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**Tutorial** Fun Tricks with the NavMap

Here you find the different tutorials on editing and MODing Freelancer

Post Mon Jul 23, 2007 5:54 am

The textures are in .txm and .mat files in the solars\planets folder and in the subfolders of the different planet types. Look this up in the solararch.ini

I wasn't referring to the planets themselves, but to their icon - how they appear on the navmap.

Post Mon Jul 23, 2007 8:41 am

Aha, sry, I don´t know their location

Post Mon Jul 23, 2007 9:27 am

Too bad

I thought the 3db's it would be very simple, just containing a tga. That way it would have been very easy to just create your own icons for different types of planets; I've always found it silly to depict jupiter-like planets with a picture of a small forest moon...

If the creators of FL would have realized what way their game would have gone, they would have invested more in customizability instead of a goofy storyline. They could have earned a couple of bucks selling various editors.

Post Mon Jul 23, 2007 4:41 pm

Alcander: no it doesn't - i just thought i would mention it as i'm always hearing complaints of crashing when using decimal locations, and this appears to be a fix

Post Mon Jul 23, 2007 5:28 pm

@ Cold_Void: you mean it would have to be something like:

<pre><font size=1 face=Courier>{system}
nickname = Li01
file = Systems\Li01\Li01.ini
pos = 7, 8
real_pos = = 6.8, 8.5
msg_id_prefix = gcs_refer_system_Li01
visit = 1
strid_name = 196609
ids_info = 66106</font></pre>

So, where does is the playership showed when rhe player looks at the Sirius NavMap, at the pos or the real_pos? (I hope the latter)

Edited by - moonhead on 7/23/2007 6:30:37 PM

Post Tue Jul 24, 2007 5:22 am

@ Moonhead...

The textures you're looking for can be found in the file "spaceobjects.mat" located in data/interface/neuronet/navmap/newnavmap/spaceobjects folder!

Open the file up with UTF Editor, click on Texture Library and you should see something called "spritesheet5.tga

And there they are...

Hope this will help you... And if you make some improvement on those icons please let me know! :-)

Post Wed Jul 25, 2007 10:41 am

@mh-dk: Do you think its possible to "add" such icons?

Post Wed Jul 25, 2007 11:51 am

Don't know for sure... I haven't played with it much myself... I know you can alter the current ones, but how to make a new one and the reference between spaceobjects.mat and a new .3db I'm not sure about...

Hmm... Think I know what I'll be doin tonight! Hehe...

Post Wed Jul 25, 2007 7:34 pm

there is a mod out there somewhere that shows how to add a new room type to any base - i forget what its called but it has a bobafett helmet for the room icon.

the .3dbs are simpler than you think - they're just empty polygons! the actual texture data is loaded via an array that supplies the X,Y position of the icon on the large mat.
so if you want to add new ones it should (in theory) be as simple as copying some new .3db texture holders, and resizing the interface mat to allow for more icons to be added. of course, your chances of sucessfully pulling such an attempt off are much better if you're already familiar with these facts

Post Thu Jul 26, 2007 12:42 am

it is possible to add new entries there (in theory -> ive never tried before) but its going to be a bit more complicated due to crc issues

ill try my luck adding a new planet either today or tomorrow (depending on my free time)

Post Thu Jul 26, 2007 8:48 am

ok here we go (easier than i thought)

u can ignore the mat
take the model cloner and clone the 3db (use the name you want to use in the inis and make sure that you clone vmesh and mat)
save that stuff
import your new texture via utf
use the new pic for ur inis


Post Fri Jul 27, 2007 6:32 am

Thanks mh-dk!

@ Swat: FLModelCloner seems to be designed to handle .cmp files, and .3ds ones... Is a 3db file a kind of .3ds? So, should I save as a 3ds and then change the extenison into .3db??

Post Fri Jul 27, 2007 6:48 am

Nice OP... This will surely come in handy! :-)

Post Fri Jul 27, 2007 7:01 am

its absolutly unimportant if its cmp or 3db because both are nothing else than file containers carrying plain simple vmesh and utf information

Post Fri Jul 27, 2007 11:51 am

I must admit I got stuck using FLModelCloner... So if you would be willing to talk me thru it, that would be awfully nice of you.. and no doubt it'll help some other not-too-clever suckers thru...

So, this is the FLModelCloner after I opened nnm_sm_mining.3db with it... Then what?

PS - The UTF editor stuff is easy, but I need to get past the cloning stuff.

PPS - No hurries, I'll prolly look into it tomorrow at earliest

Edited by - moonhead on 7/27/2007 12:54:44 PM

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