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help with editing

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

Post Mon Jul 07, 2003 8:24 pm

help with editing

i cant get shiparch editor to work ,but i like the way it looks simple to use in the way u can select a ship or commodity and change specific values for them.

I was looking for a editor like this which has the same type of easy way for editing freelancer ships and ini files.Can any1 help me plz.

Post Tue Jul 15, 2003 12:52 am

Disturbed modifyin ships in the game is actually pretty easy. The first thing u have to do is download Bini LITE. U must have lite because its the easyest one to run. use this program to un-compress shiparch.ini in the ships folder under data/ships. the second thing i learn how to modify the ships with the un-compressed ini that bini lite made. third change the shiparch.ini.txt to shiparch.ini and the other shiparch.ini to shiparch.ini.txt and ur read to test out ur new modded ship! Happy moding!

Heres how to modify ships:
[Ship
ids_name = 237014; Name of the ship. The number points to the name in nameresource.dll (see Name guide)
ids_info = 66524
ids_info1 = 66525
ids_info2 = 66608
ids_info3 = 66526
ship_class = 2; class of the ship, seems to be overwritten by the market.ini
nickname = bw_freighter; nickname of the ship, rename only to existing names!
LODranges = 0, 75, 150, 300, 1200
msg_id_prefix = gcs_refer_shiparch_borf; "
mission_property = can_use_berths; "
type = FREIGHTER; der Schiffstyp
DA_archetype = Ships\border_world\bw_freighter\bw_freighter.cmp; model of the ship
material_library = ships\border_world\bw_ships.mat; ?
material_library = fx\envmapbasic.mat; ?
envmap_material = envmapbasic; enviroment mapping
cockpit = cockpits\corsair\bw_freighter.ini; cockpit of the ship
pilot_mesh = generic_pilot; file of the pilot (important for back view)
nanobot_limit = 23; number of nanobots
shield_battery_limit = 23; number of shield batteries
mass = 300.000000; mass of the ship, seems to affect the ship
linear_drag = 1.000000; ?
hold_size = 275; size if the cargo hold
fuse = intermed_damage_smallship01, 0.000000, 900; ?
fuse = intermed_damage_smallship02, 0.000000, 450; ?
fuse = intermed_damage_smallship03, 0.000000, 300; ?
max_bank_angle = 15; ?
camera_offset = 10, 49; camera options
camera_angular_acceleration = 0.035000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 3600; armor (NOT resistance of shield)
explosion_arch = explosion_li_freighter; ship's blast (here Liberty Freighter)
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
nudge_force = 30000.000000; ?
strafe_force = 20000; speed of side-movings
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor; anitation of door opening
bay_doors_open_snd = cargo_doors_open; sound of opening
bay_doors_close_snd = cargo_doors_close; animation of closing
HP_bay_surface = HpBayDoor01; closed door
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 3; number of flames
shield_link = bw_freighter_shield01, HpMount, HpShield01; gives the Bw_freighter_shield01 shield and mounts it
; Now the weapon options. hp_gun_special_1 means that here can a class 1 gun be mounted. Hpweapon02 shows that the weapon is mounted in the mountpoint Hpweapon02
hp_type = hp_gun_special_6, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03
; the shield: the same
hp_type = hp_freighter_shield_special_6, HpShield01
hp_type = hp_freighter_shield_special_5, HpShield01
hp_type = hp_freighter_shield_special_4, HpShield01
hp_type = hp_freighter_shield_special_3, HpShield01
hp_type = hp_freighter_shield_special_2, HpShield01
hp_type = hp_freighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01; the same like that with the weapons
hp_type = hp_mine_dropper, HpMine01; "
hp_type = hp_countermeasure_dropper, HpCM01; "
hp_type = hp_turret_special_6, HpTurret02, HpTurret03, HpTurret05; "
hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
; here you can add the following:
; hp_type = hp_torpedo_special_1, HpTorpedo01
; hp_type = hp_torpedo_special_2, HpTorpedo01
; you add a torpedo/disrupter with that
; the mobility is specified here
steering_torque = 54000.000000, 54000.000000, 54000.000000; first value: up-down, second value: left-right
angular_drag = 60000.000000, 60000.000000, 60000.000000
rotation_inertia = 16800.000000, 16800.000000, 16800.000000
Engine_equip.ini
Let's go to the engine_Equip.ini to modifiy the engines (to modify the speed of the cruise engine, look at the guide for cruise-speed and -mobility)

[Engine
nickname = ge_bwfr_engine_01; nickname of the engines
ids_name = 263680; IDs
ids_info = 264680
volume = 0.000000; volume
mass = 10; mass
max_force = 48000; speed (divide with 600 and you get the speed in metres per second: 48000/600 = 80 m/s)
linear_drag = 599
power_usage = 0; the energy used by the engines
reverse_fraction = 0.200000; factor for normal backward-speed
flame_effect = gf_li_smallengine01_fire
trail_effect = gf_li_smallengine01_trail
trail_effect_player = gf_li_smallengine01_playtrail
cruise_charge_time = 5; time of charging of cruise engine
cruise_power_usage = 20
character_start_sound = engine_bw_freighter_start; sound of stating
character_loop_sound = engine_bw_freighter_loop; sound of flying
; and more sounds:
character_pitch_range = -50, 25
rumble_sound = rumble_bw_freighter
rumble_atten_range = -5, 0; ?
rumble_pitch_range = -25, 25; ?
engine_kill_sound = engine_bw_freighter_kill
cruise_start_sound = engine_bw_cruise_start
cruise_loop_sound = engine_bw_cruise_loop
cruise_stop_sound = engine_bw_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire
indestructible = false; the engines are undestroyable, if "true"
outside_cone_attenuation = -3
inside_sound_cone = 60; radius in which the sound gets louder
outside_sound_cone = 180; radius in which sound gets quieter

EDIT: But if u wana be lazy, like me, try BINIQ. Download it at the utilities page on this webpage.

Edited by - SpAz on 15-07-2003 01:56:44

Post Tue Jul 15, 2003 1:10 pm

Thankyou Spaz its all clear now,u helped alot.

Post Tue Jul 15, 2003 2:16 pm

Hmmm...You know thats not ALL to modding??

<Some things just can't be done without some hand-to-hand editing>

The ones who have havn't...
The ones who don't do...

Kendo_THM
Starfyre Studios Public Liason
Modder/Systems Editor

Post Wed Jul 16, 2003 3:38 am

Kendo THM i know. Ill give u an example...ive been working on a new faction in freelancer for almost a month now and its very hard. Different files are like different languages! The ship hardpoints-hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04- and in the file Empathy.ini-[RepChangeEffects
group = li_n_grp
event = object_destruction, -0.030000
event = random_mission_success, 0.085900
event = random_mission_failure, -0.045000
event = random_mission_abortion, -0.067500
empathy_rate = li_lsf_grp, 0.400000
empathy_rate = li_p_grp, 0.350000
empathy_rate = br_n_grp, 0
empathy_rate = br_p_grp, 0
empathy_rate = ku_n_grp, 0
empathy_rate = ku_p_grp, 0
empathy_rate = rh_n_grp, 0
empathy_rate = rh_p_grp, 0
empathy_rate = co_shi_grp, 0.050000
Its all just a matter of the file. Every file u have to change differently...which is why modding to me is so much fun

And yes...some file arn't compressed and they look it so u have to wait for some kind of program to come out to be able to read them...like my problem with the damn faction...i cant get past a whole bunch of parts with out a program and no one has one that can decrypt these files...so i have to wait for one to come out that can make factions in freelancer.


Edited by - SpAz on 16-07-2003 04:41:34

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