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Tutorial Compilation

Here you find the different tutorials on editing and MODing Freelancer

Post Fri Jan 26, 2007 10:16 pm

Tutorial Compilation

** Tutorial Compilation for '07 **

>>>>>>>>>>>>>>ECONOMY<<<<<<<<<<<<<<<<<<<<<<<<<
Make bases sell ENGINES (don't enable destructible engines)
Bases that only sell to friendly players

>>>>>>>>>>>>>>EXPLOITS AND VARIOUS<<<<<<<<<<<<<
Making Custom NPC Appearances
Rear-view camera position
Changing Target Reticle Color and Size
Player mountable cargopod economy
Adding a Warp Drive
Ships exploding do damage to near ships

>>>>>>>>>>>>>>FACTIONS AND REPTUTATION<<<<<<<<
How to Create Factions (manually)
Editing Bribes for more or less Credits
How to change factions so you can be good to all but 1

>>>>>>>>>>>>>>GENERAL KNOWLEDGE<<<<<<<<<<<<<<
Navmap tricks
Database
Which files do what?
INI File Contents
Find answers to crashes
Capital Ship Encounters
Liberty Battleship with mooring fix
MP Start Details, Select Pilots w/ Locations & Factions
Changing starting ship in multiplayer
Changing the Cinematic Ships
Adding new ships and Infocards as DLL
Adding the large train to shipdealers & fixing it for player use
Make scanner/tractor visible in equipment hold

>>>>>>>>>>>>>>MODELING<<<<<<<<<<<<<<<<<<<<<<<
Drizzt4.0's FL Ship Creating Tutorial(the notorious)
Making a new ship from scratch
Converting to Destructible Ship Parts; SUR Splicing plus Wireframes **
Creating custom .surs with .sur splicer
Ships/Weapons w/ multiple components <-just for reference
Lightwave 3D to Freelancer
Converting Homeworld & Freespace Ships into Freelancer
Texturing models in Milkshape3d
Nomad Textures
Transparent Windows
Creating New Hardpoints
Hardpoints ver.2
Glowing textures + Nomad tips by harrier

>>>>>>>>>>>>>>PHYSICS<<<<<<<<<<<<<<<<<<<<<<<<
Editing Ship Data/Values/Stats
Realistic Battleship settings

>>>>>>>>>>>>>>WEAPONS<<<<<<<<<<<<<<<<<<<<<<<
Solving the Silent Weapon Problem
Making BEAM WEAPONS
Creating Beam Weapons
Weapons
Creating new dynamic weapons


Edited by - Cold_Void on 1/26/2007 10:17:31 PM

Edited by - Cold_Void on 7/19/2007 5:10:59 PM

Post Fri Jan 26, 2007 10:18 pm

Post Sun Apr 22, 2007 10:15 am

*bump* - no updates atm

Post Thu May 03, 2007 1:15 pm

I found a way to FIX a black hole with the well in a system. Based roughly on the blackhole mod, I made a few changes and was able to install a beauty below the neutron star in the Omega 41 system without the use of scripting which left me with piles and piles of duplicate entries in the solararch.ini that eventually caused me to end up with a Crash to Desktop.
I removed any previous reference to the black hole in the solararch.ini and then did the following.

THIS IS THE SOLUTION!

IN SOLARARCH.INI ADD THIS as it is typed. Be sure to enclose "Solar" , "Object" and "zone" within brackets.

Solar
nickname = Blackhole_Sphere
ids_name = 60203
ids_info = 60204
type = PLANET
DA_archetype = SOLAR\BLACKHOLE\blackhole_core.3db
material_library = SOLAR\BLACKHOLE\blackhole.txm
solar_radius = 3000
mass = 1000000000000

Solar
nickname = Blackhole_Well
type = PLANET
DA_archetype = SOLAR\MISC\blackhole.3db
solar_radius = 100000
mass = 1000000000000


=====================================
IN EW03 SYSTEM.INI ADD THIS (or your favorite system)
What I did here was orient the well straight down below the neutron star with the black hole itself at -50000. In the center of this black hole, I placed a jump hole to a new system.


Object
nickname = BlackHole_1
ids_name = 60203
pos = 0, -50000, 0
rotate = 0, 0, 0
ambient_color = 0, 0, 0
archetype = Blackhole_Sphere
ring = Zone_BH, solar\blackhole\bh.ini
spin = 0.5, 0, 0

Object
nickname = BlackHole_Well_1
pos = 0, -17000, 0
rotate = 90, 0, 90
ambient_color = 0, 0, 0
archetype = Blackhole_Well
spin = 0.5, 0, 0

zone
nickname = Zone_BH
pos = 0, -50000, 0
rotate = 0, 0, 0
shape = ring
size = 3000, 700, 200
sort = 99.500000


At present I am working on a 2 sided "Flute" for the well so it will show up in all it's glory at any angle.

Edited by - Rankor on 5/3/2007 2:18:17 PM

Post Wed Aug 15, 2007 3:12 pm

I know this post is a bit old but I wanted to provide an elegant solution to the double sided cone problem. It is as simple as adding the word 'Two' to your texture's 'Type' entry.

DcDt would be DcDtTwo
DcDtOc would be DcDtOcTwo

I did that in my MOD well over a year ago, it works & looks great!

Post Fri Sep 14, 2007 8:49 am

The texture "Type" entry in the MISC\blackhole.3db is "Nebula" and not DcDt...

Changing it to anything else seems to remove transparency, the edge of the blackhole disc becomes a solid dull grey outline where it should be transparent at edge of the "gas clouds" at the rim.

I haven't tried adding "Two" to it?

Any info on "Nebula" anyone?

Post Sat Sep 15, 2007 2:15 am

may i point out that adding the "Two" to the entry LS also means its going to be rendering double what its normally rendering, using this on custom planets (using cmp files... pleh use sph ) itll cause a crash(high poly count on screen) (at least in my experiences )

Universal Modding Forums

Post Sat Sep 15, 2007 6:38 am

I say!! Jolly Good Show!!

Adding "Two" to "Nebula" so it becomes "NebulaTwo" works on the blackhole well!

And it keeps its transparency too!

Rather Sooper, what?

Umm... yes, I would advise to NOT use it on big stuff.

Roleplay: - the art of self-deceipt!

Post Wed Sep 19, 2007 7:32 am

You are correct, there is a 'NebulaTwo' in the alchemy.dll. There are alot of different settings just like that.

The black hole should look really good now.

Post Wed Sep 19, 2007 6:15 pm

im so bored right now im actually going to take time in opening up utf and doing this...... -_- lmao

Universal Modding Forums

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