TLExited
Cnd_DistVec
Cnd_NPCSystemEnter
Cnd_LaunchComplete
Cnd_DistVecLbL
Cnd_HealthDec
Cnd_ProjHitShipToLbl
Cnd_InSpace
Cnd_SystemExit
Cnd_CargoScanned
Cnd_LootAcquired
Cnd_LocExit
Cnd_HasMsn
Cnd_SystemEnter
Cnd_JumpInComplete
Cnd_PlayerLaunch
Cnd_TetherBroke
Cnd_InTradelane
Cnd_WatchVibe
Cnd_InZone
Cnd_DistCircle
Cnd_ProjHitShiptoLbl
Cnd_EncLaunched
Cnd_DistVecLbl

And 86 Actions:

Act_ActTrig
Act_NagDistLeaving
Act_Invulnerable
Act_MarkObj
Act_PlayerCanTradelane
Act_ChangeState
Act_DeactTrig
Act_SendComm
Act_PlayerCanDock
Act_PlayMusic
Act_SpawnShip
Act_SetVibe
Act_SpawnSolar
Act_GCSClamp
Act_RandomPop
Act_MovePlayer
Act_CallThorn
Act_PlaySoundEffect
Act_StartDialog
Act_GiveObjList
Act_Destroy
Act_SetVibeLblToShip
Act_Cloak
Act_RelocateShip
Act_LightFuse
Act_SetVibeLbl
Act_ForceLand
Act_SetShipAndLoadout
Act_AddAmbient
Act_AddRTC
Act_NNIds
Act_Popupdialog
Act_SetNNObj
Act_RemoveRTC
Act_SetOffer
Act_SetTitle
Act_RemoveAmbient
Act_NagOff
Act_RpopAttClamp
Act_PobjIdle
Act_NagClamp
Act_LockDock
Act_SpawnFormation
Act_SetVibeShipToLbl
Act_NagGreet
Act_EtherComm
Act_EnableManeuver
Act_RevertCam
Act_Save
Act_PlayerEnemyClamp
Act_AdjHealth
Act_SpawnLoot
Act_LockManeuvers
Act_HostileClamp
Act_DisableTradelane
Act_NagDistTowards
Act_SetLifetime
Act_AdjAcct
Act_SetNNState
Act_SetNNHidden
Act_GiveNNObjs
Act_EnableEnc
Act_DebugMsg
Act_RandomPopSphere
Act_SetVibeShiptoLbl
Act_SetInitialPlayerPos
Act_StaticCam
Act_SetVibeOfferBaseHack
Act_NNPath
Act_PopUpDialog
Act_SetOrient
Act_RemoveCargo
Act_SetRep
Act_DisableFriendlyFire
Act_SetLifeTime
Act_SetVibeLbltoShip
Act_Jumper
Act_Ethercomm
Act_GiveMB
Act_Lightfuse
Act_SetPriority
Act_PObjIdle
Act_RpopTLAttacksEnabled
Act_DockRequest
Act_Forceland
Act_DisableEnc

Since there is no condition to detect whether a player has sold a commodity, I suggest you do something like I am doing in my mod:

1. Base gives player a mission, such as please take X units of Y to base Z
2. Cargo is added to player's hold
3. When player arrives at base Z (Cnd_BaseEnter), cargo is removed from his hold, his account is updated and reputation increased.

Edited by - AccuShot on 3/25/2004 8:14:18 AM

Post Thu Mar 25, 2004 3:22 pm

Here's a little something I made for myself when I was changing faction relationships around for my mod. This is the group name of the faction (left column) as found in initialworld.ini with the corresponding IDS name (the name you see in the game) on the right column.

* = In multiplayer you will not encounter these factions (there are no encounters/patrols/bases setup
for them)

** = Nomads. But I'm not sure if the nomads in single player are the same as the ones you can visit in multiplayer. You've been warned.


li_n_grp ;Liberty Navy
li_lsf_grp ;Liberty Security Force
li_p_grp ;Liberty Police Inc.
br_n_grp ;Bretonian Navy
br_p_grp ;Bretonia Police
ku_n_grp ;Kusari Naval Forces
ku_p_grp ;Kusari Police
rh_n_grp ;Rheinland Military
rh_p_grp ;Rheinland Police
co_alg_grp ;ALG Waste Disposal
co_be_grp ;Border World Exports
br_m_grp ;BMM
co_nws_grp ;Gateway Shipping
co_hsp_grp ;Cryer Pharmaceuticals
co_ic_grp ;Interspace Commerce
co_khc_grp ;Daumann Heavy Construction
co_kt_grp ;Kishiro Technologies
rh_m_grp ;Kruger Minerals
co_me_grp ;Deep Space Engineering
co_ni_grp ;Synth Foods Inc.
co_os_grp ;Orbital Spa and Cruise
co_rs_grp ;Republican Shipping
co_shi_grp ;Samura Industries
co_ss_grp ;Universal Shipping
co_ti_grp ;Planetform Inc.
co_vr_grp ;Ageira Technologies
fc_bd_grp ;Blood Dragons
fc_b_grp ;Bundschuh
fc_c_grp ;Corsairs
fc_fa_grp ;Farmers Alliance
fc_g_grp ;Gaians
fc_gc_grp ;Golden Chrysanthemums
fc_h_grp ;Hogosha
fc_j_grp ;Junkers
fc_lh_grp ;Lane Hackers
fc_lr_grp ;Liberty Rogues
fc_lwb_grp ;LWB
fc_m_grp ;Mollys
fc_ou_grp ;Outcasts
fc_rh_grp ;Red Hessians
fc_or_grp ;The Order *
fc_u_grp ;Unioners
fc_x_grp ;Xenos
gd_gm_grp ;Gas Miners Guild
fc_uk_grp ;Nansei Research Complex *
fc_n_grp ;Nomads **
fc_ln_grp ;Liberty Navy *
fc_kn_grp ;Kusari Naval Forces *
fc_rn_grp ;Rheinland Military *
fc_ouk_grp ;Kress' Men *
fc_q_grp ;Quintaine's Men *
fc_f_grp ;Fugitive *
gd_im_grp ;Independant Miners Guild
gd_z_grp ;Zoners
gd_bh_grp ;Bounty Hunters Guild

Post Fri Mar 26, 2004 1:33 am

Accushot:

Very very kewl. Thank you very much for those. I am sure they will come in handy. I may very well be biting off more than I care to chew but I plan to Remod the game in its entirety. A bit at a time. If only intent had cash value. Thanks again.

Here. Let me show you how to squeeze the fish.

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