Posts by Kremit

    in the weapons_equip.ini, change this value: flash_particle_name = (name of flash particle) <=== leave alone flash_radius = 15 <=== might be the radius the guns can shoot in. light_anim = (name of flash animation) <=== leave alone projectile_archetype = (name of ammo) <=== leave alone separation_explosion = (debris file) <=== leave alone auto_turret = false <=== leave alone turn_rate = 90 <=== change to 0. The flash_radius might be the radius the guns can shoot in. If changing turn_rate = 90 to turn_rate = 0 doesn´t fix the guns, try changing flash_radius = x to flash_radius = 0.

    I would guesstimate a week and a half. I am unsure just yet as I just purchased and installed a new cpu and everything is running hot. I installed an XP Barton 2800+, which is supposed to run cooler than my old thunderbird, but is not. So between intermitant heating problems and everything else going on with work, social life and home life... I haven´t had much time to play with this mod since monday night. =. I will keep going with it... not gunna give up on it, but I´m not looking forward to trying the whole assigning missions thing... hopefully its not as hard as I phear it is. I will probably look at this for a couple hours later tonight. Here´s some pix so far. http://www.kdfproductions.com/pix/gatekeeper2.jpg http://www.kdfproductions.com/pix/commod.jpg

    yes, I noticed this too... rather sux. <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle>. I even altered the texture map for the neural net so it´d look better

    thats funny... I´m actually working on something like that... I am in the works of a &quot;gatekeeper&quot; mod. This mod uses the pink heavenly unknown nomad world as a source system for a multitude of jump gates leading to different bases and planets around the univers. The gates also include a gate to the Unknown system with Planet Gammu and Planet Primus as well as another gate to Omicron Major (the outside of the dyson´s sphere). I also modified the &quot;unknown planet&quot; in omicron major to be dockable. Each planet (gammu, primus and the &quot;Unknown Planet&quot; which I called Oxyllic Terra Minor) has commodities that you cannot buy or loot anywhere in the entire universe. Also, since these are essentially alien planets, nomad equipment is also for sale... this includes the weapons and nomad fighter ship. You can purchase the Nomad power cells, alien artifacts and alien organisms at any of the three. Yet the special commodities are sold uniquely at a specific base. There is about a dozen special commodities available at each planet. As far as the storyline characters go? Well, after I made the planet dockable and all the alterations listed above, I still had no life on the planet other than my own. With soundspawns help I was able to find the file and add characters. I figured I´d try to make them nomad´s, but after that didn´t work I decided it´d be cool to have ozu, juni, jacobi, orillion, king etc... all hanging out in the same base. After I got that set up, I got bored of not having anything for them to say... almost no purpose. Therefore I kept going and made some new info points that they sell you. You can buy info on Planet´s Gammu, Primus and Toledo. I´m going to add the secret unknown jump hole locations here as well. The other info they sell you has a high price tag, but will give you the coordinates of nearly EVERYTHING in the New York System. My next mission is to get them to assign the random freelancer missions.

    lv, if you look in the freelancerdatasolars folder, you´ll see a black hole folder... in there, in the directory or in an ini file in the directory, it says omega-3 or omega-5 or one of the omega´s... That is the only system I know of with a modelled black hole... the rest are probably texture maps that you´ll never be able to truely fly to.

    Well, I suggest lookin in these files: Datashipsshiparch.ini Datashipsloadouts.ini Dataequipmentgoods.ini Dataequipmentmarket_ships.ini DataCharacters
    ewplayer.ini Datamissionsm01am01a.ini Those are all the files needed here to do one of a few things. With the loadouts.ini file, you can change the type of ship you get (msn_player_loadout or something like that... first one listed). If you want the eagle, change the ge_fighter to ge_fighter6. Give it a ge_gf6_engine_01 and what not. Look thru Dataequipmentengine_equip.ini if you want to tweak the engine or find the true name for it. St_goods.ini and St_equip.ini hold info about shields and thrusters if you wanted to tweak or add those to your package and weapon_goods.ini and weapon_equip.ini hold the info for weapons. Goods.ini sets the ship package (you only need to mess with this if you want to be able to buy the ship on planet manhattan or any other base that its not normally sold at). In the Goods.ini, you can set the price of the package and set what comes in it. Personally, if you want to make the eagle available for purchase from manhattan, I would go to the gf2_hull line and change where it says ge_fighter2 to ge_fighter6... and maybe lower the price. Down below on the gf2_package, you can select equipment to add, such as thruster, tractor beam, scanner, power, engine, docking lights, running lights, head lights, guns, missile launchers, mine launchers, counter-measure launchers, shields, etc... If you don´t care about story line and want to set it up like this in mp, you just need to edit newplayer.ini. Change the ship package you get (change it to any package listed in the loadouts.ini) and then change the amount of starting funds. I know its complicated to understand what I have said, and I can´t give you any examples cause I´m at work =... but hope it helps nonetheless.

    Yea, I managed to get a hang of the texture map image editting down ok. Right now I have a dark gunmetal color eagle as I can only change the ge_fighter0?.tga. Looked in the txm file for the nomad, and that has little to no info at all. Infact, the texture library is in the no_fighter.3db file itself. There´s four maps... a 256, a 64 and two gradient maps. I´m guessing the gradient maps is what helps get the funky coloring. I also searched for any files referencing to those maps, and only files that were returned were .3db files. SOOOOO, it is my belief I get to come home from work tonight and try to figure out what to edit .3db files with, how to make a whole new tree (my problem with UTF right now is when I add a node, I can´t change its name) and how to get the hull of the ship to be transparent and self-illuminating. =... Too bad I have plans tonight... but at least no work in the morning. So if I can get some caffine... I should be ok. lol. Edited by - Kremit on 21-11-2003 16:38:00