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UTF Editor released

Here you can find the postings on the different editing utilities found for Freelancer

Post Sat Mar 29, 2003 6:02 pm

Exactly, Im trying to mod the anubis in order to get a few extra hardpoints on it, however since im a noob on this (well, i can mod my ships, its weapons and its engine settings)

Im running into some problems here... How do i work out the position of the hardpoint i wanna add? How do i work out the other values?

And how/where do i create/put the info about the new hardpoint?


For fix (gun) hardpoints would it be under FIXED? and for turrets/360degree weapons, under REVOLVE?

Anyway... i've opened the anubis cmp on the editor and when looking under FIXED hardpoints i dont find a single 'HpWeapon'... but when under REVOLVE i think there's two (HpWeapon06 and HpWeapon08)


Help?

CW

Post Sun Mar 30, 2003 6:41 am

See my tutorial on adding new hardpoints.

Creating New Hardpoints

-----------------------------------------------------------
War does not decide who is right, only who is left.

Post Sun Mar 30, 2003 12:49 pm

On the UTF specs, they're quite similar to what I had started, except to a few little things that may or may not be interesting:

I surmised that the field you call "flags" is in fact the windows file attributes for the file. 0x10 is FILE_ATTRIBUTE_DIRECTORY and 0x04 is FILE_ATTRIBUTE_NORMAL - it fits exactly with the known flag values. See WINNT.h.

Secondly, the time stamps are DOS file times for accessed, modified and created (I can't be sure of the order, but I'm guessing a, m, c due to that's the order used in the _stat structure Microsoft uses...and if there's one thing Freelancer seems to do is to follow Microsoft's lead).

Lastly, I guessed the 44 in the header referred to the size of the individual tree entries (which I called TOC (table of contents)) - there is of course no way to tell what it refers to, but I do like your explanation better.

Finally, I may discontinue working on my editor, since yours seems pretty complete.

Post Sun Mar 30, 2003 9:24 pm

jo hi

which format can explain somebody to me like one, with the utf editor text aurochs can install or export . it must be saved but in German language asks . also as e-mail.

thx

cu then

TFK-Killermatrix

HCl

Post Mon Mar 31, 2003 2:08 am

FrikaC: Thanks for your insights, i'll be updating the specs with that information, as it may be useful

TFK: Not sure i know what you mean... Mind rephrasing that a bit?

Post Mon Mar 31, 2003 2:02 pm

jo hi

ok my translaterapplication is garbage, lol
my english is bad ,but better as the application lol
ok here my question, i used the utf editor, but i have not a clue
how i a new texture integrate, in the .mat file.
or how export the texture ,which format saved on the HDD ?
Please help me a little bit.
please send me anyone a -e-mail with a german readme

thx

ok cu then

TFK-Killermatrix

Post Tue Apr 01, 2003 1:32 am

For thoes of you who have been intrested in my work/mod my freelancer site is now finnaly up. You can find the screenshots for my system i mentioned ealier there. Just thought i'd let ya all know. (http://qfl.web1000.com)

Has anyone made/started any progress on the speech files, i'm so stumped now it's not even funny, i'm probley missing something small too. Well guess have to wait and see. If anyone makes any progress or figures out what i've been missing on it plz let me know. Thnx

James "Quickshot14" Greenwood<br>
http://welcome.to/qsd -Quickshot14's Domain
http://qwc.web1000.com -Quickshot14's Warcraft III Site
http://qfl.web1000.com -Quickshot14's Freelancer Site

Post Wed Apr 02, 2003 5:08 am

HC1,

Ah ha, i was just looking for this stuff. Can we get the source to the utf editor? I'd like to port the CMP class structure over to VB and use it in the ship studio. Unless ur already working on a D3d interface plz let me know something.

Post Thu Apr 03, 2003 8:09 pm

im having a small prob when i try to put the info for Dt_name in the box for asc. it remains blank i cant seem to get the texture name in there i tried both strings
same prob for type in game the ship is inviso although it can fire is this the prob?

Post Thu Apr 03, 2003 9:11 pm

the source is available in the editing article about the utf format on the main site

Post Thu Apr 03, 2003 10:49 pm

ok i got the texture name to show up lol im a dumba$$.

but the ship is still inviso i had a hires texture on it so i resized it to 256x256
does anyone know what might cause this?

Post Sat Apr 05, 2003 4:09 pm

I am getting some strange behavior as I try to build a new mat file :
When I enter a string value like "mat_yt1300_01.TGA" I obtain "mat_yt1300_01.TGAp".
It is the same for the material type : "DcDt", I only manage to enter it by copy and paste its int value.

HCl, is it a normal behavior or maybe I do something wrong ?

HCl

Post Sat Apr 05, 2003 4:34 pm

Hmm no it's definitely not normal behavior.. Can't think of a cause for that either. Which version of the UTF editor are you using? (the one with MFC included or the one without)? Also, please send me the MAT you're working on, so i can take a look.

Post Sat Apr 05, 2003 5:05 pm

I am using the version with MFC included (unable to find downloadable MFC) and the .mat file is already on the way.
Thanks for your help

Post Sat Apr 05, 2003 6:42 pm

jo hi

ok i have this problem too
when i write the Dt_name test.tga and this is then test.tgaÿÿÿ

please help me with them problemm

cu then

TFK-Killermatrix

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