Posts by harrier

    Argh, I set the opacity at 80%, sampled the colour and imported the Mips.. The idea is to provide some texture, while still providing some opacity.. (sun screen<img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>).. I could play with it tho.. the screenies (had to shrink them) dont really do it justice.. however, I could change it a tad.. I´m curious about one thing.. why a two sided texture? You have gone into this way more than me.. and I mean no offence .. wont that increase the glass opacity? Harrier

    Hi all, Well I must also agree with Argh.. naming conventions are CRITICAL to ensure that part ´a´ on ship ´a´ is not NAMED the same as part ´a´ on ship ´b´....<img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> all the way thru.. Use a prefix... on the first group (largest) like: ugly1 on the second.. (second largest) use a suffix of numbers like: fuse_908 I use a numbering system.. that way I got heaps of numbers to choose from.. and I can name ´fuse´ with a number suffix and vary this .. and funny thing since I have been doing this I no longer get ships that id as ´a´ but look like ´b´ or ´c´ depending what ships are visible.. (if you follow) <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Believe me its worth the EFFORT.. Anyhow.. Something I just did The Demon: View - 1 <A href=´http://members.optusnet.com.au/~audioele/mypic127.jpg´ Target=_Blank> Here </a> View - 2 <A href=´http://members.optusnet.com.au/~audioele/mypic128.jpg´ Target=_Blank> Here </a> View - 3 <A href=´http://members.optusnet.com.au/~audioele/mypic129.JPG´ Target=_Blank> Here </a> This model is the Max tutorial ship somewhat modified.. its my first exersize into max 5.1 so I took the &quot;starfighter´ tutorial - completed it -then modified the result in Max then imported it into Milkshape for Hardpointing.. after using Lithium Unwrap and PS7 for the texture..I made the texture from scratch.. using a tutorial I found <A href=´http://www.psionic3d.co.uk/tutorials/skinningbasics1.html´ Target=_Blank> Here </a> Hope you like it.. Harrier Edited by - harrier on 10/23/2005 6:48:26 AM

    Black Eagle, Sorry I´m not more help here.. I´m not exactly sure what you need to do .. as it was done finally by Buck Danny who codes for Epsilon, he had a little trouble at first but worked it out using &quot;Chip´s method&quot; ... It would be nice if some of the more knowledgable about these things would look and answer.. but you just have to hope that someone sees the questions and knows the answers and can help out here.. these errors can be frustrating in the extreme to find.. One thing i can help with.. your code is incorrect... Misc_equip.ini: [Tractor nickname = ge_s_tractor_02 ids_name = 263745 ids_info = 264745 volume = 0.000000 mass = 10 DA_archetype = equipmentmodelshardwarege_heavy_tractor_beam.3db - &lt;&lt;DONT NEED THIS.....&gt;&gt; material_library = equipmentmodelshardware.mat - &lt;&lt; OR THIS &gt;&gt; max_length = 4000 reach_speed = 4000 color = 255, 70, 70 operating_effect = tractor_beam tractor_complete_snd = tractor_complete lootable = true Correct: [Tractor nickname = ge_s_tractor_02 ids_name = 459692 ids_info = 471692 volume = 0.000000 mass = 10 max_length = 3500 reach_speed = 4000 color = 86, 86, 211 operating_effect = tractor_beam tractor_complete_snd = tractor_complete lootable = false Your Misc_good.ini: [Good nickname = ge_s_tractor_02 equipment = ge_s_tractor_02 category = equipment ids_name = 263745 ids_info = 264745 price = 6000 combinable = False item_icon = equipmentmodelscommodities
    n_iconsequipicon_weaponupgrade.3db shop_archetype = equipmentmodelshardwarege_heavy_tractor_beam.3db material_library = equipmentmodelshardware.mat - &lt;&lt; YOU DONT NEED THIS &gt;&gt; More like: [Good;Improved Tractor Beam nickname = ge_s_tractor_02 equipment = ge_s_tractor_02 category = equipment price = 6000 combinable = False ids_name = 459692 ids_info = 471692 item_icon = equipmentmodelscommodities
    n_iconselectronics.3db shop_archetype = equipmentmodelscommoditiescratescrate_grey.3db The models are not important - unless they dont exist ot there is a typo in them.. These are copied from epsilon mod and DO NOT throw errors Can I suggest also.. that you run Accushots FLScan.. it is really one of the best for finding mod errors.. Bluecats FLIA is also useful.. LancerIniCleaner is also very good.. but be careful using it.. They are all here but you may have to search for them.. Harrier

    Black Eagle, Its not been moved in our mod which suggests that the problem for you lies elsewhere.. however its worth a shot.. As to the renaming - yeah they change from [solar to [ship (with the closing brackets natch)...<img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> As to the rest.. I have no idea.. sorry.. but why would you need to remove all lights.. ? Harrier

    Aden, Sorry I cant help here.. is this a mod or something else.. ? more detail may be handy.. Black Eagle, A couple of these are covered earlier in the thread.. but I´ll help where I can.. 1. &gt; If these relate to robot traders, then this error is found in unmodded FL, Buck Danny worked out a fix for it but I cant tell you what it was.. Btw.. it rarely crashes servers unless there are several instances at once in different systems 2. &gt; I checked your code against the code in our mod (that does not throw errors relating to this) and the code seems fine.. the problem probably lies elsewhere 3. &gt; The weapons platforms and several others throw errors in both modded and unmodded Fl the error occurs mainly on destroy bases/installation/space station.. and can be fixed by moving the offending items into the shiparch.ini.. see Chip´s post on this earlier in this thread. FlSpew: 1. &gt; No idea.. would like to know the answer to this myself 2. &gt; see above.. 3. &gt; Present in standard FL.. dont think there is a cure.. maybe there is, if so see 1. 4. &gt; There is a problem with the .thn file - check the code 5. &gt; No idea 6. &gt; No idea 7 &amp; 8 &gt; Some voice message errors are present in un modded fl.. this is another annoying one that may be fixable .. however since the voice messages are such a pain to play with..... 9, 10 &amp; 11 &gt; no idea .. lol 12. &gt; relates to battery/bott use by npc´s the only fix I know is to remove them.. this is covered (more or less) a couple of threads up.. Also some of this may well be covered in chips thread &quot;find answers to crashes&quot; <A href=´http://www.lancersreactor.org/t/forum/topic.asp?topic_id=24781&amp;forum_id=29&amp;Topic_Title=%2A%2A%2ADEBUGGING%2A%2A%2A+Find+answers+to+crashes%21&amp;forum_title=Freelancer+Editing+Tutorial+Forum&amp;cat_title=Freelancer+Editing&amp;M=False´ Target=_Blank> Here </a> Hopefully some other who are far better at this stuff will lend a hand..I´m not a system man .. tho I do a lot of testing for Epsilon Mod so I see a lot of errors.. <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Harrier Edited by - harrier on 10/11/2005 10:43:11 PM

    sandiegospork, This has been done to death elsewhere.. but around 2 - 3000 or lower is cool for a fighter.. 5,000 should not be too much of a problem.. above than it comes down to more polys = less ships, less polys = more ships.. High polycounts should be avoided.. but Freelancer can render them, what you have to take into consideration is that all the equipment hanging off the ship, ai and npc ships and weapons, planets, bases, debris, asteroids etc... all add up, The lower that you can keep polycounts the better, build the detail into the texture not the model.. Harrier

    Good to see the evil thing remembered that Holst.. with the planets symphonies.. was the originator of the ´space´ theme.. Apart form that: Tchaikovsky´s 1812.. is an unreal speaker buster.. particularly the version with the real cannons.. at volume it destroys voice coils... lol.. Harrier

    We seem to have gotten off subject here a tad.., Orillion, I´m interested in your site.. I have never moved to deviant art or any of those.. dunno why.. guess I´m still learning.. but a place to put models might be nice.. Good idea.. I´d be interested in joining.. Harrier

    One thing.. &quot;The thin edge of the wedge is the least visibile&quot; ... Next...? The Thought Police?... all in the name of ´cleanliness´ ....? Then where.... 1984 in 20** ? Eventually we will be chipped from birth and trackable.. what then? nothing is new... Harrier

    well, After reading the posts by Chips and others I was reminded of a rumour about FL2 going subsciption based as is Eve.. apparently Microsoft are rumoured to be building one based on Freelancer1 but pay-to-play.. similar to Eve.. an ´evolving´ universe.. after all 17,000 players cant be wrong .. can they? Would Fl´ers go this way? Harrier

    hmmm,,, Quote: benjon´s second 1905 paper ... wtf...? either makes ´IT´S´ (or friend) suspect or ´IT´ is very very old... cracking 100 I think... Rubbish... Harrier Edited by - harrier on 10/2/2005 12:47:21 AM

    sgt, This should be in the server forum .. where you should find all the answers to your questions.. I will move this in a day or so (or when you see this post and reply) Harrier

    Umm.., We tried this, could not get it to work without a zillion errors popping up on the console in MP followed by a server crash.. only thing to come out of it was that Freelancer does not like to be ´forced´ to update on the fly.. as the ship.. has a given capacity.. and changing this is difficult.. Now it mnay be possible via XML scripts but getting it to work both server and client side is the hard part.. you can however add cargo ´pods´ as buyable extras its been done but as to the mechanics.. well... it´s like how sour is that lemon.. suck it and see.. Harrier

    One suggestion... If you use .DDS textures you gain a couple of benefits.. 1. They dont have to be flipped 2. The .mat file size is smaller 3. They can be saved in DTX3 and DTX1 (for the larger higher res textures) and because of the file size are still smaller than .tga.. (less download time) 4. They can be saved with or without LOD´s 5. While .tga work and the Freelancer .mat files are listed in .cmp´s as .tga (using utfedit) they are in Fact .dds.. go figure that.. prolly a smokescreen.. clever too.. Contrary to popular belief the ´native&quot; Freelancer textures are all .dds.. however I may be corrected on this.. <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>, but export any Freelancer texture as .tga as they are listed.. and they cannot be opened..Export as .dds and all is cool with Photoshop.. Harrier Edited by - harrier on 10/1/2005 11:48:18 PM