Posts by gamka

    <A href=´http://www.gamka.co.uk/images/ships/gamkaone.html´ Target=_Blank>gamka one</a> <A href=´http://www.gamka.co.uk/images/ships/gamkatwo.html´ Target=_Blank>gamka two</a> <A href=´http://www.gamka.co.uk/images/ships/gamkathree.html´ Target=_Blank>gamka three</a> still need to work out how to add the hardpoints and explosion/damage stuff, does anybody have a plain english tutorial on those and texturing/skinng? Or would anybody like to have a go? Edited by - gamka on 10-04-2003 22:04:09

    yeah come on, spill the beans <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

    Just manhatten to make it easy. I can make a new char to test with then. thanks a trillion for this if you do, I can then scour over the areas you edited and start some learnin´ <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> btw i´m in #freelancers on efnet Edited by - gamka on 19-03-2003 18:58:46

    This is true in some aspects but there are some ships that dont dock at all. Just pretend we all board them using a transporter <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> now theres an idea...

    little more help would be nice <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> the only tutorials I can see is for the big ass battle cruisers ships and freighters. Perhaps somebody could point me in the right direction? this is what I found in shiparch: [Ship ids_name = 237010 ids_info = 66514 nickname = br_gunboat LODranges = 0, 300, 600, 4000 msg_id_prefix = gcs_refer_shiparch_Breg mission_property = can_use_large_moors type = GUNBOAT DA_archetype = shipsretoniar_gunshipr_gunship.cmp material_library = shipsretoniar_capships.mat material_library = fxenvmapbasic.mat envmap_material = envmapbasic linear_drag = 1.000000 mass = 1000.000000 hold_size = 1000000 hit_pts = 3500 explosion_arch = explosion_instant 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 fuse = br_gunship_fuse, 0.000000, 1 fuse = br_gunship_burning_fuse01, 0.000000, 875 fuse = br_gunship_burning_fuse02, 0.000000, 438 steering_torque = 60000000.000000, 60000000.000000, 60000000.000000 angular_drag = 120000000.000000, 120000000.000000, 120000000.000000 rotation_inertia = 16800000.000000, 16800000.000000, 16800000.000000 nudge_force = 150000.000000 HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 HP_tractor_source = HpTractor_Source num_exhaust_nozzles = 2 [CollisionGroup obj = br_cntrl_twr_lod1 separable debris_type = debris_vanish parent_impulse = 500.000000 child_impulse = 10.000000 mass = 200.000000 fuse = br_gunship_fuse, 0.000000, 1 dmg_obj = b_gunship_tower_cap dmg_hp = DpCntrltwr hit_pts = 3500 root_health_proxy = true [CollisionGroup obj = br_tail_lod1 separable parent_impulse = 500.000000 child_impulse = 10.000000 debris_type = debris_vanish mass = 200.000000 fuse = br_gunship_fuse, 0.000000, 1 dmg_obj = b_gunship_tail_cap dmg_hp = DpTail hit_pts = 3500 root_health_proxy = true [CollisionGroup obj = br_port_eng_lod1 separable parent_impulse = 500.000000 child_impulse = 10.000000 debris_type = debris_vanish mass = 200.000000 fuse = br_gunship_fuse, 0.000000, 1 dmg_obj = b_gunship_port_eng_cap dmg_hp = DpPortengine hit_pts = 3500 root_health_proxy = true [CollisionGroup obj = br_star_eng_lod1 separable parent_impulse = 500.000000 child_impulse = 10.000000 debris_type = debris_vanish mass = 200.000000 fuse = br_gunship_fuse, 0.000000, 1 dmg_obj = b_gunship_starboard_eng_cap dmg_hp = DpStarboardengine hit_pts = 3500 root_health_proxy = true [CollisionGroup obj = br_port_wing_lod1 separable parent_impulse = 0 child_impulse = 1500.000000 debris_type = cap_ship_piece mass = 200.000000 fuse = br_gunship_fuse, 0.000000, 1 group_dmg_hp = DpPortwing group_dmg_obj = b_gunship_port_wing_cap hit_pts = 3500 root_health_proxy = true [CollisionGroup obj = br_star_wing_lod1 separable parent_impulse = 0 child_impulse = 1800.000000 debris_type = cap_ship_piece mass = 200.000000 fuse = br_gunship_fuse, 0.000000, 1 group_dmg_hp = DpStarboardwing group_dmg_obj = b_gunship_starboard_wing_cap hit_pts = 3500 root_health_proxy = true ------------------------------------------ [Simple nickname = b_gunship_tower_cap DA_archetype = Shipsretoniar_gunshipr_gunship_dmg_cntrl_twr.3db material_library = shipsretoniar_capships.mat mass = 10.000000 hit_pts = 200 LODranges = 0, 300, 4000 [Simple nickname = b_gunship_tail_cap DA_archetype = Shipsretoniar_gunshipr_gunship_dmg_tail.3db material_library = shipsretoniar_capships.mat mass = 10.000000 hit_pts = 200 LODranges = 0, 300, 4000 [Simple nickname = b_gunship_port_wing_cap DA_archetype = Shipsretoniar_gunshipr_gunship_dmg_port_wing.3db material_library = shipsretoniar_capships.mat mass = 10.000000 hit_pts = 200 LODranges = 0, 300, 4000 [Simple nickname = b_gunship_starboard_wing_cap DA_archetype = Shipsretoniar_gunshipr_gunship_dmg_starboard_wing.3db material_library = shipsretoniar_capships.mat mass = 10.000000 hit_pts = 200 LODranges = 0, 300, 4000 [Simple nickname = b_gunship_port_eng_cap DA_archetype = Shipsretoniar_gunshipr_gunship_dmg_port_engine.3db material_library = shipsretoniar_capships.mat mass = 10.000000 hit_pts = 200 LODranges = 0, 300, 4000 [Simple nickname = b_gunship_starboard_eng_cap DA_archetype = Shipsretoniar_gunshipr_gunship_dmg_starboard_engine.3db material_library = shipsretoniar_capships.mat mass = 10.000000 hit_pts = 200 LODranges = 0, 300, 4000 I presume I have to do something in market_ships.ini to make them available? Edited by - gamka on 19-03-2003 17:33:38

    well this is what I´m thinking. increased levels allow access to higher based ships and jumpgates to homegrown systems. I´ve never been interested that much in the birth of a new game, so to speak, so I´m just throwing some ideas around and seeing what I might be capable of in the terms of making a mod. oh and does the gold go up in increments, say a multiple of a given number or is it just whatever takes my fancy.. Edited by - gamka on 17-03-2003 23:55:35