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**Tutorial** Fun Tricks with the NavMap
Here you find the different tutorials on editing and MODing Freelancer
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Too bad
I thought the 3db's it would be very simple, just containing a tga. That way it would have been very easy to just create your own icons for different types of planets; I've always found it silly to depict jupiter-like planets with a picture of a small forest moon...
If the creators of FL would have realized what way their game would have gone, they would have invested more in customizability instead of a goofy storyline. They could have earned a couple of bucks selling various editors.
I thought the 3db's it would be very simple, just containing a tga. That way it would have been very easy to just create your own icons for different types of planets; I've always found it silly to depict jupiter-like planets with a picture of a small forest moon...
If the creators of FL would have realized what way their game would have gone, they would have invested more in customizability instead of a goofy storyline. They could have earned a couple of bucks selling various editors.
@ Cold_Void: you mean it would have to be something like:
<pre><font size=1 face=Courier>{system}
nickname = Li01
file = Systems\Li01\Li01.ini
pos = 7, 8
real_pos = = 6.8, 8.5 <------------------------------------------------
msg_id_prefix = gcs_refer_system_Li01
visit = 1
strid_name = 196609
ids_info = 66106</font></pre>
So, where does is the playership showed when rhe player looks at the Sirius NavMap, at the pos or the real_pos? (I hope the latter)
Edited by - moonhead on 7/23/2007 6:30:37 PM
<pre><font size=1 face=Courier>{system}
nickname = Li01
file = Systems\Li01\Li01.ini
pos = 7, 8
real_pos = = 6.8, 8.5 <------------------------------------------------
msg_id_prefix = gcs_refer_system_Li01
visit = 1
strid_name = 196609
ids_info = 66106</font></pre>
So, where does is the playership showed when rhe player looks at the Sirius NavMap, at the pos or the real_pos? (I hope the latter)
Edited by - moonhead on 7/23/2007 6:30:37 PM
@ Moonhead...
The textures you're looking for can be found in the file "spaceobjects.mat" located in data/interface/neuronet/navmap/newnavmap/spaceobjects folder!
Open the file up with UTF Editor, click on Texture Library and you should see something called "spritesheet5.tga
And there they are...
Hope this will help you... And if you make some improvement on those icons please let me know!
The textures you're looking for can be found in the file "spaceobjects.mat" located in data/interface/neuronet/navmap/newnavmap/spaceobjects folder!
Open the file up with UTF Editor, click on Texture Library and you should see something called "spritesheet5.tga
And there they are...
Hope this will help you... And if you make some improvement on those icons please let me know!
there is a mod out there somewhere that shows how to add a new room type to any base - i forget what its called but it has a bobafett helmet for the room icon.
the .3dbs are simpler than you think - they're just empty polygons! the actual texture data is loaded via an array that supplies the X,Y position of the icon on the large mat.
so if you want to add new ones it should (in theory) be as simple as copying some new .3db texture holders, and resizing the interface mat to allow for more icons to be added. of course, your chances of sucessfully pulling such an attempt off are much better if you're already familiar with these facts
the .3dbs are simpler than you think - they're just empty polygons! the actual texture data is loaded via an array that supplies the X,Y position of the icon on the large mat.
so if you want to add new ones it should (in theory) be as simple as copying some new .3db texture holders, and resizing the interface mat to allow for more icons to be added. of course, your chances of sucessfully pulling such an attempt off are much better if you're already familiar with these facts
ok here we go (easier than i thought)
in DATA\INTERFACE\NEURONET\NAVMAP\NEWNAVMAP\SPACEOBJECTS you will find the 3dbs and the mat
u can ignore the mat
take the model cloner and clone the 3db (use the name you want to use in the inis and make sure that you clone vmesh and mat)
save that stuff
import your new texture via utf
use the new pic for ur inis
finito
in DATA\INTERFACE\NEURONET\NAVMAP\NEWNAVMAP\SPACEOBJECTS you will find the 3dbs and the mat
u can ignore the mat
take the model cloner and clone the 3db (use the name you want to use in the inis and make sure that you clone vmesh and mat)
save that stuff
import your new texture via utf
use the new pic for ur inis
finito
I must admit I got stuck using FLModelCloner... So if you would be willing to talk me thru it, that would be awfully nice of you.. and no doubt it'll help some other not-too-clever suckers thru...
So, this is the FLModelCloner after I opened nnm_sm_mining.3db with it... Then what?
PS - The UTF editor stuff is easy, but I need to get past the cloning stuff.
PPS - No hurries, I'll prolly look into it tomorrow at earliest
Edited by - moonhead on 7/27/2007 12:54:44 PM
So, this is the FLModelCloner after I opened nnm_sm_mining.3db with it... Then what?
PS - The UTF editor stuff is easy, but I need to get past the cloning stuff.
PPS - No hurries, I'll prolly look into it tomorrow at earliest
Edited by - moonhead on 7/27/2007 12:54:44 PM
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