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**Tutorial** - Adding new infocards + dll for custom items

Here you find the different tutorials on editing and MODing Freelancer

Post Tue Jan 06, 2004 10:52 am

I think that if you start adding resource numbers to existing Microsoft DLL files you are going to get in trouble. This could cause the names of many items which use numbers above the one you added to change.

Your best bet is to examine the dll's. Digital Anvil left PLENTY of room in them to add items without adding resource numbers. There are over a hundred totally blank resource numbers in NameResources alone. EquipResource has many entries that are redundant. They have individual names for each AI and Base turret and names for each engine, powerplant, etc that no one will ever see.

I'd recommend using these or using Giskards empty dll file. No offense intended but this tutorial is way beyond the scope of most modders knowledge and experience. YOUZ GONNA GET YOSEF IN BIG TROUBLZ IF YA TRIZ DIS, IMHO.

Post Fri Jul 30, 2004 10:41 am

OOps, Error, LoadLibrary() failed !
CTD, server dies, ...

I need something for importing/creating infocards that works:
- Fle_ids screws up .dll if u use it for anything else but looking (very usefull though);
- FExplorer is capable of saving strings in dll, not capable of adding xml
(Oops, ...);
- PExplorer is only for viewing, exporting (.rc files work) and editing (usefull, but dangerous);
- ResHacker cannot import .rc files (not compiled, ordinary text)
can replace tables and xml;
- none of above tools can export .res file, so that it could be used for importing
(they all make garbage)

The only thing i found out that works is FLMM, but this means puting GENERATE... in all files that eplorer made, in other words, translation from .ini->.xml, not to mention using dlls that come with mods.

This is MP experience, but from things i tried, it's same with SP.

How can i export string tables and .xml from .dll, so that i could put it in a new
.dll, with renumbered names and infos?

I can not make a new String table entry with ResHacker, because it needs compiled file, which i can not edit. Is there compiler for .rc -> .res ?

Another thing:
if u use info cards that begin with <?xml ... ?> and end without </xml> as in examples above, u will see mess, when u check ship info in game.
Throw out all '?' , and finish all cards with </xml> and it will be ok.
That is : change <?xml .... ?> to <xml ...> and put </xml> at the end.

There is also problem if u use <text> instead of <TEXT> : use <TEXT> !



Edited by - FrankZ on 8/6/2004 3:12:03 AM

Post Tue Aug 09, 2005 1:50 am

I'm sorry and dont wanna sound noobish but have no idea wats wrong with my code. The rhino is still for sale in manhatten and my ship (The makibishi) doesnt show up.

Someone plz help !!!

[Ship
ids_name = 261795
ids_info = 66518
ids_info1 = 66519
ids_info2 = 66608
ids_info3 = 66520
ship_class = 1
nickname = sa_makibishi
LODranges = 0, 75, 125, 1000
msg_id_prefix = gcs_refer_shiparch_borhf
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\border_world\bw_elite\bw_elite.cmp
material_library = ships\border_world\bw_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\corsair\bw_elite.ini
pilot_mesh = generic_pilot
nanobot_limit = 80
shield_battery_limit = 80
mass = 150.000000
hold_size = 30
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 1225
fuse = intermed_damage_smallship02, 0.000000, 613
fuse = intermed_damage_smallship03, 0.000000, 408
max_bank_angle = 60
camera_offset = 7, 33
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
hit_pts = 9800
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 = 43000.000000, 43000.000000, 230000.000000
angular_drag = 41000.000000, 41000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
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
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
shield_link = l_elite_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_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_1, HpTorpedo03
hp_type = hp_torpedo_special_2, HpTorpedo01, HpTorpedo02

[CollisionGroup
obj = sa_port_wing01_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
dmg_hp = dpport_wing01
dmg_obj = ew_dmg_portwing01_cap
mass = 5.000000
debris_type = debris_small_ship
separation_explosion = explosion_small_ship_breakoff
type = Port_Wing
hit_pts = 817
root_health_proxy = true

[CollisionGroup
obj = sa_port_wing02_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
dmg_hp = dpport_wing02
dmg_obj = ew_dmg_portwing02_cap
mass = 5.000000
debris_type = debris_small_ship
separation_explosion = explosion_small_ship_breakoff
type = Port_Wing
hit_pts = 817
root_health_proxy = true

[CollisionGroup
obj = sa_star_wing01_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
dmg_hp = dpstar_wing01
dmg_obj = ew_dmg_starwing01_cap
mass = 5.000000
debris_type = debris_small_ship
separation_explosion = explosion_small_ship_breakoff
type = Starboard_Wing
hit_pts = 817
root_health_proxy = true

[CollisionGroup
obj = sa_star_wing02_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
dmg_hp = dpstar_wing02
dmg_obj = ew_dmg_starwing02_cap
mass = 5.000000
debris_type = debris_small_ship
separation_explosion = explosion_small_ship_breakoff
type = Starboard_Wing
hit_pts = 817
root_health_proxy = true

[Simple
nickname = sa_dmg_portwing01_cap
DA_archetype = ships\border_world\bw_elite\bw_dmg_port_wing01.3db
material_library = ships\border_world\bw_ships.mat
mass = 5.000000
LODranges = 0, 100, 1000

[Simple
nickname = sa_dmg_portwing02_cap
DA_archetype = ships\border_world\bw_elite\bw_dmg_port_wing02.3db
material_library = ships\border_world\bw_ships.mat
mass = 5.000000
LODranges = 0, 100, 1000

[Simple
nickname = sa_dmg_starwing01_cap
DA_archetype = ships\border_world\bw_elite\bw_dmg_star_wing01.3db
material_library = ships\border_world\bw_ships.mat
mass = 5.000000
LODranges = 0, 100, 1000

[Simple
nickname = sa_dmg_starwing02_cap
DA_archetype = ships\border_world\bw_elite\bw_dmg_star_wing02.3db
material_library = ships\border_world\bw_ships.mat
mass = 5.000000
LODranges = 0, 100, 1000

[Simple
nickname = sa_dmg_engine01_cap
DA_archetype = ships\border_world\bw_elite\bw_dmg_engine01.3db
material_library = ships\border_world\bw_ships.mat
mass = 5.000000
LODranges = 0, 100, 1000

[Simple
nickname = sa_dmg_engine02_cap
DA_archetype = ships\border_world\bw_elite\bw_dmg_engine02.3db
material_library = ships\border_world\bw_ships.mat
mass = 5.000000
LODranges = 0, 100, 1000

[Good
nickname = sa_lf_package
category = ship
hull = makibishi_hull
addon = co_elite_power01, internal, 1
addon = ge_oe_engine_01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark10_hf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallRed, HpRunningLight01, 1
addon = SlowSmallRed, HpRunningLight02, 1
addon = SlowSmallRed, HpRunningLight03, 1
addon = SlowSmallRed, HpRunningLight04, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = contrail01, HpContrail03, 1
addon = contrail01, HpContrail04, 1
addon = contrail01, HpContrail05, 1

[BaseGood
base = Li01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood = lf_package, 1, -1, 1, 1, 0, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 0, 0, 1, 1, 1
marketgood = sa_lf_package, 0, -1, 1, 1, 0, 1, 1




Pickled plums and friends;
The older the better.

-Samuri proverb

Post Tue Aug 09, 2005 12:00 pm

one problem i can see is that you dont have a Goods entry for the HULL.

and btw, this thread was about a year old.....way to gravedig lol

Post Fri Oct 14, 2005 4:06 pm

Ahhh I love this tutorial! finally (after two long days of learning how to mod)
I know how to add names to things! without screwing up! mwahahaha. and infocards, and everything else important. This'll come in really handy.

You better not touch that button.
*touch*
Great, you just deleted the best mod ever.
What mod?
Too late now. You deleted it.

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