Ok im new to this but ive done well so far, only 1 thing I have aproblem with <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> damn ship seems to b invisiable. I have checked LOD and set it as 0, 2000 and even tried 0, 4000 but still nothing <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> I have checked and recreated mat file making sure textures are in TGA and fliped horisontal using the program u linked to in tutorial The utf editor looks to be correct with :- - material library - pat17 - Dt_name - Type - iron02 - Dt_name - Type - glass02 - Dt_name - Type - texture library - pat17.tga / - MIP0 - iron02.tga / - MIP0 - glass02.tga / - MIP0 inside Dt_name I have pat17.tga (eg names of each file name that corresponds to the name of the item) inside type i have DcDt as specified by tutorial the texture entries called .tga have nothing entered in them. the MIP0 have the imported textures that have been fliped horsontal as requested. Im at a complete dead end please could someone help me out <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
Posts by ra5or
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Is there not a mat exporter for milkshape yet, would make things much easier than doing all that extra crap on that link i pasted.. would only have to deal with fl ini´s then im guessing..
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So as my model stands, the size is ok, im guessing all i need to do next is add the hardpoint refernces on the milkshape object like it shows u for a ship at this url? http://tfk.marlur.dnsalias.net/tutorial/ i dont quite understand the last bit about the matreials used etc.. could someone please clear this up so that i get the materials used etc imported to fl also...
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Ok i checked my details of ds9 model they are as follows... min = -111.74 -110.26 -77.96 max = 111.81 112.48 76.37 im guessing when u say 500 units u mean the total of min = 500 and max = 500 and no greater?
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once i get info on how to scale to correct size i will be compiling my own tutorial, and ill release a link online to how i do it so ppl can share.. and with regards to the DS9, its going to b a full DS9 based mod, its in the making, i have system maps etc ready to roll, but im learning as i go so its gonna take some time <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>
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Ok so how u check the unit size of a station in milkshape to make sure its not too big??
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Excerlent work... u dont know how long ive been waiting for someone to put simple instructions like that out so i can get going... I await the next section of this small tutorial.. Once again thanks.. Ra5oR
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I have left a msg on Freeworlds forums asking them to help us all, and have left a link back to here so they can see the main thread on this site. Freeworlds link:- http://freeworlds.help2go.com/…ce8213425c55fa38b4bffbbc2
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Great Hobbes78, I know Singion very well, ill ask if he can get someone to make me one <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>
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im currently trying to get stations of my own into a mod im makeing, can u guys help? i have the model in milkshape, have not added hardpoints as i dont know whats required or how they ment to b made. <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> once thats completed how i add it to ini files so it exists as a station thats dockable?? please get back to me asap, maybe lend me your current base code so i can see how u have done it ? email: flmodels@thegibson.plus.com ra5or
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again thx 4 the info, chips, how would i make it so, i can have the wep buyable but only fit 1 ship something to do with hp type i think, how i create a new hp type just for my wep? this way i can allow it to mount any ship i want as long as the ship has a compatible hp type ?? also whats max power for the std ship u get at start of fl, as 800 power usage seems to reduce it but not enough <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle>
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Thanks for the positive reply there, capitalmerc Excerlent idea, ok now can someone expand on how i make the weapon fit only 1 ship type? editing the poweplant i already know how to do <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>
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I am currently lookin at the same kinda thing, can someone paste the ini info of how u made the jump gun.. I have me ideas but it keeps crashing, guess im missing something from the guns details..
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Please see the following post! http://www.lancersreactor.org/…lancer+Editing&M=True
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I thought of that a first but my idea is once this weapon has been fired. I dont want anyweapons to b fired untill power is recharded, acting like a kinda super weapon. also is it possible to have a mine that targets a specific item on a ship eg thrusters or shields..?? Edited by - ra5or on 7/24/2004 9:29:37 AM
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with regards to moonhead post... if u are trying to use factions with factions, ie groups why not do the following edit the initalworld.ini eg. say u wanted 2 lots of liberty navy but with same info etc.. simply copy [Group/ nickname = li_n_grp <-- make this li_n1_grp ids_name = 196846 ids_info = 66200 ids_short_name = 196895 rep = 0.91, li_n_grp rep = 0.91, li_n1_grp <-- add this (make sure u balance rep out with other factions in inital worlds also) rep = 0.91, li_lsf_grp rep = 0.91, li_p_grp rep = 0.65, br_n_grp rep = 0.65, br_p_grp rep = 0.65, ku_n_grp rep = 0, ku_p_grp rep = 0.65, rh_n_grp rep = 0, rh_p_grp rep = 0.65, co_alg_grp rep = 0.65, co_be_grp rep = 0.65, br_m_grp rep = 0.65, co_nws_grp rep = 0.91, co_hsp_grp rep = 0.91, co_ic_grp rep = 0, co_khc_grp rep = 0.65, co_kt_grp rep = 0, rh_m_grp rep = 0.91, co_me_grp rep = 0.91, co_ni_grp rep = 0.91, co_os_grp rep = 0.65, co_rs_grp rep = 0.65, co_shi_grp rep = 0.91, co_ss_grp rep = 0.65, co_ti_grp rep = 0.91, co_vr_grp rep = 0, fc_bd_grp rep = 0, fc_b_grp rep = -0.65, fc_c_grp rep = 0, fc_fa_grp rep = 0, fc_g_grp rep = 0, fc_gc_grp rep = 0, fc_h_grp rep = 0, fc_j_grp rep = -0.65, fc_lh_grp rep = -0.65, fc_lr_grp rep = 0, fc_lwb_grp rep = 0, fc_m_grp rep = -0.65, fc_ou_grp rep = 0, fc_rh_grp rep = 0, fc_or_grp rep = -0.65, fc_u_grp rep = -0.65, fc_x_grp rep = 0, gd_gm_grp rep = 0, fc_uk_grp rep = -0.65, fc_n_grp rep = 0.91, fc_ln_grp rep = 0.65, fc_kn_grp rep = 0.65, fc_rn_grp rep = 0, fc_ouk_grp rep = 0, fc_q_grp rep = 0, fc_f_grp rep = 0, gd_im_grp rep = 0, gd_z_grp rep = 0, gd_bh_grp in datamissionsempathy.ini again copy [RepChangeEffects/ group = li_n1_grp <--- change to this event = object_destruction, -0.030000 event = random_mission_success, 0.085900 event = random_mission_failure, -0.045000 event = random_mission_abortion, -0.067500 empathy_rate = li_lsf_grp, 0.400000 empathy_rate = li_p_grp, 0.350000 empathy_rate = br_n_grp, 0 empathy_rate = br_p_grp, 0 empathy_rate = ku_n_grp, 0 empathy_rate = ku_p_grp, 0 empathy_rate = rh_n_grp, 0 empathy_rate = rh_p_grp, 0 empathy_rate = co_shi_grp, 0.050000 empathy_rate = co_khc_grp, 0 empathy_rate = co_kt_grp, 0.050000 empathy_rate = br_m_grp, 0 empathy_rate = co_me_grp, 0.275000 empathy_rate = co_be_grp, 0.050000 empathy_rate = co_rs_grp, 0.050000 empathy_rate = co_vr_grp, 0.250000 empathy_rate = co_ni_grp, 0.300000 empathy_rate = rh_m_grp, 0 empathy_rate = co_ti_grp, 0.050000 empathy_rate = co_ic_grp, 0.250000 empathy_rate = co_ss_grp, 0.300000 empathy_rate = co_hsp_grp, 0.250000 empathy_rate = co_alg_grp, 0.050000 empathy_rate = co_os_grp, 0.200000 empathy_rate = co_nws_grp, 0.050000 empathy_rate = fc_c_grp, 0 empathy_rate = fc_ou_grp, -0.400000 empathy_rate = fc_rh_grp, 0 empathy_rate = fc_bd_grp, 0 empathy_rate = fc_j_grp, -0.050000 empathy_rate = fc_h_grp, 0 empathy_rate = fc_m_grp, 0 empathy_rate = fc_x_grp, -0.450000 empathy_rate = fc_b_grp, 0 empathy_rate = fc_g_grp, 0 empathy_rate = fc_lh_grp, -0.350000 empathy_rate = fc_u_grp, -0.025000 empathy_rate = fc_gc_grp, 0 empathy_rate = fc_lwb_grp, 0 empathy_rate = fc_fa_grp, 0 empathy_rate = fc_lr_grp, -0.250000 empathy_rate = fc_or_grp, 0 empathy_rate = gd_gm_grp, 0 empathy_rate = fc_uk_grp, 0 empathy_rate = fc_n_grp, 0 empathy_rate = fc_ln_grp, 0 empathy_rate = fc_kn_grp, 0 empathy_rate = fc_rn_grp, 0 empathy_rate = fc_ouk_grp, 0 empathy_rate = fc_q_grp, 0 empathy_rate = fc_f_grp, 0 empathy_rate = gd_im_grp, 0 empathy_rate = gd_z_grp, 0 empathy_rate = gd_bh_grp, 0.2 then in faction_prop again copy this [FactionProps/ affiliation = li_n1_grp <-- change this legality = lawful nickname_plurality = singular msg_id_prefix = gcs_refer_faction_li_n jump_preference = jumpgate npc_ship = li_n_li_elite_d1-3 npc_ship = li_n_li_elite_d4 npc_ship = li_n_li_elite_d5 npc_ship = li_n_li_elite_d6 npc_ship = li_n_li_elite_d7 npc_ship = li_n_li_elite_d8 npc_ship = li_n_li_elite_d9 npc_ship = li_n_li_elite_d10 npc_ship = li_n_li_elite_d11-19 npc_ship = li_n_cruiser_d22 npc_ship = li_n_dreadnought_d25 voice = pilot_f_mil_m01 voice = pilot_f_mil_m02 voice = pilot_f_leg_f01 voice = pilot_f_leg_f01a mc_costume = mc_li space_costume = li_captain_head, li_male_elite_body, comm_ge_generic2 space_costume = li_rockford_head, li_male_elite_body, comm_li_hatcher space_costume = li_sales_head_hat, li_male_elite_body, comm_ge_generic2 space_costume = ge_male4_head, li_male_elite_body, comm_li_hatcher space_costume = pl_male2_head, li_male_elite_body, comm_ge_generic2 space_costume = ge_male3_head, li_male_elite_body, comm_li_hatcher space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female space_costume = pl_female2_head, li_female_elite_body, comm_ge_generic2_female space_costume = pl_female2_head, li_female_elite_body, comm_li_hatcher_female firstname_male = 226608, 226741 firstname_female = 226808, 226952 lastname = 227008, 227307 rank_desig = 197002, 197003, 197004, 6, 9 formation_desig = 197808, 197820 large_ship_desig = 196976 large_ship_names = 202608, 202647 scan_for_cargo = commodity_alien_artifacts, 1 scan_for_cargo = commodity_cardamine, 2 scan_announce = true scan_chance = 0.3 formation = fighters, fighter_li_n once u have done that u will have 2x liberty navy using same info cards and names etc but u can referance group 1 as li_n_grp and group 2 as li_n1_grp hope this helps
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i am good at system maps. i can create systems, bases, jump holes, exclusion zones and much more to a very good level. you would need to fill in the inside stuff for bases etc. but im willing to help i even have ship models i had from years ago which im happy to provide <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> email me at trekmod@thegibson.plus.com
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thats just it i have NO faction IDS or INFO as I have not been able to find how to do it, atm the faction is using Libery Police info. i need to know how to make its own IDS info etc..
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nice once chips thats helped hehe, but not quite what i was lookin 4.. I need to mod the *.dll files so that my new faction name exists or something but i just cant work out how to do it.
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chips cani pick ya brains ;p i added faction/rep into the 3 ini but what and how i edit to get the name of factions to appear in the game, eg when u are friendly with navy u get a navy tag. please keep it simple im still learning ;P