Freelancer Community Network


Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

a few questions...

Here you find the different tutorials on editing and MODing Freelancer

Post Tue Jun 19, 2007 9:38 am

a few questions...

1.i want to make some ships' hull stronger.how do i do it?
2.how can i add names to systems,i mean,i created a new system and it says new london(used a tutorial...)
3.i made a bretonian gunboat,it was everything OK.then i tried to make a br. destroyer,but it didn't work: i can't see the ship at the ship dealer and after buying it and trying to launch,my game crashes.same happened when tried to make the liberty cruiser.and now,the same thing is happening to the gunboat,can't buy it anymore(same things happen) any ideas?

help would be really apprecited...

Post Tue Jun 19, 2007 7:58 pm

1.

in shiparch.ini (C:\Program Files\Microsoft Games\Freelancer\DATA\SHIPS folder if you used the defalt install location)

Change this line of the ship you want:

hit_pts = SomeNumber

2.
The easiest way, is to use
Freelancer Explorer Though if you have any XML scripting for your mod then you'll run into annoying but fixable problems.

3.
I forget sorry.


(NOTE on Question 1) The infocard won't change unless you edit it with FLed-IDS or another tool. (FLed-IDS can be found here and the Tutorial here )

Post Tue Jun 19, 2007 9:18 pm

thx very much,i'll try that.

btw,i found the problem for number 2.and also,thx to the might FL Scan,i managed to fix problem 3 also.

Post Tue Jun 19, 2007 10:09 pm

thx a lot for that,it works.

solution to 2. i had to edit in universe.ini the 'msg_id_prefix =' line(it was Br01).after that,i had add the infocard,and now it works.

solution to 3. lol,this was soooo annoying.i can't believe that i had to use FL Scan to discover that the .cmp files paths were incorrect! LOL

and solution to br. gunboat ->i thought there is also a gunboat tertiary turret and i wrote in goods.ini, br_gunboat_turret_03,which doesn't even exist lol

and,again,thx a lot.i thought i'll always get killed by outcasts,in my bretonian gunship

Edited by - ~sunslayer~ on 6/19/2007 11:09:53 PM

Post Wed Jun 20, 2007 6:09 am

one more question: i wanted to make armed forces fight nomads in a new system.how do i do it? i added br_n_grp (i think) and i still don't see them.and also,how do i make nomad patrols?

Post Wed Jun 20, 2007 10:10 am

and another one: i added kusari destroyer.*everything works fine* untill i start FL.game crashes.scanned with FLScan and still couldn't find the problem

EDIT: still need answer to question 1

found the problem at Q2

Edited by - ~sunslayer~ on 6/20/2007 12:11:20 PM

Edited by - ~sunslayer~ on 6/20/2007 7:31:46 PM

Post Thu Jun 21, 2007 4:46 am

Crashing with Kusari Destroyer when you load the game? Been there. Took me forever to figure out what the problem was, turned out that I had the engine spelled wrong in Goods.ini. I had it as "ku_destroyer_engine_01", but the actual engine didn't have the number. Check for small things like that...

Post Thu Jun 21, 2007 6:56 pm

i added the rheinland gunboat and happened the same thing like with the kusari destroyer.

the problem was that i wrote [Good = my_ku_destroyer_package/hull
[Good = my_rh_gunboat_package/hull

not 'nickname = ...'

Post Thu Jun 21, 2007 7:11 pm

I managed to get all the house navys to fight nomads in one "Outworld System" by setting up various zone populations. Works perfectly. Each zone has its own battleship along with its respective navy. Also, they are fighting nomads in those zones. Then, I opened up a larger zone population encompassing a few of the other house zones where gunboats from Kusari and Reinland would encounter invading higher level nomads. It's quite exciting and presents a cool fireworks show.

Post Thu Jul 05, 2007 11:38 pm

ok,i got a weird bug on a ship.i wanted to make a custom falcon(new textures,equipment,etc.).

1. how can i change the textures?
2. the bug - 90% of the incoming weapon projectiles miss me and when i get hit,my hull doesn't go down,i'm invincible - any ideas? (no cheats activated,lol)
3. tried to make a new faction,but it doesn't work,i followed the tutorial.those guys just don't want to appear lol
4. i made a new gun for those 'new guys' but it's mountable on any HP (turret,torpedo,etc.)

NOTE: scanned with FL Scan and found no errors (only some game errors which are from the original FL game...)

Post Fri Jul 06, 2007 6:15 am

1. use Freelancer model cloner to rename the meshes and textures of your falcon
2. use UTF editor to create a new .mat file, or use an existing one and add your textures there
3. use FL model tool to resize your sur (by 1) -> click 'make all components a part of hull'. this -should- fix your sur problem.
4. check your hp_gun_type -> if it ='s hp_gun_special_1-10 all's good. names without numbers usually work on every hardpoint of that type, ex: hp_gun is a valid type and will fit all your hardpoints, which is usually -not- what you want

Post Fri Jul 06, 2007 8:25 am

question 4. thx alot,it works now
question 3 remains
question 1. the only thing i want to do, is to make the ship's color purple (i guess the only way is by editing textures
question 2. where can i get that tool?

EDIT question 3: i made a few changes and kept scanning with FL Scan and was telling me that the new faction refers to a NPC ship that doesn't exist.checked the NPC ship name(npcships.ini) and the faction_prop.ini and the name was correct.

question 5: how ...... can i make tradelanes work?they take me into a wrong direction...and it's damn hard to place them,isn't there a tool or something?

Edited by - ~sunslayer~ on 7/6/2007 3:22:04 PM

Post Sat Jul 07, 2007 6:54 am

most people use freelancer explorer, but Freelancer System Editor can do many of the same functions, and it can place tradelanes at an angle in the Z axis; not sure if FLE does.. anyways i like it because its a little easier to use for me, but its not perfect either (FLE too) - however it is abandonware and you won't find a huge wealth of reference material for using it like with FLE

you can change the entire textures color by adding a "Dc" node under the same branch as the "dt_name" -> select float for your input, click edit on Dc and input something like 0.50000 (line break) 0.150000 (line break) 0.50000 (linebreak) 1.00000
that should be purple (guestimated RGB value) -> or you can edit them with a popular graphics program like photoshop, paintshop, or GIMP (there was a link to a dds plugin posted recently if you're interested in using GIMP) - just be sure to save targa/tga's as 24bit uncompressed, and DDS as DXT1-4

http://eoa.seriouszone.com/colinsanby.php#flexplorer
http://eoa.seriouszone.com/anton.php#flmodelresizer
http://www.lancersreactor.com/t/editing ... asp?id=202
(old UTFedit..Rob? anyone home?)

Edited by - Cold_Void on 7/7/2007 7:54:55 AM

Edited by - Cold_Void on 7/7/2007 8:29:30 AM

Post Sun Jul 08, 2007 9:47 am

Q2 - solved
Q3 - the problem is 100% about the NPC ship spelling in npcships.ini. can you tell me how should the nickname look like? (example: bh fighter - gd_bh_bh_elite2_d19)
Q1 - tell me again please.so i browse material library and then i add a node to all 'g_fighter0x' trees? i did so,but the only thing that is purple is something on its top.nothing else. should i edit the .sur file? (how? )

Edited by - ~sunslayer~ on 7/8/2007 10:57:06 AM

Post Sun Jul 08, 2007 10:47 am

naming is just a convenience, the game does not care what you call the NPC ship so long as you invoke it by the proper name.

just stick with directly coloring the textures if you can't get the Dc method to work
Next

Return to Freelancer Editing Tutorial Forum

Hosted by The-Starport
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.