Posts by Ro9ue

    Heh, and I thought I was getting somewhere with modding ... Reading this very interesting yet mind-numbing thread chagned that pretty quickly <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> <b>But </b>the reason for this n00b´s post is my curiosity about HP types. If the information is theoretically contained mostly, if not all, in the content.dll, then that means it is able to be edited using a hex editor, right? And I know there was a little discussion at the beginning of the thread about all this, but would that mean you can create new HP_types to be used/referenced in an .ini? I am thinking of creating a more generalized weapon system, one with fewer classifications for guns and more for missiles/torps - i.e. 4 gun classes (Light, Medium, Heavy, Vry Hvy), and 4 propelled-weapon classes (for missiles &amp; CDs, light torps, heavy torps, and nukes). I was thinking of just using <i>hp_gun_special_1 </i>to <i>4 </i>for the guns, and maybe <i>hp_gun_special_5 </i>to <i>8 </i> or maybe for the missiles/torps, but what I do not want is the HPs in the loadout screen to say a missile mount is a gun mount, or a nuke mount to say it´s a class 8 mount (or the weapon itself is a gun for that matter). I am not experienced at all with hex editing, else I´d look myself. When I have looked at hex before, all I can make of anything is a jumble of numbers and characters strung together <img src=smilies/icon_smile_blackeye.gif width=15 height=15 border=0 align=middle> So that´s why I ask here - I´m afraid I´m not really able to do any real research with very the limited knowledge (heh, or lack thereof <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> ) I have in this area at this time... Many thanks for any comments and/or explanation of the nature od this matter <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> <i>- Ro9ue </i> Edited by - Ro9ue on 6/13/2005 2:00:28 PM

    Hey guys, Update here. <img src=smilies/icon_smile_cool.gif width=15 height=15 border=0 align=middle> We´ve been working on ships for about 2 weeks now, and I´ve gone back and cleaned up all the ones I made during school. I have finally figured out some things that are quite useful, like saving ship´s skins (mat files) as .dds instead of .tga. This drastically cuts the size of mat files -- for example, I had a .mat for some Blood Dargon ships that was 3.00 MB with .tga files. I reduced it to 513 KB by using .dds. So the DL rate will be alittle faster when the mod is ready to be released. Also, made some new equipment (.3db) models: - <b>New thruster </b> (maybe more to come) - <b>New shield generators </b>(as of now, maybe more) - <b>New CM dropper, </b>modeled but need to figure out how to make it a .cmp that has multiple parts ... - <b>New ordinace models: </b> --- ship-to-ship missile (like other missiles, just .. er, a new model ... To be new <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>) --- gun shells (for ammo-based gatling guns and the like) --- long-range cruise missile (ideal for large wings of fighters or for gunboats) --- anti-capship torpedo (bigger than regular torp model, a fat torp. Ideal for cruiser- and destroyer-class ships) --- capship nuke (fired by - and <b>only </b>by - capships. Meant for capship-to-capship battles. One of these is as long as a <i>Defender. </i>Ship interception of one of these in a fighter is not advised) <i>Ah, and I love TLR; I trust everyone like I do my family. But just to preserve originality of the mod, some things will not be posted here yet. Taking into account the slim possibility of the idea being implemented before this mod is done should the idea be posted, they´ll remain undisclosed for now. </i> New custom fighters and ships are complete for these factions: ~ <b>Xenos </b> ~ <b>Blood Dragons </b> ~ <b>Red Hessians </b> ~ <b>Corsairs </b> ~ <b>Outcasts </b> ~ <b>Zoners </b> (actually, still wokring on their freighter, but fighters are ready) ~ <b>GMG </b> (same as Zoners, need freighter) ~ Rheinland mercenray faction. Going to be a lot more merc factions, too, not just Rheinland. They´ll have faction-specific stuff, and also be the only ones to offer high-paying missions (up in the 400k range). &gt; Each house will have a &quot;CIA&quot; branch, comparable to LIberty´s LSF, which will have its own advanced Light and Heavy fighters. Advanced = higher equipment abilities, batter handling and speed, etc. The VHFs of the Houses, basically. ~ <b>LSF </b>(Liberty) and <b>RIA </b>(Bretonia) are not complete. Still WIP ... ~ <b>KSS </b>(Kusari) complete ~ <b>RSB </b>(Rheinland) complete <b>awts0c, </b>our head shipmaster, has ships for these factions more-or-less complete, last time I checked: ~ <b>Gaians, </b> LF so far ~ <b>Mollys, </b> LF so far ~ <b>Golden Chrysanthemums, </b> LF and HF We are still working on ships, with some more still on the drawing board. After a while, we will begin actually ´modding´ the game. But hey, gotta have a little extra <i>umph </i>to add to the existing universe, right? Everyone needs a set of engines to cause a little mayhem, so we´re ensuring that <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> A lot of other factions are slated for ships, equipment, and weapons still. Some probable changes are shield modifiers (recharge, capacity, like many mods now), armor enhancers, mass reducers, possibly cargo pods (increase hold size. Still concept, not tested or coded), new shield types, altered weapon class system - I don´t personally like the current (rather arbitrary, IMO) classification, so there are some probable changes to be made. Ah, and The Order. This is probably one of my favorite factions, just because they pwn N0m4ds1 <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Or rather, they can be made to (actually pretty weak in regular FL, disappointingly so). I am hoping to make The Order a major faction, one that has ships, weapons, equipment, bases, missions (vs Nomads <img src=smilies/icon_smile_evil.gif width=15 height=15 border=0 align=middle> Watch it, you dirty parasites), and a system or two under its vigilant guns - er, watch <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Well, this update is not complete, excatly, but basically, we´ve been churning out ships and equipment so that we have a nice, wide array from which to build the mod. I am going to try to figure out how to post pics, and once I do, I might be able to release some eye candy ... Well, for the moment, that´s all folks. Will report in when next report is ready <img src=smilies/icon_smile_cool.gif width=15 height=15 border=0 align=middle> <i>- Ro9ue </i> Edited by - Ro9ue on 6/12/2005 7:17:38 PM

    Ah, thanks, but I already grabbed those <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Thanks to them, I can save .dds no prob now. So saving the mats isn´t the holdup anymore. Thanks, though. But I was wondering about whether .dds will save as transparent, as very clear (pretty much see-through except for the parts like radar, ship status, mission objectives, and comm heads, which I want to see. <i> - Ro9ue </i> _________________________________ &quot;Do or do not. There is no try.&quot; <i>- Jedi Master Yoda </i> Edited by - Ro9ue on 5/31/2005 8:13:44 AM

    Well, I will be the first to admit that I am not the best modeler or texturer, but I have made a lot ships and textured a few more in the past year. I finished one that a friend made, applying a texture to his model. This model was supposed to be a blend of Nomad and human texhnology, so he was going for an organic look. He tesselated the living daylights out of the model, I think (made it in 3ds max), but I personally like it - it´s pretty darned smooth now <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> (you´d hope so, right? <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>) But its poly/vert counts are <i>insane, </i>the higest I have ever seen on any FL model. I thought it´d crash all my programs - Milkshape, the CMP exporter, HardCMP, and FL itself. But, lo and behold, it works just fine. It has <b>20587 </b>polygons, and <b>12985 </b>vertices. I have a bunch of pics of both Milkshape and in-game shots, if anyone would like to see them. Granted, this crazy but cool ship is not a common one, most definately <b>not </b>one assigned to any NPCs (except for Orillion in MSN13), but I never had any trouble with it ... It´s not efficient, hell no, but it is possible. <i> - Ro9ue </i> _________________________________ &quot;Do or do not. There is no try.&quot; - Jedi Master Yoda Edited by - Ro9ue on 5/30/2005 3:07:41 PM

    Well, while I am not Michael Dan, Bejamac, I personally would not mind someone who has managed to make sense of that unfortunate crash-and-burn posting (or at least distributing to those interested) a working copy. Again, since I have not heard from MD in months, and I am only an assistant modder (rather, a former assistant now, I guess), I don´t know if there are any weird modding rules precluding or prohibitting this. But I for one am okay with your doing this. Perhaps your work will bring Rebalance back to life ... <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Ah, and thanks, guys, for the luck on the mod. I am now out of school and jumping into it full swing <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> I´m very excited to get this show on the road. It´s still a developing WIP, really just in fetal form, but it has a head and arms at least (metaphorically speaking <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>). But all the specifics and biggies have yet to be added. I´m doing my best to keep this as balalced, realisitc, and fun as I can, adding more to the Freelanced experience. Will report back later when there is more to report <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> <i> - Ro9ue </i> _________________________________ &quot;Do or do not. There is no try.&quot; <i>- Jedi Master Yoda </i>

    Oh, but how <b>cool </b>that´d be! I wonder if we get the source/engine, maybe this will become possible ... ? <i>(crosses fingers) </i> <i> - Ro9ue </i> _________________________________ &quot;Do or do not. There is no try.&quot; <i>- Jedi Master Yoda </i>

    Eloquious, I am of your opinion, too: the SP campaign is far too easy and quick. I think the very first time I played through it about 2 years ago, I had some downtime in between mission, primarily because I did not know how to fight, trade, or loot. Nor was I a real pilot - I thought taking on 4 missions from the Dragons against those &quot;hard&quot; Kusari Naval pilots was a challenge. But after that first run through the campaign, I have always thought everything goes by so fast - I dock with a base after a mission, repair my ship and all the loot I tractored in, sell the weapons and commodities, then I launch from space and see Juni´s little face pop up on my HUD. Every time I launch from a base thereafter, I get teh annoying Mission Objective telling me to go meet Juni, meet Juni on Planet/Base ___, Head to the Hood .... arg, be <b>quiet, </b>you crazy game! <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> I have been trying to figure out the best way to balance the financial aspects of the FL universe. I think in the mod I am working on, I am going to deflate the market: - weapons and equipment will cost anywhere between 200 and 10000 credits (esitmate right now). - Ships will probably cost b/t 50 and 200 thousand - LFs will be down around 50-90k, HFs about 100-140, VHFs about 150-190, and Freighters about 200-220k (again, estimates). - All missions will pay <i>much </i>less. I hope to make the most profitable mssions pay about 20k credits. This will mean that you will <b>really </b>have to work for a while to buy anything on the market - you´ll have to do quite a few missions when you first start out to fully deck out your ship. Or you can buy Civilian equipment, which will be cheaper yet less powerful, and then build slowly up to the more powerful and effective House equipment and ships (harder to acquire - govt. materiel, man! Can´t go buy a bunch of military stuff here in this world!), or work to better your rep with some criminals whose stuff will also be pretty nasty, but you´ve got to work for it! All of this will *hopefully* make the gameplay a little more inlcined toward exploration, trading, and as you said, Eloquious, <i>playing </i>the game instead of beating it. Now, I just got out of school, so I am just now getting started on this mod, and I have a lot of trial/error testing to see what I get ahead of me, but if I figure a good system out, I will most definately let you and anyone else interested know. To a balanced and freer universe! <img src=smilies/icon_smile_cool.gif width=15 height=15 border=0 align=middle> <i> - Ro9ue </i> _________________________________ &quot;Do or do not. There is no try.&quot; <i>- Jedi Master Yoda </i>

    Oh, are you talking about the tradelane_space_name or whatever that´s called? I think I know what you´re talking about. I can try it here soon and let you know what happens ;-) ´Cause this is something I myself have been wondering but never really figured out. Good idea, Mace. <i> - Ro9ue </i> _________________________________ &quot;Do or do not. There is no try.&quot; <i>- Jedi Master Yoda </i>

    No, you cannot reattach engines once you unmount them. FL only recognizes a ship as needing one engine, not more than one. So, yes, the only way is to buy the ship again. But there is not a limit to the number of engines you <i>carry. </i> You can carry 5 different engines in your hold if you want, them mount/unmount them (one at a time) at will. <i> - Ro9ue </i> _________________________________ &quot;Do or do not. There is no try.&quot; <i>- Jedi Master Yoda </i>

    Hey hey, bro, long time no see <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Keep up the hard work, and we´ll keep you up to date <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Ah, ok guys, the <i>Battleax </i>is composed of a few separate 3db files, all of which are <b>inside </b>of the CMP file. So the files the shpiarch references are not nonexistent, they ajust aren´t as visible as the rest of them. I´m not sure about the Tbird, as I can´t seem to find its model anywhere ... though it is probably similar to the <i>´Ax. </i> Well, I don´t have a lot of time at teh moment (have my last - repeat, <b>last! </b> - final today, and then I am done!) But until 915 this mornign, I am still a student, so gotta do well. But warrior: we can see about putting the <i>Ravenclaw </i>in there, though we had hoped to stay away from others´ work unless we soecifically asked them and we thought it added an importanat taste/thing to the mod that we´d not be able to replicate or compare to with something of our own ... We´ll see. It´s a good ship, dont get me wrong, but it´s a little uber for the mod and it´s not ... well, all that uncommon anymore, you know? But again, that´s something for later. Got a few new ships and ideas starting to come together - keep you posted on them. I have to get studying for the last exam, so for now, take care. <i> - Ro9ue </i> _________________________________ &quot;Do or do not. There is no try.&quot; <i>- Jedi Master Yoda </i>

    Yes, I am not sure what big MD is up to, but the last time I talked to him, he had a lot to see to at home. So ArchKaine and I tried to take over for him while he was gone, and we made a lot of progess, fixing a lot of bugs ... but then, thanks to a major ****-up from a failed system restore and a corrupt back-up file, I had a CTD mod when I was working on a beta version of 3.5. <img src=smilies/icon_smile_angry.gif width=15 height=15 border=0 align=middle> So, a 99.9% completed mod morphed into a lovely CTD and error fest in the space of an hour. And out of the 2500 files in the mod, I could not pinpoint the one that had been screwed. So, after pounding our collective head and brainstorms against an unmoving wall for about 3 weeks, we finally had to put hte mod on hold. ArchKaine has limited internet access from home, and he´s a very adept modeller but has not had quite enough experience with FL ini files to find the mess, and my school stuff and family life just didn;t permit me to devote the proper time to modding at the time. So, with great reluctance, chagrin, and disappoinment, we had to scrap the mod we loved and worked on for about a year (started working with MD on v3.5 about February last year ... had to abandon it this Feb). We did not want to release a CTD-mod, and with the reports from some of our beta testers, that´s just what it´d devolved into ... <img src=smilies/icon_smile_blackeye.gif width=15 height=15 border=0 align=middle> Now ArchKaine is in the Navy (go, Brian! We´ll miss ya), and I have 3 days of finals left of school (actually have to run here - got first one in 2 hrs - eek <img src=smilies/icon_smile_sleepy.gif width=15 height=15 border=0 align=middle>), so a friend of mine and I are thinking of starting from scratch (rebuilding from an SDK 1.4 foundation) and working our way up, making a hopefully very fun expansion and enhancememnt mod (see Rebalance Mod forum for a little more info). It won´t be Rebal, I´m afraid, as I think from our last expereience, it´s MD´s pet, not mine! He had it working, and our version had to freak on us, dang it. Anyhow, it won´t be Rebal, but it has elements similar to Rebal, and it will hopefully be bug free (is now <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> keeping it that way if I have any say ... which I do <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>). We have a still-growing list of about 50-55 new ships right now, and a bunch of custom yet fitting weapons, equipment, etc. Stay tuned for more updates in the next few weeks if you are interested! Gotta go take some finals, so be back later. <i> - Ro9ue </i> _________________________________ &quot;Do or do not. There is no try.&quot; <i>- Jedi Master Yoda </i>

    Bejaymac, Yeah, I also noticed that when I was editing the ships in Rebal. The Slipstream, too, was originally supposed to have destructible components, but those were lost somewhere along the line a while back, I guess. I think I remember reading in the Gen Editing Forum that the <i>Battleax </i>was released originally as its own mod, an addon of it own. So I will go see if I can find that and then check out the parts <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Also, a thing of possible import regarding .3db files: I´ve figured out how to make custom .3db models files -- for bullets, missiles, and thrusters, mines, etc. (fixed equipment - still working on revolute gun models, but not quite there yet). So I think I might try to make a ship with destructible parts over the summer ... just as a heads up to a possible develpment down the road <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Ok, well, I´m going to go see if I can find the <i>Battleax, </i>so until later, later. Ro9ue _________________________________ &quot;Do or do not. There is no try.&quot; <i>- Jedi Master Yoda </i> Edited by - Ro9ue on 5/20/2005 2:36:47 PM

    Hey all you guys, First off, let me apologize for disappearing off the face of the planet for a few months. I have been very busy with school and a pseudo-job, and I have had very important AP exams in the past few weeks. But now those are over, and next week I am taking the easier end-of-semester finals for the other 5 of my classes. So summer is almost here - w00t! <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Now, as you all probably learned from ArchKaine, he and I are working on a new mod. As of right now, 2 other people are also helping: <b>awts0c, </b>the creator of the <i>Firbolg </i> Rheinland LF, currently our head shipwright; and <b>EngineOfDarkness, </b>who is helping with some ini aspects. Oh, and it is with both happiness and sadness that I pass this on to the Rebal community: I think good ol´ ArchKaine has finally found the next path in his life - he has entered the Navy Reserve. I give him a hearty slap on the back for having the motivation to take such a big step - I think we all should. He also says that he will try try to help modding, but understandably so, might not have as much time to do so. So for the time being, we´re waiting on news from him. But I now have more time again, and awts0c is making ships left and right <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> So we´re still alive, if anyone was wondering. Sorry for the time in purgatory there <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Alright, well, on to the good stuff. When I first realized that something had gone terribly awry with Rebalance 3.5, I was nervous. It was working fine on my machine, I thought I got all the files I edited in the mod file, but apparently, the only explanation I can think of really, I missed one or I left one out that was not updated ... <b>Something </b>obviously went wrong, and out of the 2535 files of Rebalance, I just could not seem to pin it :p So, it was with much chagrin and disappointment that Arch and I decided to put the mod on hold -- he had some family issues to deal with, and wasn´t too sure what mess I had made :p, and I was overloaded with school, friends, family, lack of sleep, etc. We just could not communicate efficiently (limited internet due ti Arch´s brother and sister-in-law) or figure out what the heck went wrong. And there is little to be done with a project that huge ... <img src=smilies/icon_smile_sleepy.gif width=15 height=15 border=0 align=middle> However, we decided that we are starting a new mod, one that will be a very large expansion to Freelancer. It will not be the next vesion of Rebalance - we are starting from the ground and building up. We started off the SDK 1.4 framework, and have been working from that. We are tenatively calling the mod <b>Sirius Expansion </b>(no pun intended :p ), or <b>SirEx </b> for short. SirEx will bring some large changes to the FL universe, some wof which include: - totally revised and edited ships (all ships in the game); - more stratification of ship classes; - totally revised weapons, shields, and other equipment (all equipment); - many new ships, all of which will fit with the FL universe (awts0c has a penchant for designing ships that fit Houses´ and factions´ styles very well). So no more Unioners in Xwings or EAP Javelins attacking you; - new systems, all of which will be complete, populated, and hopefully beautiful (that´s the hard part, eh?) - more RPG-feel, reputation-wise. You will have to work to stay in factions´ pants (no more shooting a few BHs and a Lib Policeman, and then jumping onto the Corsair pirate boat :p) There are many things that we are trying to do in this mod, none of which are final or near completion. In the very scant free hours I have had in the past 2 months, I have made some changes already, getting ready for the summer - for when the real fun begins <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> <b><i>-=: NOTA BENE :=- </i> </b> One thing of note here: <b>This mod will not be a compilation mod. </b> We are looking to give a real and unique feel to it, a <i>Freelancer </i>sense yet with a noticeable and significant touch of its own. If we can at all avoid it, we are not going to throw a bunch of ship packs together and then say &quot;Look at the mod!&quot; No, there are a few snazzy ships shared by a few generous mods and modders, but aside from about 8 or 10 (of the current ~ 45 or 50 new ships - a still-growing number), all other ships will be original and unique to SirEx. It is not that other ships, like Porche´s awesome Star Wars ship packs and Firebase´s great ships, are not great ships - it´s just that a lot of other mods have used them, and we´re going to try to release some new ones to enhance the experience. @ Augur, if you are so inlcined, the team would be honored to receive your help and your superb work! I will drop you an email about it =) And yes, we know that this is not Rebalance, but it will hopefully have elements that resemeble it. I honestly hope that the fact that this is not Rebalance does not turn a lot of modders or players away. It will have similar elements that Rebal has (to an extent - we most certainly are not copying or stealing big MD´s hard work), but it´ll have its own feel to it, too. If anyone is interesed, I can keep the forum updated on a regular basis with news. One thing I would like to say, though, is that this mod does not have a release date as of right now. We are keeping it loose because, as was seen a few months ago, rushing and/or cramming modding into a busy schedule simply does not put out quality work. So we are taking our time, and we will make this mod as good as we know how <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> And we also want to keep a few things for the Freelancer to discover on his/her own, so we might not divulge <i>everything </i>... <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Well, I apologize again for the long time underwater, but I can be on the forums much more now. So until later, take care, all. <i>~ Ro9ue </i> Edited by - Ro9ue on 5/18/2005 3:13:55 PM

    Ha, agreed on that one - Drzzt´s tutorial was my beginner´s panacea (built 3 ships using it) for a while, refered to it when making a bunch of other stuff, but - yes there are a few slightly-outdated methods in there! I myself use several things I´ve discovered on my own that have greatly improved and hastened my nevertheless-still-limited ships building abilities <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Ok, well, that´ll work great, I think. I guess bakedpotato will post it on TLR when it´s done? Thanks again - I´m looking forward to seeing the tutorial! Will let you know of any changes in the gun situation. Ro9ue _________________________________ &quot;Do or do not. There is no try.&quot; <i>- Jedi Master Yoda </i> Edited by - Ro9ue on 5/16/2005 3:56:50 AM

    Ah, alright. I wonder why adding a physical projectile <b>makes </b>it a missile ... I guess DA never thought someone would be adding real ammo-based weapons, huh? Well, as of right now, I can´t play around with it too much - gotta get going on school mess that I´ve put off all weekend. And I have school in ... 6 hours. Woo, boy, this´ll be fun. But once I have the time, maybe later this week or next, I will try making a foward facing mine launcher .. ? Don´t know at all what to expect with that! But we´ll see. Thanks for the help and the replies, guys. Oh, yeah, and Argh, do you know about .dds textures? Sorry to be a pest, but I know that you have used them before, and I was curious how to get textures that FL does not flip on me <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Ro9ue _________________________________ &quot;Do or do not. There is no try.&quot; <i>- Jedi Master Yoda </i>

    Hmm, alright. I guess if I bump up the veolcity to about 5km/s that ought to eliminate the need for a led indicator ... :p Though, at that speed, you cannot really see the projectiles anyway - they´re gone in a fraction of a second. So maybe I don´t need to make bullet models in hte game, if you can´t even see them. But I wonder about a mine launcher ... do those even use the indicator?? Huh, never thought about that. Well, actually, if I can ask one more thing, since I believe I remember seeing that you have worked with .dds format textures before, I was wondering how you save images (say, a .tga that I used for the torp and for a thruster model) as .dds. I have the option in Photoshop, but there are about 40 options and settings for just saving the thing! What format should a .dds that FL can use be in? And is Photoshop the best way to make these textures? Er, and one last thing: once I have a .dds texture, I can import it into the 3db texture library as I would a .tga, right? Thanks for your help, and I´ll keep knocking away at this sucker <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Ro9ue _________________________________ &quot;Do or do not. There is no try.&quot; <i>- Jedi Master Yoda </i>

    Ah, man! OK, thanks for the speedy reply, Argh, but I tried adjusting my gun to the way in your above post ... I can see the shells now, but since the gun uses the seeker, it still does not use the lead indicator. I´m guessing that your 100mm cannon is a base weapon, NPC usage, right? Or can players use it, too? Because I cannot get mine to work properly that way :-/ Thanks for the reply, but there must be something I am missing somewhere ... Ro9ue _________________________________ &quot;Do or do not. There is no try.&quot; <i>- Jedi Master Yoda </i>

    Yes, an english explanation would be very much appreciated <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> By more than one person, it seems. That´s funny, I had the same reaction when trying to make custom weapon models - I got all excited when I saw the step-by-step posts, then hit the mental-dead-end (the exasperated &quot;W. T. F. Yeah, if you say so ...&quot; ) shortly thereafter, when I saw all that CRC mess. Heh, still can´t make any sense of that stuff <img src=smilies/icon_smile_blackeye.gif width=15 height=15 border=0 align=middle> Ro9ue Edited by - Ro9ue on 5/14/2005 10:04:01 AM

    So the textures on Nomad ships are not simply mulitple transparencies overlapped? Hmm, I didn´t realize that. Heh, yeah, that´d be too simple, huh? :p And I always just figured the <i>nomad = true </i>line told the game in SP that they were Nomads, different from all other NPCs ... though, again, a simplistic and unresearched assumption. I want to try and make some new Nomad s using the orignal textures, so maybe I will soon acquire more experience in this area ... Ro9ue _________________________________ &quot;Do or do not. There is no try.&quot; <i>- Jedi Master Yoda </i>