• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Developers Forum Freelancer Modding Tutorials
« Previous 1 2 3 4 5 Next »
Want to Start developing?

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (17): « Previous 1 … 10 11 12 13 14 … 17 Next »
Want to Start developing?
Offline Seth Karlo
02-18-2010, 02:24 PM,
#111
Member
Posts: 2,985
Threads: 141
Joined: Apr 2008

I'm really annoyed now, I saw it recently, so I'm trying to figure out where. At first I thought it was in the SOLAR/NEBULA inis, but to no avail.

Ah! Found it.

It's in the main system INI.

[zone]
nickname = Zone_Hi20_nomad_nebula
pos = 37000, 0, -11000
rotate = 0, 110, 0
shape = ELLIPSOID
size = 30000, 18000, 17000
property_flags = 32768
property_fog_color = 80.000000, 120.000000, 80.000000
damage = 900 <<Here
visit = 32
spacedust = radioactivedust_red <<Here
spacedust_maxparticles = 35
sort = 99
interference = 0.500000
Music = zone_nebula_nomad
ids_name = 483613
ids_info = 483614

First one is damage for sure, I'm guessing the second makes the radioactive thing appear, but it's possible Freelancer automatically adds the radioactive thing when there's damage. Worth testing.

[Image: SethSig.png]
Signature by Sleipnir.
  Reply  
Offline Nym
02-23-2010, 01:01 AM,
#112
Member
Posts: 3
Threads: 1
Joined: Feb 2010



Do you know How to make custom cargo pods Buy-able? I tried to reverse engineer it and the only good result I got was that the game didn't crash...other than that the CPs don't show up at the equipment dealer
Reply  
Offline Seth Karlo
02-25-2010, 07:47 PM,
#113
Member
Posts: 2,985
Threads: 141
Joined: Apr 2008

You need to create the cargo pod and then set it as a buyable equipment in Market_misc

[Image: SethSig.png]
Signature by Sleipnir.
  Reply  
Offline komet
03-05-2010, 12:29 AM,
#114
Member
Posts: 259
Threads: 15
Joined: Aug 2008

' Wrote:I'm really annoyed now, I saw it recently, so I'm trying to figure out where. At first I thought it was in the SOLAR/NEBULA inis, but to no avail.

Ah! Found it.

It's in the main system INI.

[zone]
nickname = Zone_Hi20_nomad_nebula
pos = 37000, 0, -11000
rotate = 0, 110, 0
shape = ELLIPSOID
size = 30000, 18000, 17000
property_flags = 32768
property_fog_color = 80.000000, 120.000000, 80.000000
damage = 900 <<Here
visit = 32
spacedust = radioactivedust_red <<Here
spacedust_maxparticles = 35
sort = 99
interference = 0.500000
Music = zone_nebula_nomad
ids_name = 483613
ids_info = 483614

First one is damage for sure, I'm guessing the second makes the radioactive thing appear, but it's possible Freelancer automatically adds the radioactive thing when there's damage. Worth testing.

Thanks for the reply Seth! I never thought it would be that simple :mellow:

I also tested it in game a bit and got it working.

Thanks again for the help!
  Reply  
Offline Seth Karlo
03-05-2010, 10:35 AM,
#115
Member
Posts: 2,985
Threads: 141
Joined: Apr 2008

No problem, I wish you luck.

[Image: SethSig.png]
Signature by Sleipnir.
  Reply  
Offline themasterelite
03-15-2010, 09:41 PM,
#116
Member
Posts: 82
Threads: 2
Joined: Mar 2009

Wort.

I've been hunting for a way to recreate the lightning-like effects of the Hornviper and Hellflurry projectiles, but thus far have had no success. It does indeed appear that there aren't even entries for their projectiles in "beam_effects.ini"

I am dumbfounded as I have found them nowhere else. Anyone know how these effects are created?

&quot;He who has one thousand friends will find he has not a friend to spare, and he who has one enemy will find him everywhere.&quot;
***&quot;WE&quot;...begin*** :Of the Tlaloc's meeting the Gleamshrike:
Quote:Welcome to the Corsair Customer Service Helpdesk; if you have a complaint, please <strike>press 1</strike> hang up and try again.
=:|[All your Defilers are belongs to me.]|:=
  Reply  
Offline Fhloston Paradise
04-10-2010, 02:19 AM,
#117
Member
Posts: 87
Threads: 16
Joined: Apr 2010

Hey, I've got just a few questions to those that can answer, or otherwise point me in the right direction.:)

I'm new to freelancer (a friend of mine has got me quasi addicted), while I'm new to freelancer, I'm not new to 3dsmax.

So my questions are as follows:

1) Is it possible to have semi-transparent, bump, reflective et al effects/characteristics "exported" as it were in 3ds max into the file format for use in-game? What is and isn't supported?

2) Generally speaking, models should/must be as low poly as possible, so what is say a fair amount of polygons for say, a liner?

3) I'd like to model another liner variant, but assuming the model quality is good enough, would it be accepted, or is there some general rule on the number of liners allowed in-game that I haven't read yet.


Royal Star Lines - Traversing the Stars - Bretonian Luxury Liner company.
RSL|Fhloston.Paradise :: Royal Bretonian Luxury Liner (Royal Star Lines)
BAF|HMS-Glyndwr :: Fortitude Class Battlecruiser
  Reply  
Offline Linkus
04-10-2010, 02:31 AM,
#118
Member
Posts: 4,027
Threads: 155
Joined: Mar 2008

1) Yes, for the transparent at least. Don't think FL supports bump maps, not entirely sure. Reflective, not entirely sure.

2) Depending on size and complexity, say 3000 - 5000. That's really just a number off the top of my head. As long as the model doesn't have any unneccessary polys you'll be grand. Bevelling an edge to have 10 faces might be a bit extreme for example.





Facilitating the rise of robotics since 0 A.D.
  Reply  
Offline Fhloston Paradise
04-10-2010, 11:28 AM,
#119
Member
Posts: 87
Threads: 16
Joined: Apr 2010

Thanks for the reply Linkus, appreciated.:)

Royal Star Lines - Traversing the Stars - Bretonian Luxury Liner company.
RSL|Fhloston.Paradise :: Royal Bretonian Luxury Liner (Royal Star Lines)
BAF|HMS-Glyndwr :: Fortitude Class Battlecruiser
  Reply  
Offline Seth Karlo
04-18-2010, 01:37 AM,
#120
Member
Posts: 2,985
Threads: 141
Joined: Apr 2008

To The Master Elite:

The projectiles are not stored in INI files, you want to look at the... *Thinks* ALE files. Took me a second there, it's been a while. (FX/WEAPONS I think) Unpack them and edit to your hearts content. You need a special tool to unpack them, it's around here somewhere, do a search:)

-Seth

[Image: SethSig.png]
Signature by Sleipnir.
  Reply  
Pages (17): « Previous 1 … 10 11 12 13 14 … 17 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode