Everthing you Ever wanted to know about Ships.

  • MY GOD... we got a nice little start going here, considering the game ain´t even out yet! I love you guys! <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> OH SNAP! OK, hows aboot this: camera lags to 0 + joystick mouse control software = classic space sim mode? Maybe? Sorry to bring the &quot;J&quot; word into your post man... I won´t dwell on it... just a thought. Edited by - Deviant on 28-02-2003 20:44:10

  • yep. i know. 3ds is the format for 3dstudio max, but the 3db really is a 3ds formatted 3D file. DA even said so. Looking like mad for my 3ds disk cause I formatted the computer last week. Now I cannot find my disk lol

  • as far as i remember (and that would fit with what HCl said) it´s encrypted...

    Greetings RubberEagle ------------------- " ad hic, ad hoc and quid pro quo - so little time, so much to know"

  • yea, i too am thinking it is a bit. However, the ships seem to have been handled alot like our ole starlancer shp files were. Should take nothin to reverse engineer it. Right HCI? /emote poke

  • i think they may even be just simple encrypted 3ds/max files... HCl said he allready done had a little bit of research into it.... can´t wait until we can import our own ships <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

    Greetings RubberEagle ------------------- " ad hic, ad hoc and quid pro quo - so little time, so much to know"

  • engine_equip.ini<pre><font size=1 face=Courier>[Engine nickname = ge_pfr_engine_01 ;Pirate Freighter - the Muel ids_name = 263701 ids_info = 264701 volume = 0.000000 mass = 10 max_force = 60000 ;48000 ;formula for velocities/forces, ;where m is distance in meters and f is the outcome force, m * 600 = f ;72,000 is 120m/s, 60,000 is 100m/s, 48,000 is 80m/s linear_drag = 599 power_usage = 0 reverse_fraction = 0.333333 ; 0.200000 flame_effect = gf_co_smallengine03_fire trail_effect = gf_co_smallengine03_trail trail_effect_player = gf_co_smallengine03_playtrail cruise_charge_time = 0.1 ;1 ;setting it this low pretty much eliminates cruise charge time, ;still takes time to get to stop speed, speaking of which... ;where the hell IS the cruise speed? cruise_power_usage = 20 character_start_sound = engine_pi_freighter_start character_loop_sound = engine_pi_freighter_loop character_pitch_range = -50, 25 rumble_sound = rumble_pi_freighter rumble_atten_range = -5, 0 rumble_pitch_range = -25, 25 engine_kill_sound = engine_pi_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 outside_cone_attenuation = -3 inside_sound_cone = 60 ;distance in meters outside_sound_cone = 180 </font></pre> shiparch.ini<pre><font size=1 face=Courier>[Ship ids_name = 237046 ids_info = 66591 ids_info1 = 66592 ids_info2 = 66608 ids_info3 = 66593 ship_class = 2 nickname = pi_freighter LODranges = 0, 60, 120, 1000 msg_id_prefix = gcs_refer_shiparch_pirf mission_property = can_use_berths type = FREIGHTER DA_archetype = Shipscorsairco_freighterco_freighter.cmp material_library = shipscorsairco_ships.mat material_library = fxenvmapbasic.mat envmap_material = envmapbasic fuse = intermed_damage_smallship01, 0.000000, 550 fuse = intermed_damage_smallship02, 0.000000, 275 fuse = intermed_damage_smallship03, 0.000000, 183 max_bank_angle = 15 camera_offset = 10, 47 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 nanobot_limit = 100 ;15 shield_battery_limit = 100 ;15 hit_pts = 10000 ;2200 cockpit = cockpitscorsaircorsair_freighter.ini pilot_mesh = generic_pilot mass = 300.000000 linear_drag = 1.000000 hold_size = 3000 ;90 explosion_arch = explosion_co_freighter ;fuses added where damaged on ship 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 ;´frog-ass´ handling (so tight, it´s water-tight!) steering_torque = 6000.000000, 6000.000000, 6000.000000 ;54000.000000, 54000.000000, 104000.000000 angular_drag = 4500.000000, 4500.000000, 4500.000000 ;60000.000000, 60000.000000, 60000.000000 rotation_inertia = 1200.000000, 1200.000000, 1200.000000 ;16800.000000, 16800.000000, 16800.000000 nudge_force = 30000.000000 strafe_force = 30000 ;20000 strafe_power_usage = 5 ;2 bay_door_anim = Sc_open baydoor bay_doors_open_snd = cargo_doors_open bay_doors_close_snd = cargo_doors_close ; from here on down, HP means ´hardpoint´ HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 shield_link = pi_freighter_shield01, HpMount, HpShield01 ;all this is modded, didn´t record the origional ; just made all the mounts on it take all level 10 weps ; wanna try mixing hp_gun_special_ &amp; hp_turret_special_ on the same hardpoint hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 hp_type = hp_freighter_shield_special_10, HpShield01 hp_type = hp_freighter_shield_special_9, HpShield01 hp_type = hp_freighter_shield_special_8, HpShield01 hp_type = hp_freighter_shield_special_7, HpShield01 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 hp_type = hp_mine_dropper, HpMine01 hp_type = hp_countermeasure_dropper, HpCM01 hp_type = hp_turret_special_10, HpTurret01, HpTurret02, HpTurret03, HpTurret04 hp_type = hp_turret_special_9, HpTurret01, HpTurret02, HpTurret03, HpTurret04 hp_type = hp_turret_special_8, HpTurret01, HpTurret02, HpTurret03, HpTurret04 hp_type = hp_turret_special_7, HpTurret01, HpTurret02, HpTurret03, HpTurret04 hp_type = hp_turret_special_6, HpTurret01, HpTurret02, HpTurret03, HpTurret04 hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04 hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04 hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04 hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04 hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04 HP_tractor_source = HpTractor_Source num_exhaust_nozzles = 2 </font></pre> st_equip.ini<pre><font size=1 face=Courier>[Thruster nickname = ge_s_thruster_04 ;Advanced Thruster ids_name = 263740 ids_info = 264740 DA_archetype = equipmentmodelsstku_thruster.3db material_library = equipmentmodelsku_equip.mat HP_child = HpConnect hit_pts = 8000 explosion_resistance = 0.500000 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 ; I have only a slight idea what these two impulses are volume = 0.000000 mass = 10 max_force = 594000 ; 72000 ;990m/s, as high as the in-game meter can show particles = gf_br_largeengine01 ;gf_ge_s_thruster_01 ; hehe .. looks funny on a sabre, still cool tho hp_particles = hpthrust power_usage = 0 ; 125 ;400 or greater should be more ´appropriate´ ; but I´m just using this for fast travel lootable = true separation_explosion = sever_debris LODranges = 0, 20 </font></pre> Where in the hell is the cruise speed kept? I´ve been looking everywhere for it!

  • <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>yep. i know. 3ds is the format for 3dstudio max, but the 3db really is a 3ds formatted 3D file. DA even said so. Looking like mad for my 3ds disk cause I formatted the computer last week. Now I cannot find my disk lol <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> Eh, how do you import them then <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> ? If I simpely rename a 3db to 3ds and try to import it, 3ds max (5.1) gives an error pop-up: 3DSIMP; Invalid file And then : Import; Improper file format. <img src=´http://home.planet.nl/~wijk0961/freelance_pozosig.gif ´>

    [img=http://home.planet.nl/~wijk0961/images/jelle/rest/poz_jpm_sig.gif] [img=http://home.planet.nl/~wijk0961/images/jelle/rest/poz_jpm_sig_under.gif] Fear me, for I am your father luke (right...:) )!

  • Well, 3db files are in UTF format (i´m naming them that since the files start with the string &quot;UTF &quot; ) however these formats (used in files with extension UTF, 3DB, CMP, TXM, MAT, ALE, VMS, DFM, and maybe some more i´ve missed <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> ) seem to include inside themselves other file types.. For example, *.utf files seem to have *.wav files, which i´ve ripped successfully, they don´t seem to be encrypted in any case. I´m currently examining these utf files in great detail<img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Also, the files included inside 3db may very well be 3ds or max files, although i haven´t been able to open these sucessfully in 3D Studio Max. It may be a variant, or simply i may need to take into account data from other sections of the file. Again, i still don´t know much, but i´m investigating. As soon as i know anything, you guys will be the first to know <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Mario Edited by - HCl on 01-03-2003 00:48:48

  • thanks for the update <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> a wav file? how does it sound? If you need any help (reference files for example), just ask <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

    Greetings RubberEagle ------------------- " ad hic, ad hoc and quid pro quo - so little time, so much to know"

  • constants.ini<pre><font size=1 face=Courier>[Constants COLLISION_DAMAGE_FACTOR = 0.500000 MUSIC_CROSS_FADE_DELAY = 10.000000 MUZZLE_CONE_ANGLE = 40 PLAYER_COLLISION_GROUP_HIT_PTS_SCALE = 3 PLAYER_ATTACHED_EQUIP_HIT_PTS_SCALE = 5 [EngineEquipConsts CRUISE_DISRUPT_TIME = 5 MAX_DELTA_FX_THROTTLE = 0.250000 THROTTLE_STEADY_TIME = 0.500000 THROTTLE_ATTEN_MOD_RANGE = 8.000000 DELTA_THROTTLE_ATTEN_MOD_CHANGING = 8.000000 DELTA_THROTTLE_ATTEN_MOD_STEADY = -1.000000 CRUISE_STEADY_TIME = 2.000000 DELTA_CRUISE_ATTEN_MOD_STEADY = -1.000000 CRUISE_ATTEN_MOD_RANGE = 8.000000 [ShieldEquipConsts HULL_DAMAGE_FACTOR = 0.500000 [PhySysConsts MATERIAL_FRICTION = 0.100000 MATERIAL_ELASTICITY = 0.900000 DEFAULT_LINEAR_DAMPING = 0.500000 DEFAULT_ANGULAR_DAMPING = 0.200000, 0.200000, 0.200000 [CommConsts COMM_PLAYER_FAR_DIST = 6000.000000 COMM_PLAYER_FAR_DIST_ATTEN = 0.000000 CHATTER_MAX_DIST = 3500.000000 CHATTER_MAX_DIST_ATTEN = -16.000000 CHATTER_START_ATTEN = -2.000000 COMM_CONFLICT_PRIORITY_CUTOFF = -3 WALLA_MAX_DIST = 3500.000000 WALLA_MAX_DIST_ATTEN = -24.000000 WALLA_START_ATTEN = -8.000000 WALLA_PRIORITY_CUTOFF = -3 [AsteroidConsts MAX_ASTEROID_LOOT_DAMAGE = 20000.000000 MAX_LOOT_PER_ASTEROID = 3 </font></pre>and which of these is the cruise speed of 300 meters per second (180000, relative to ingame units)? perhaps you are mistaken?

  • you might want to look into the conquest frontier wars editing tools it has a database editor and an UTF viewer (I don´t think the particle viewer has any uses in freelancer)

    specialising is breeding weaknesses, it`s slow death "After the game, the king and the pawn all return in the same box"

  • no, no real easy way that I can see.. maybe if someone made a GUI IDE to load all the dlls, and the inis and refer between them to locate each .. yeah ok.. anyway, you can look for filenames, or just abbreviations.. I found pi_freighter´s engine by finding it in the sound filenames.. character_start_sound = engine_pi_freighter_start the IDs are an important .. thing.. I need to look into, probably how the dll links the names &amp; other details

  • There´s a program that can read UTF files already? Great, it will be great help <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> I downloaded the mod tools package from hconquest.ubi.com, but it won´t install on my comp, since it doesn´t have C:FW installed.. Could you possibly send these tools to me for examination? My e-mail is mbrito@student.dei.uc.pt .Thanks <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

  • I just got home and set the mod server up to play for the night and most of the day saturday while i am gone. i will look and tell you exactly where the cruise is kept cause i know i saw it. hell, i went through 95% of the .ini files thursday Cham