New "Freelancer Rebalance Mod" by Michael D.

  • the skin for the starfury should be there, the mat file is included with the mod. Griskard, sorry for the omission, I´ll include u and Kurgan in the credits list for the models. and i´ll check for permision next time...mea culpa.

  • abd Griskard, maybe u and kurgan should release a separate ship pack just like in babylon 5 mod. in this case i´ll include support for the ships, leting the players to download the pack separatedly, just like the slave1/awing/bwing from porsche.

  • With that Grrrk mod thingie, can someone tell me where all the new Jumpholes are at? I just discovered a Tau29 Jumphole at Cortez and was shocked! Can someone post a list or something?

  • I´m running this MOD on a dedicated rack server. with all the updates I haven´t been running it 24/7 but I think I´ll keep it up and going with the current version for awhile. the server name is REBALANCE MOD 06C (GUX´S) I checked with a couple of people who where connecting to my server and they all said the same thing. the starfury is just white, no texture skin. yet I´ve been to respawn.co.uk and have seen what the starfury is supose to look like.

  • Ok Dan, NP. Email me soon. I may have something for you if your interest. Just finishing up hyperspace before i make some more ships. If players are having problems with mods, get them to read my post at the link below. http://www.respawn.co.uk/invbo…463d4b2cd9a5f339952358b8e Freelancer has a habbit of reseting ini files to old values when you use multiple saves. I have some advice that should help prevent most of the problems. So far its been 100% successful for me and as you might expect, my mod changes a lot very quickly. Giskard Edited by - giskard on 14-05-2003 14:57:30

  • Server? Oro? When do I have a computer that capable of being a server, muchless the connection? I just make a lot of suggestions.. btw... Is the x-wing skin working for everybody? For some reason it doesn´t work on mine. Edited by - Drassnia on 14-05-2003 20:39:46

  • Michael, The same problem occurs with the X-wing starfighter, and I have found the culprit. It seems that the fcxwing.mat file doesn´t contain a correctly generated dds file for the fcxwing texture. I have taken the liberty of generating it, and importing it in the fcxwing.mat file, and now it shows fine here. Appearently if there aren´t mips generated for all the standard mips-detail levels, as in this case there only was textures for the highest level, then it won´t show on machines uncapable of running at the highest detail levels. I´ll check up on all the ships you have added to the rebalance mod, and fix the .mat files if it´s necessary. Will post a file on the net containing the revised .mat files, so you (and anybody else) can pick them up and replace the erroneus mat files. Regards Dutch63(on the Boomtown #1 server)

  • Dutch: Well spotted mate, I was wondering why some users where suffering from that fault. Trouble is, the mat files will soon become excessively large and distrobutation will become impossible. Guess thats one problem im going to have to let others suffer with as Im paying for my bandwidth on my site and ive been down the free website path before and found it most unreliable. Giskard Edited by - giskard on 15-05-2003 20:37:37

  • giskard, Well, looking at the starfury model, it looks like another problem rises it´s head. The tga textures used in it, aren´t a size that are to the power of 2. i.e 128x128 or 512x1024. I´ll try to resize them, and see if it might help. As long as one uses nodes named MIP0 and tga files in the .mat files for textures, there appearently aren´t a problem (except the textures still need to be a size that is ^2. Thats why the viper and the cylon doesn´t have any problems. if one uses nodes named MIPS for the textures, then it need to be dds files, with mip maps generated, otherwise there will be untextured ships on lower end PC´s or when one has set the detail level in the game to low. At least thats what the current investigation seem to indicate. I´ll experiment a bit further, and see what I find.. As for the size of the .mat file, I generated a dds file with mipmaps for two of the three textures used on the X-wing (the third texture already had mipmaps...), and imported them in the fcxwing.mat file. The original size was 141 Kb, and the new size was 368 kb. When zipping up the original X-wing files the resulting zip was 165 kb, when zipping up the X-wing files with the new fcxwing.mat file instead, the resulting zip file was 201 kb. So the filesize increase is a minor thing IMHO.. but ofcourse YMMV depending on the number of textures used. B. Regards Dutch63(on the Boomtown #1 server)

  • thanx for the mat file work and repack dutch. u might wanna pack them in a ship library and post them alltogether...it seems the best way to do it. everybody could use them and the ships will show on all systems and configurations(i mean PC systems, not Star Systems! <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>)

  • Giskard, I have now resized the various textures while keeping it as tga files and MIP0 nodes in your Starfury model, so they comply with the ^2 rule, and voila.. The model is textured on low end machines, and with low detail settings on highend machines. The mat file unfortunately has grown to 1510 kb from the original 711 kb. It could be smaller, if I hadn´t resized up, but resized downwards. Will try and see if I can get the size smaller, and revert back to you. B. regards Dutch63(on the Boomtown #1 server) Added to original post: After finally getting enough money to purchase the Starfury, I can see that just resizing the textures isn´t enough.. They don´t map correctly to the model. My recommendation is that you try to reskin the model, and keep in mind the ^2 rule.. If you built the model in Milkshape 3D, you would also get that recommendation, by reading section 3 in the MilkShape 3D helpfile FAQ section: What sizes of texture can I use when skinning my model? The texture dimensions should always be a power of 2, e.g. 64x64, 128x128, 256x256. The maximum size of texture you can use is dependant on your graphics card. Edited by - Dutch63 on 16-05-2003 00:23:37

  • Michael, Hmm.. I don´t wanna do that for a number of reasons, one which is that I haven´t actually made the models.. I just fixed some minor faults. So as it´s not my own original work, and I don´t have contact with the original authors (except for giskard, regarding the starfury model), I don´t feel I have the right to post them as a package. But as you have the permission to use them in your mod, I´d be happy to send the fixed mat files to you, so you can use them in the next version of the ReBalance mod. U can catch me on ICQ 106657998.. Just holler, it´s normally on, even though it´s invisible. B. regards Dutch63(on the Boomtown #1 server)

  • My first time to try this mod. WOW. In your next version, could you make it work with Porsche´s Slave/A-wing/B-Wing combo pack? I love the B-Wing. Thank You. Glock 36. Asset Recovery R US

  • If you have version 06c, then there is support for the slave1/A-wing/B-wing pack... Try to read the sticky post at the top of the page.. Slave1 added in 05E, A-wing added in O6b, and B-wing added in 06b4grrssk. All you need to do, is copy the contents of the Data/Ships folder from the Slave1/A-wing/B-wing combo download to freelancers Data/Ships folder. Or you can copy them to the Data/Ships folder in the flre4balance06c mod, in FLMM´s MOD folder, before you activate the flrebalance06c mod. Both methods works. B. Regards Dutch63(on the Boomtown #1 server)

  • glock, my mod it´s already working with slave1/awing/bwing ship pack...in the readme file and top of this page are the instructions for its instalation, and the locations where this ships are to be found.

  • Rebalance mod; Not so balanced after all =S X-wing, about 80k 4class 10weapon slots, 2 torpedo. Personally i thing its a bit powerful for that price, i think u should eather Rase the price to above 500k or lower the weapon class... also looking at the redme for the other starwars ships... the have more cargo space than friegters and still they are fighters, I thing you should try to balance all this out with the rest of the ships, as not to creating a &quot;supership&quot;.

    There is a dark side and a bright, they are just as powerful, But I Alone am the Dark side... all the rest is ether Bright or Dumb.