Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Unused Effects?

The general place to discuss MOD''ing Freelancer!

Post Thu Aug 09, 2007 10:27 am

@Commodore001: I never worked with these scripts, I haven´t even touched them.

Post Thu Aug 09, 2007 12:07 pm

thanks for helping me guys, this will help a lot with the V2 of Worlds Unveiled(The original kinda died so Im making a new mod called OMEGA Freelancer)

Post Sun Sep 09, 2007 5:52 am

Sorry to bring this back from the dead but this will keep me curious until I find out....

mh-dk mentioned something about a Pygar Script. Now I have looked, and looked but I cannot find it.
This is going to drive me mad until I can find it ^^'

So could someone point me in the right direction?

Post Tue Sep 11, 2007 12:32 pm

Take a look at the Dockable Pygar mod.

Post Thu Sep 20, 2007 6:39 pm

Found something when doing a little work with engines. One of the small nomad engines is shown in a few \fx\ *.ini and \fx\engines\ *.ini files. However it is not listed in st_equipment or engine_equip files in the \data\equipment directory. So I opened them up and noticed 2 of the 4 textures referred to do not exist in any txm file. The effect itself seems a lot more limited than the 2 part effects which are actually used in the game (those have correct texture references), which is likely why it's unused -probably intended for NPC's only.

Anyways, long story short; the unused effects which wont show up in game likely have missing texture references. To correct this, we can create a .txm file in the \fx\ directory, add the "texture library" node, then search through the .ale with missing. When searching (with a hex editor), hit F3 and enter .app Under each of these it finds, on the right side you will be looking for a string in plain text, about half way to 3/4 of the way down before the next section. Write these down, noting how many letters it uses so you can go back in and change them, or name your texture entries in the txm to match what's already there. Be careful, on some .app s there will be instances where the name is like so: gas.app#1.app - just be aware of this when searching so you dont needlessly list any twice. The last part will be importing the actual dds or targa file into the txm, then creating a suitable [VisEffect} in the proper directory, along with a "texture =" entry pointing to your new .txm file, then adding that entry to one in the base effects.ini file referring to it.

Ok that was not such a long story short, but eh you get the idea. I've only done this on the gf_no_smallengine01 so far, since I noticed nothing actually used it, but there was still the entries.

By the way, I noticed that engine is reversed, so will have to dig through it and find the effect angle and change it as well :p

Edited by - Mini_Me on 9/20/2007 7:40:24 PM

Return to Freelancer General Editing Forum