Posts by Aldebaran28

    No, they were developed at the end of last year when we began work on 1.66 so the only mods using them at the moment are the 1.66 test mods. If you want, I can package the models up into a zip file along with the code I used in the solarach.ini files and send them over to you via email.

    Take a read here <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> <A href=´http://www.lancersreactor.org/t/forum/topic.asp?topic_id=38344&amp;forum_id=29&amp;Topic_Title=%2A%2ATutorial%2A%2A+%2D+Making+Custom+NPC+Appearances&amp;forum_title=Freelancer+Editing+Tutorial+Forum&amp;cat_title=Freelancer+Editing&amp;M=True´ Target=_Blank>Custom NPC´s</a> Once you have got that under your belt, you will know how to do it. Freeworlds Mod Developer Author of Modular Station ´There is no Good nor Evil in the universe, just perceptions and circumstances.´

    Thanks for the news on this, I was wondering as to whether anyone was getting anywhere close to it or not. Argh et al: For testing purposes, I can release my modular Station project to you as an intimidiate step. These are new station componants broken down into smaller, more primative shapes that might be easier for the program to understand and sur file. (I think everyone has seen the new modular stations I´ve done by now... if you haven´t, where have you been?). I´m not offering because I want these custom sur filed (though that would be cool <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>), but rather because it might be something that might help you guys understand the processes of sur file larger objects on something that is actually broken down into more primative componants. It´s an offer, take it or leave it as you wish. Freeworlds Mod Developer Author of Modular Station ´There is no Good nor Evil in the universe, just perceptions and circumstances.´

    This during testing of Freeworlds 1.66 <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Burntout resized the Eclipse to true scale and tried moving it away from the planet but accidently put it at the same location of the planet. <img src=´http://www.freeworldsmod.com/images/screen21.jpg ´> Freeworlds Mod Developer Author of Modular Station ´There is no Good nor Evil in the universe, just perceptions and circumstances.´

    Yep, that´s it, nothing complex at all. the .zip.flmmod designation is meant to be self-extracting once Freelancer Mod Manager has been installed. If by double clicking on it goes to your own zip program rather than to Mod Manager, just follow Argh´s simple instructions above will solve the problem. Freeworlds Mod Developer Author of Modular Station ´There is no Good nor Evil in the universe, just perceptions and circumstances.´

    Don´t forget that if you are making a ´mega mod´ so to speak that combines several other mods together, that you will need to get permission from each of the mod creators to do this as essentially you will building a new mod that combines several other mods. You probably knew that, but it was worth reminding. Freeworlds Mod Developer Author of Modular Station ´There is no Good nor Evil in the universe, just perceptions and circumstances.´

    Not quite true Accushot though you are part way there. It is nothing to do with what Hardpoints the model has or not, as the Hardpoint.thn actually sets out where the hardpoints for the THN scene will appear. The hardpoints on the model CMP aren´t really that important beyond some visable flashing lights and if the model doesn´t have them but the hardpoint.thn script does, then the lights don´t show up (trust me, I´ve seen it in action when building my own THN´s <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>). All other points that deal with the model like where the ships are etc... are dealt with by the THN. It is more likely that it is one of DA´s dud files (they are all over the freelancer coding, especially some of the models) that they started playing with and then gave up with. To find out which model it is supposed to be referencing, decompress the THN´s, look at what it is referencing in the PetalDB.ini and then look from that reference for it the model exists.... if their is a reference in the PetalDB.ini at all. Freeworlds Mod Developer Author of Modular Station ´There is no Good nor Evil in the universe, just perceptions and circumstances.´

    Freeworlds has a couple for things like the Tie-Fighters and X-Wings etc... though not many. If we get time, we might be adding more for 1.66. Freeworlds Mod Developer Author of Modular Station ´There is no Good nor Evil in the universe, just perceptions and circumstances.´

    Ha, I cheated when it came to landing and take off camera motions. The landing and take off motions are contained in seperate THN´s (as you probably know), so I just find a motion from the existing Freelancer files and build my model to suit the animation not the other way around. Crude, but it works. Wasabe might know a bit more about it after doing the intro THN´s, but from I understand, he said he ´cheated´ as well on these. Not quite sure how he ´cheated´ some of the scenes together, like the Jedi and Bounty Hunter Fighter scene, but still, I reckon he has more of a clue on animations that I do. Yes, we really do need to write a Tutorial for this stuff, the only probably is finding the time to write a tutorial that will explain it clearly enough to people because THN´s are a whole new ball game. Unfortunately, I am moving house within the week and will be with out internet for a couple of weeks, so it´s going to be hard pushed for me to do anything on this front.

    You also forgot infinate power supply and super cruise speeds of 5000+ oh, oh oh, and how about a special bomb that blows up everything in the system with one shot. and lets move the bases all closer together. Yeah, like with Planet Pittsburgh being put right outside Planet Manhattens doorstep and with jump holes that lead to every system in the game going from outside Planet Manhattens. That would cool too! *sigh*

    Splitting the base down still won´t solve the polygon count issue as peoples screen will be still showing the combined total of polygons. The more polygons that appear on screen at the same time will result in problems as lower end graphics card have trouble coping with the number of polygons it is trying to work out.

    For that, you´d be looking at building custom stations (or converting existing ones to have internal rooms beyond the windows) and then put the figures into the model. Be careful though, the polygon counts should try to be kept to below 11´000 (you can push it a bit more than this, but I wouldn´t recommend it, especially for MP mods). The problem with people models is that they tend to have higher polygons. I don´t think I´ve heard though of any one being able to convert the DFM mesh over to something that can be editted yet, but the DFM can not be used in the normal universe game files outside of the room THN´s, you have to use CMP´s for that.

    Well you´ve come to the right place for that. One of the main focus of Lancers Reactor is distribute new mods for Freelancer and support those who build them. The first step you need to do is download the Freelancer Mod Manager from <A href=´http://www.lancersreactor.org/t/download/download.asp?id=927´ Target=_Blank>Here.</a> This will enable you to cleaning install and uninstall any mods you download. The next step is find some mods you like. Mods come in all shapes and sizes, some may just add a single new ship to the game, others go the full hog (like the one I am a developer for) and do a Total Conversion (or TC) which changes everything (new systems, new ships, new weapons, new bases, new npc factions etc... etc...). And then there are mods that fall somewhere in between those two extremes. Finding the mods are quite a simple affair of looking through the download section of this site and the forums for links. The most recent mods appear on the front page (in between all the server news and mod development tools). When you find a mod you like the sound of, download the mod and double click the file you get. If Mod Manager is installed, it will automatically extract itself into the mod manager, ready to be activated into the game. Got an idea of what you want in a mod, but can´t find a mod that does it? First use the search function on the forum to look for what you are after and if you really can´t find it, just ask. Someone will probably know where to find something like it, if it has been done (there is quite a lot of mods out there now). One final tip, always check the mod for what you are after as well. Some are SP (Single Player) only (normally Open SP which means Single-Player with no Storyline to follow), others are MP Only (Multi-Player for playing online) and some are both. I hope all that helps. Freeworlds Mod Developer Author of Modular Station ´There is no Good nor Evil in the universe, just perceptions and circumstances.´ Edited by - Aldebaran28 on 5/10/2005 12:50:43 AM