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  Discovery Gaming Community Discovery Development Discovery Developers Forum Freelancer Modding Tutorials
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Want to Start developing?

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Want to Start developing?
Offline Linkero
04-24-2009, 09:27 AM,
#61
Member
Posts: 465
Threads: 21
Joined: Jul 2008

I believe he means the vignette zones. In New London, theres quite a few, and some seem to border the tradelanes, for example the one below:


[zone]
nickname = zone_br01_destroy_vignette_23
pos = 32077, 0, -33306
shape = SPHERE
size = 10000
sort = 99.500000
vignette_type = open


its really 10k on either side. I would answer this question, but not too sure bout the vignette zones...

[Image: LinkeroVX9nksig.png]
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Offline Seth Karlo
04-24-2009, 10:10 PM,
#62
Member
Posts: 2,985
Threads: 141
Joined: Apr 2008

A vignette zone is an exclusion zone.

I think...

[Image: SethSig.png]
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Offline tansytansey
04-25-2009, 11:09 AM,
#63
Member
Posts: 4,099
Threads: 67
Joined: Aug 2008

Need a little help from someone whos' good at texturing with milkshape. Is it possible to mirror your textures onto the other side of your ship? So you don't have to do it manually?
For example, I just finished texturing one of the engines for my Greyhound.
[Image: examplemzy.png]

It'll be rather tedious to do it manually, so is there any way to mirror the textures onto the other engine, or will I have to do it manually?

http://i668.photobucket.com/albums/vv46/Ni...gcloudscopy.png
Image turned into a URL because it made your sig too tall. -Zuke
|Ashes and Draya's Epic Adventure|Ashes "Nighthawk" Yotaka|Nightfall|Eva Jones|
[5:50:49 PM] JakeSG (William Darkmoor) says: I like you, Ashes. You're more cynical than God.
[Image: SLRU.png]
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Offline patryn
04-27-2009, 06:28 AM,
#64
Member
Posts: 11
Threads: 0
Joined: Feb 2009

is there anything that can be done to get a ship unstuck in sp mode? i currently have a train at cadiz and it is stuck in the launch bay and i cant get it out like in the prison stations
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Offline tansytansey
04-27-2009, 06:36 AM,
#65
Member
Posts: 4,099
Threads: 67
Joined: Aug 2008

Wrong place for a question like this. The problem with openSP is that you always launch from docking bay #1 which are usually not designed to accommodate large ships. I'd recommend using Ioncross to move your ship to a better location. Newark is pretty each for large ships to launch from, as I recall.

http://i668.photobucket.com/albums/vv46/Ni...gcloudscopy.png
Image turned into a URL because it made your sig too tall. -Zuke
|Ashes and Draya's Epic Adventure|Ashes "Nighthawk" Yotaka|Nightfall|Eva Jones|
[5:50:49 PM] JakeSG (William Darkmoor) says: I like you, Ashes. You're more cynical than God.
[Image: SLRU.png]
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Offline pragun
04-29-2009, 03:45 PM,
#66
Member
Posts: 222
Threads: 26
Joined: May 2008

I got a few questions here.
I just got myself metsequoia today, and i wanna start modding a little.

The questions are, what are the softwares used to develop ships, as in for design and modeling both.

Other than that, how do i develop stations and new modules for the stations ?

Thirdly, systems. Again, what are the softwares, and how is it done, basically ?

And Seth, are these all available in your FL pack ?

Retired
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Offline Seth Karlo
04-29-2009, 08:40 PM,
#67
Member
Posts: 2,985
Threads: 141
Joined: Apr 2008

' Wrote:I got a few questions here.
I just got myself metsequoia today, and i wanna start modding a little.

The questions are, what are the softwares used to develop ships, as in for design and modeling both.

Other than that, how do i develop stations and new modules for the stations ?

Thirdly, systems. Again, what are the softwares, and how is it done, basically ?

And Seth, are these all available in your FL pack ?

Don't wanna do much do ya?:P

Right, software for ships:

Metasequoia, for making the model. You can texture here if you want to.

Export as .x

Import into MS3d, (in my FL pack) and texture here if you want.

Now, export as .CMP (In my FLPack).

Open the .CMP in HardCMP and place your hardpoints (Ctrl + Click)

Save.

Then, edit the INI's you need to:

Goods.ini
Shiparch.ini
The other ones... I'm tired and can't remember right now. Look back in this thread, it's all detailed.

It's ingame!


To make new modules, do the same as you did as ships, but to put them ingame add them to SOLAR>DOCKABLE or SOLAR>MISC (I think)

Then you can use them ingame. You'll need a MAT aswell of course, but if you use the existing textures it will save trouble.

Next, brief system thingy here:

http://discoverygc.com/forums/index.php?s=...st&p=567898

For more detailed stuff, come talk to me on Skype (Usually Saturday or Sunday's are good times to get me to tutor ya) and I'll walk you through it.

Seth

[Image: SethSig.png]
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Offline pragun
04-30-2009, 12:19 PM,
#68
Member
Posts: 222
Threads: 26
Joined: May 2008

thanks mate... really:)... and yeah i am a bit lazy. My first day with metasequoia today and i m starting to get the hang of it. I can make just basic shapes though.

I ll get better. And i ll talk to you on skype whenever you have time next

Retired
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Offline Pi_guy
05-19-2009, 09:20 AM,
#69
Member
Posts: 2
Threads: 0
Joined: May 2009

Good morning

I am looking for source for the code to insert commands and the hooks to manipulate to build commands.

Basically Im looking at writing some / commands and need to know where to start and where to find examples, can anybody help?

Thank you
Pi_guy
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Offline Seth Karlo
05-19-2009, 12:08 PM,
#70
Member
Posts: 2,985
Threads: 141
Joined: Apr 2008

The commands we use are not in files as such, they are controlled and inserted into the server, so you can't edit them. They are called "Flhook" commands (Google that) and the source is pretty readily available. They're written in C++, so a knowledge of that language is pretty essential (I've been learning for the last 5 or so months, and still have trouble doing anything than make text appear ingame at a command).

Person to contact for more information (I got all this from him) is the user "Cannon". He wrote most of the commands we currently use.

Seth

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