Important MessageYou are browsing the archived Lancers Reactor forums. You cannot register or login. |
Need help with adding ships
The general place to discuss MOD''ing Freelancer!
10 posts
• Page 1 of 1
hello, i have a question if someone can help me make few ships playable in basic game, i have textures, need help to make small mod which add it to game.
there is a nice mod Freelancer Battle for Mankind with stargate ships, but it will take long to finish.
there is a demo with few ships: http://home.comcast.net/~cjabates/fl-bf ... .zip.flmod
i need only add this ships to basic game/campaign and make it buyable in few places.
i have promission for that. http://mods.moddb.com/4224/stargate-ship-mod
is there someone who can do that ? please help
there is a demo with few ships: http://home.comcast.net/~cjabates/fl-bf ... .zip.flmod
i need only add this ships to basic game/campaign and make it buyable in few places.
i have promission for that. http://mods.moddb.com/4224/stargate-ship-mod
is there someone who can do that ? please help
that would be realy easier withiut blablabla like :
Ok Now how did we calculate that?
Specifically we take the new ResourceID 65187 and convert it to HEX. (use the converter).
This will give FEA3.
Now simply prefix that with the DLL number for the NamedResources which we know is 3.
----> 3FEA3. Convert 3FEA3 to Decimal.... -----> 261795.
(Yes, figuring that out was Soooooo much fun).
Another way to look at this conversion is The DLL # * 65536 + ResID in Decimal = 261795.
But In actuality we just use the FLEd-ids which will do the calculation for us...
Goto the box called ResID to ids_name/ids_info...
Choose NameResources.dll in the drop down menu and then type 65187 into the field...
Then click CONVERT... Bingo....261795.
i made mod folder with folders and done nameresources.dll i toke entries for shiparch.ini do i need to use FlExplorer ? or what it is make easier than rest of stuff in tutorial ?
Ok Now how did we calculate that?
Specifically we take the new ResourceID 65187 and convert it to HEX. (use the converter).
This will give FEA3.
Now simply prefix that with the DLL number for the NamedResources which we know is 3.
----> 3FEA3. Convert 3FEA3 to Decimal.... -----> 261795.
(Yes, figuring that out was Soooooo much fun).
Another way to look at this conversion is The DLL # * 65536 + ResID in Decimal = 261795.
But In actuality we just use the FLEd-ids which will do the calculation for us...
Goto the box called ResID to ids_name/ids_info...
Choose NameResources.dll in the drop down menu and then type 65187 into the field...
Then click CONVERT... Bingo....261795.
i made mod folder with folders and done nameresources.dll i toke entries for shiparch.ini do i need to use FlExplorer ? or what it is make easier than rest of stuff in tutorial ?
You don't need any entry in loadouts.ini unless you want the NPCs to use the ship, but then it is more complex because you have to change other files too, so dont do that for now.
To make the ship buyable and useable you need to do the following...
If you haven't added hardpoints to your model then you must do it, you can do that using HardCMP very easily.
Add at least the following ones but be sure to use these standard names exactly as I show them below, uncheck "Use numbering Scheme" in HardCMP for the ones without numbers:-
HpMount
HpEngine01
HpTractor_Source
HpShield01
These can be placed anywhere to test quickly, even at 0,0,0 - so just add them and click "Validate" without changing x, y, z location values. (But you may find the engine is burning your ship to pieces, or it's going backwards! You can fix that later once you know its buyable and launches.)
Then you can add other hardpoints if you want (but you don't have to just to test). Be sure to pick from the "Revolute" list for HpTurret and HpWeapon hardpoints, and "Fixed" for the others:-
HpCM01 (countermeasure dropper mount)
HpMine01 (mine dropper mount)
HpWeapon01 HpWeapon02 etc
HpTurret01 HpTurret02 etc
HpTorpedo01 HpTorpedo02 etc
HpHeadLight01 etc
HpRunningLight01 etc
HpDockLight01 etc
HpContrail01 etc
It doesn't matter if these ones aren't mounted correctly in the beginning, just mount weapons on the surface of the ship at least - then you can fix them later.
The important thing is to make correct entries in shiparch.ini, goods.ini and market_ships.ini.
In shiparch.ini copy an existing ship and change the model location (xxx.cmp and xxx.mat) to suit your ship, and make sure that the hardpoints match your ship. If you didnt add any weapon turret etc then just delete them from the shiparch.ini, leave just the HpTractor_Source and HpShield01...
Here's the cougar showing the important parts:-
<pre><font size=1 face=Courier>
[Ship
ids_name = 459398
ids_info = 491706
ids_info1 = 491707
ids_info2 = 66608
ids_info3 = 491708
nickname = cougar
ship_class = 0
type = FIGHTER
mission_property = can_use_berths
LODranges = 0, 999999
msg_id_prefix = gcs_refer_shiparch_Rhehf
DA_archetype = Ships\Civilian\Cougar\cougar.cmp
material_library = Ships\Civilian\Cougar\cougar.mat
.... more lines between...
shield_link = l_elite_shield01, HpMount, HpEngine01, 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
hp_type = hp_torpedo_special_1, HpTorpedo01
HP_tractor_source = HpTractor_Source
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
.... more lines below...
</font></pre>
then in goods.ini :-
<pre><font size=1 face=Courier>
[Good
nickname = cougar_hull <-- note this is needed
category = shiphull <-- note
ship = cougar <-- note
price = 309977
ids_name = 459398
item_icon = Ships\Civilian\Cougar\Cougar.3db <-- ship picture for ship dealer room, use any to test
[Good
nickname = cougar_package <-- note this is in market_ships.ini below
category = ship
hull = cougar_hull <-- refers to hull above
addon = ge_s_tractor_01, internal, 1 <-- needed
addon = ge_bhe2_engine_01, internal, 1 <-- needed
addon = bh_elite2_power01, internal, 1 <-- needed
addon = ge_s_scanner_01, internal, 1 <-- needed
addon = LargeWhiteSpecial, HpHeadlight01, 1 <-- not necessary
addon = contrail01, HpContrail01, 1 <-- not necessary
addon = contrail01, HpContrail02, 1 <-- not necessary
addon = SlowSmallOrange, HpRunningLight01, 1 <-- not necessary
addon = DockingLightRedSmall, HpDockLight01, 1 <-- not necessary
addon = DockingLightRedSmall, HpDockLight02, 1 <-- not necessary
</font></pre>
and in market_ships.ini...
<pre><font size=1 face=Courier>
[BaseGood
base = Li04_03_base
marketgood = le_package, 2, 0.350000, 1, 1, 0, 1, 1
marketgood = Cougar_package, 38, 0.350000, 1, 1, 0, 1, 1 <-- here it is
</font></pre>
Hope this helps out.
Edited by - StarTrader on 8/15/2007 2:11:13 PM
To make the ship buyable and useable you need to do the following...
If you haven't added hardpoints to your model then you must do it, you can do that using HardCMP very easily.
Add at least the following ones but be sure to use these standard names exactly as I show them below, uncheck "Use numbering Scheme" in HardCMP for the ones without numbers:-
HpMount
HpEngine01
HpTractor_Source
HpShield01
These can be placed anywhere to test quickly, even at 0,0,0 - so just add them and click "Validate" without changing x, y, z location values. (But you may find the engine is burning your ship to pieces, or it's going backwards! You can fix that later once you know its buyable and launches.)
Then you can add other hardpoints if you want (but you don't have to just to test). Be sure to pick from the "Revolute" list for HpTurret and HpWeapon hardpoints, and "Fixed" for the others:-
HpCM01 (countermeasure dropper mount)
HpMine01 (mine dropper mount)
HpWeapon01 HpWeapon02 etc
HpTurret01 HpTurret02 etc
HpTorpedo01 HpTorpedo02 etc
HpHeadLight01 etc
HpRunningLight01 etc
HpDockLight01 etc
HpContrail01 etc
It doesn't matter if these ones aren't mounted correctly in the beginning, just mount weapons on the surface of the ship at least - then you can fix them later.
The important thing is to make correct entries in shiparch.ini, goods.ini and market_ships.ini.
In shiparch.ini copy an existing ship and change the model location (xxx.cmp and xxx.mat) to suit your ship, and make sure that the hardpoints match your ship. If you didnt add any weapon turret etc then just delete them from the shiparch.ini, leave just the HpTractor_Source and HpShield01...
Here's the cougar showing the important parts:-
<pre><font size=1 face=Courier>
[Ship
ids_name = 459398
ids_info = 491706
ids_info1 = 491707
ids_info2 = 66608
ids_info3 = 491708
nickname = cougar
ship_class = 0
type = FIGHTER
mission_property = can_use_berths
LODranges = 0, 999999
msg_id_prefix = gcs_refer_shiparch_Rhehf
DA_archetype = Ships\Civilian\Cougar\cougar.cmp
material_library = Ships\Civilian\Cougar\cougar.mat
.... more lines between...
shield_link = l_elite_shield01, HpMount, HpEngine01, 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
hp_type = hp_torpedo_special_1, HpTorpedo01
HP_tractor_source = HpTractor_Source
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
.... more lines below...
</font></pre>
then in goods.ini :-
<pre><font size=1 face=Courier>
[Good
nickname = cougar_hull <-- note this is needed
category = shiphull <-- note
ship = cougar <-- note
price = 309977
ids_name = 459398
item_icon = Ships\Civilian\Cougar\Cougar.3db <-- ship picture for ship dealer room, use any to test
[Good
nickname = cougar_package <-- note this is in market_ships.ini below
category = ship
hull = cougar_hull <-- refers to hull above
addon = ge_s_tractor_01, internal, 1 <-- needed
addon = ge_bhe2_engine_01, internal, 1 <-- needed
addon = bh_elite2_power01, internal, 1 <-- needed
addon = ge_s_scanner_01, internal, 1 <-- needed
addon = LargeWhiteSpecial, HpHeadlight01, 1 <-- not necessary
addon = contrail01, HpContrail01, 1 <-- not necessary
addon = contrail01, HpContrail02, 1 <-- not necessary
addon = SlowSmallOrange, HpRunningLight01, 1 <-- not necessary
addon = DockingLightRedSmall, HpDockLight01, 1 <-- not necessary
addon = DockingLightRedSmall, HpDockLight02, 1 <-- not necessary
</font></pre>
and in market_ships.ini...
<pre><font size=1 face=Courier>
[BaseGood
base = Li04_03_base
marketgood = le_package, 2, 0.350000, 1, 1, 0, 1, 1
marketgood = Cougar_package, 38, 0.350000, 1, 1, 0, 1, 1 <-- here it is
</font></pre>
Hope this helps out.
Edited by - StarTrader on 8/15/2007 2:11:13 PM
10 posts
• Page 1 of 1
Return to Freelancer General Editing Forum