I think that problem is in the faction. You use faction only for Singleplayer. Try another faction. If it will work made copy of original The Order faction with new nickname and you will fix another problems with missions and reputation list.
Posts by Lord of the Hell
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Freelancer\DATA\SHIPS\loadouts.ini
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Well full name of the opponent in the race is Dexter Hovis. You have to edit loadouts.ini - fing "MSN06_Dexter" - first line of equip "equip = ge_bwf_engine_01" rewrite to your new engine and safe.
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Microsoft slammed the table and said: "Release it!"
Freelancer have greater potential that have released game....
EDIT: Evolution mod is trying to make more possibilities for players.
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You can change his engine with new one with parameters that can't beat you...
Engine like this:
maximum speed 10
cruise charge time 36000 seconds(10hours)Code- [Engine]
- nickname = example_engine
- ids_name = 459174
- ids_info = 459175
- volume = 0.000000
- mass = 1
- max_force = 6000
- linear_drag = 600
- power_usage = 2000
- reverse_fraction = 0.100000
- flame_effect = gf_li_smallengine01_fire
- trail_effect = gf_li_smallengine01_trail
- trail_effect_player = gf_li_smallengine01_playtrail
- cruise_charge_time = 20000
- cruise_power_usage = 2000
- character_start_sound = engine_ci_fighter_start
- character_loop_sound = engine_ci_fighter_loop
- character_pitch_range = 10, 65
- rumble_sound = rumble_ci_fighter
- rumble_atten_range = -5, 0
- rumble_pitch_range = -25, 25
- engine_kill_sound = engine_ci_fighter_kill
- cruise_start_sound = engine_ci_cruise_start2
- cruise_loop_sound = engine_ci_cruise_loop
- cruise_stop_sound = engine_ci_cruise_stop
- cruise_disrupt_sound = cruise_disrupt
- cruise_backfire_sound = cruise_backfire
- indestructible = false
- outside_cone_attenuation = -3
- inside_sound_cone = 60
- outside_sound_cone = 180
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In my opinion without changing game or with server software it is impossible. For name you need add it to *.dll like another names. I think better is made counting system that will count kills of everybody else.
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Well i think the best way is to make new file with new nicknames. If you will use both files Freelancer will change the textures when ships encounter. Use FreelancerXMLProject to decode the ship. Program will make one folder(*_cmp) and one *.xml file. In folder is something like "lod0.vms.xml". This is textured model in XML. There is "mesh" part, which define textures on ship. You have to find which texture is which. After it you need new textures which is defined in mat file which you made and their nicknames. Then you rewrite CRC codes with new nicknames and recompile thi ship.
model part(r_specter.cmp):
<mesh count="6">
<!-- Mesh Triangle First Last Count Pad Material -->
<!-- 0 0 --> 0, 4148, 8631, 0xcc, 0xFC1B0A3F (Romanov01)
<!-- 1 2877 --> 4149, 4245, 276, 0xcc, 0xE8AD7641 (Rv_glass)
<!-- 2 2969 --> 4246, 6023, 2346, 0xcc, 0xFC1B0A3F (Romanov01)
<!-- 3 3751 --> 0,51, 132, 0xcc, 0xFC1B0A3F (Romanov01)
<!-- 4 3795 --> 0,58, 132, 0xcc, 0xFC1B0A3F (Romanov01)
<!-- 5 3839 --> 0,60, 186, 0xcc, 0xFC1B0A3F (Romanov01)
</mesh>Green part is CRC of nicknames in original model - the link to mat file. Text in brackets was added by me. CRC si made from nickname in mat file("material library")
Texture file(new_Romanov_ships.mat):
XML- <?xml version="1.0" encoding="ISO-8859-1"?>
- <!-- XML generated by UTFXML Version 2.1 built 21-Mar-2010 -->
- <UTFXML filename="new_Romanov_ships.mat">
- <UTF_ROOT>
- <material_library name="material library">
- <Romanov01>
- <Dt_flags type="int">0x40</Dt_flags>
- <Dt_name type="text">Romanov01.tga</Dt_name>
- <Type type="text">DcDt</Type>
- </Romanov01>
- <rus_details>
- <Dt_flags type="int">0x40</Dt_flags>
- <Dt_name type="text">rus_details.tga</Dt_name>
- <Type type="text">DcDt</Type>
- </rus_details>
- <rus_cockpit>
- <Dt_flags type="int">0x40</Dt_flags>
- <Dt_name type="text">rus_cockpit.tga</Dt_name>
- <Type type="text">DcDt</Type>
- </rus_cockpit>
- <Rv_glass>
- <Dc type="RGB">0, 0.35546899, 0.49609399</Dc>
- <Oc type="float">0.8</Oc>
- <Type type="text">DcDtOcOt</Type>
- </Rv_glass>
- <engine_grill>
- <Dt_flags type="int">0x40</Dt_flags>
- <Dt_name type="text">engine_grill.tga</Dt_name>
- <Type type="text">DcDt</Type>
- </engine_grill>
- <weaponplate2>
- <Dt_flags type="int">0x40</Dt_flags>
- <Dt_name type="text">weaponplate2.tga</Dt_name>
- <Type type="text">DcDt</Type>
- </weaponplate2>
- <material_count name="material count" type="int">6</material_count>
- </material_library>
- <texture_library name="texture library">
- <Romanov01.tga>
- <MIPS type="file" filename="new_Romanov_ships_mat\Romanov01.dds"/>
- </Romanov01.tga>
- <rus_details.tga>
- <MIP0 type="file" filename="new_Romanov_ships_mat\rus_details_mip0.tga"/>
- </rus_details.tga>
- <rus_cockpit.tga>
- <MIPS type="file" filename="new_Romanov_ships_mat\rus_cockpit.dds"/>
- </rus_cockpit.tga>
- <engine_grill.tga>
- <MIPS type="file" filename="new_Romanov_ships_mat\engine_grill.dds"/>
- </engine_grill.tga>
- <weaponplate2.tga>
- <MIP0 type="file" filename="new_Romanov_ships_mat\weaponplate2_mip0.tga"/>
- </weaponplate2.tga>
- </texture_library>
- </UTF_ROOT>
- </UTFXML>
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Well i think i had to remove some zones from "exclusion zone" from Asteroid field and Nebulas. Also i think you're right. Well, source code is the key to break the limits.
Player docking to battleships is possible, but player can't undock at all. Problem is that player's battleship isn't linked with base file, so player that is docked is in black room with only one choice - undock. When this try to use, his game will crash, because game don't know where he is(there is no link to base - no spawn point). It's same as if you use "beam" to only singleplayer base(like Battleship Osiris). There is one different - the base. FLAC will link player's ship with base. This is the best way to make dockable player's ship.
With source code there are many new choices.
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I remembered something more: "increasing spherical damage around star". That means if you flying to star core the damage is increasing.
First damage is 100. Second is 1000(damage is summated:1100). Third is 10000(11100). Fourth 100000(111100). Fifth is 1000000(1111100). Sixth is 3000000(4111100). So battleship with hull 8M can't stand it.
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This allow using disruptor during the mission for NPC.
[Gun]
nickname = nomad_cruise_disruptor01
ids_name = 263526
ids_info = 264526
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
HP_child = HPConnect
hit_pts = 4215
explosion_resistance = 1
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 50
mass = 10
damage_per_fire = 0
power_usage = 132.5
refire_delay = 0.5
muzzle_velocity = 360
toughness = 10.6
projectile_archetype = nomad_cruise_disruptor01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
LODranges = 0, 20 -
Try this setting:
[MissileBlock]
nickname = missile_fighter_very_hard
missile_launch_interval_time = 2
missile_launch_interval_variance_percent = 0.5
missile_launch_range = 2000
missile_launch_cone_angle = 60
missile_launch_allow_out_of_range = FalseIf it did not help can you post here the definition of disruptor ?
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I have the list of changes, but it is in native language. This is a copy of changes listed in game:
Code- 1) Redone asteroids to dynamic asteroids
- 2) Stations and Capships have shield
- 3) Stations and jumps can be disable for 5 minutes
- 4) Rebalanced Weapons, Torpedos and Missiles
- 5) Rebalanced Ships
- 6) Rebalanced Shields
- 7) Rebalanced Power Boosters, Shield Generators, Main Power Units
- 8) Redone missions(Missions for team of people)
- 9) Added some new systems and factions
- 10) Some new staff(ships, weapons etc.)
- 11) Redone NPC
- 12) Power Capacitors, Tractors, Scanners can be dropped into space
- 13) More intros in menu
- 14) Higher Collision damage
- and more
- ADD 1
- Asteroids are now dynamic, so you can destroy them and when you collide them they flies away.
- ADD 2
- All Stations have shield and Capships can have shield. Capships have mount(s) for Shield Capacitor or Power Generator called "Capital Mount". Transports, Trains and Liners have one Capital Mount. Gunboats have two Capital Mounts. Cruisers/Destroyers have tree Capital Mounts. Battleships/BattleCruisers have four Capital Mounts.
- ADD 4
- All weapons and Turrets have Weapon Type(Technology). All Guns and Turrets for fighters have added 50m/s to projectile speed. All munition(Missiles, Flaks, Torpedos, Mines, CM) occupies cargo space and need energy to fire.
- ADD 5
- All Ship Classes(I,LF,HF,VHF,SHF,Freighter,Bomber) have same mass and strafe force(Nudge Force is same for all fighters).
- ADD 6
- Cenataur Shields are not changed, but Civilian and Phalanx Shields are changed. Cenataur Shields are best in regeneration rate(best rate is 493). Phalanx Shields are best in capacity of shield(best capacity is 13500). Civilian Shields are compromise between Cenataur and Phalanx. Shield type have different recharge time, so choose carefully your shield.
- ADD 8
- Missions are more difficult(More stronger NPC). Lowest reward is 6750 credits and highest reward is 3255000 credits. In my opinion one player is able to done mission for 1000000 credits.
- ADD 9
- Total 78 systems and 84 factions.
- ADD 11
- In mission NPC using missiles, torpedos, mines, CM and repair them selfs. NPCs are divided to seven difficulties(very easy, easy, medium, hard, very hard, extremly hard, nightmare).
- ADD 13
- Exactly 12(3 original, 3 Evolutions, 4 planet scapes, 2 scenes from singleplayer)
- ADD 14
- Collision damage depands on ship speed and mass. Each ship class have different mass. So be careful in fight at collision. It can kill you!(Interceptor-35, Light Fighter-50, Heavy Fighter-75, Very Heavy Fighter-100, Supreme Heavy Fighter-130, Freighter-150, Bomber-150)
Maybe is important to say that you can control your ship in turret view by using keyboard setting for control. And also we solved problem with "dancing battleships". Every munition for rockets, torpedos, mine etc. occupies cargo hold and you need energy to fire.
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We release new version of our mod: HAL 2007 Evo - forum • View topic - 5th version of uor Evo mod is here!
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Succes! I have working prototype with collision groups, but it need more work.
Video: http://youtu.be/-xB1mk_b7pgAs you can see i have to make better surface file and made wireframe.
This may be usefull: Tech Tip - MilkShape Can Make Convex Sur Parts! - Seriously! Forums
Edit: Used programs:
CMP Importer 2.7
SUR Exporter
HardCMP 1.0.0.23
Sur_splice -
Sur splice is not good program for this work. I've tried it and it made bugs. MilkShape made from two(or more) groups one *.cmp file, but sur splice made each file as group so you have to made sur file from one single model(box). This is not useable. So i need program that made from some objects sur file. Then i can use sur splice.
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Problem found. Ship needs special *.sur file with *.sur for each group. If you look at "li_dreadnought.sur" you'll find same nicknames as groups nicknames.
Groups for li_dreadnought.cmp:
Code- [CollisionGroup]
- obj = Leaf01_d1_lod1
- separable = true
- parent_impulse = 60.000000
- child_impulse = 10.000000
- debris_type = cap_ship_piece
- mass = 10.000000
- fuse = l_dreadnought_fuse, 1.000000, 1
- hit_pts = 3850000
- root_health_proxy = true
- [CollisionGroup]
- obj = Leaf02_d1_lod1
- separable = true
- parent_impulse = 60.000000
- child_impulse = 300.000000
- debris_type = cap_ship_piece
- mass = 10.000000
- fuse = l_dreadnought_fuse, 1.000000, 1
- hit_pts = 3850000
- root_health_proxy = true
- [CollisionGroup]
- obj = Leaf03_d1_lod1
- separable = true
- parent_impulse = 60.000000
- child_impulse = 10.000000
- debris_type = cap_ship_piece
- mass = 10.000000
- fuse = l_dreadnought_fuse, 1.000000, 1
- hit_pts = 3850000
- root_health_proxy = true
- [CollisionGroup]
- obj = Leaf04_d1_lod1
- separable = true
- parent_impulse = 60.000000
- child_impulse = 10.000000
- debris_type = cap_ship_piece
- mass = 10.000000
- fuse = l_dreadnought_fuse, 1.000000, 1
- hit_pts = 3850000
- root_health_proxy = true
- [CollisionGroup]
- obj = Leaf05_d1_lod1
- separable = true
- parent_impulse = 60.000000
- child_impulse = 600.000000
- debris_type = cap_ship_piece
- mass = 10.000000
- fuse = l_dreadnought_fuse, 1.000000, 1
- hit_pts = 3850000
- root_health_proxy = true
- [CollisionGroup]
- obj = Leaf06_d1_lod1
- separable = true
- parent_impulse = 60.000000
- child_impulse = 10.000000
- debris_type = cap_ship_piece
- mass = 10.000000
- fuse = l_dreadnought_fuse, 1.000000, 1
- hit_pts = 3850000
- root_health_proxy = true
- [CollisionGroup]
- obj = Leaf07_d1_lod1
- separable = true
- parent_impulse = 60.000000
- child_impulse = 10.000000
- debris_type = cap_ship_piece
- mass = 10.000000
- fuse = l_dreadnought_fuse, 1.000000, 1
- hit_pts = 3850000
- root_health_proxy = true
- [CollisionGroup]
- obj = Leaf08_d1_lod1
- separable = true
- parent_impulse = 60.000000
- child_impulse = 500.000000
- debris_type = cap_ship_piece
- mass = 10.000000
- fuse = l_dreadnought_fuse, 1.000000, 1
- hit_pts = 3850000
- root_health_proxy = true
- [CollisionGroup]
- obj = Li_bottom_lod1
- separable = true
- parent_impulse = 60.000000
- child_impulse = 10.000000
- debris_type = debris_vanish
- mass = 70 ;200.000000
- fuse = l_dreadnought_fuse, 0.500000, 1
- dmg_obj = li_dread_bottom_cap
- dmg_hp = DpBottom
- hit_pts = 3850000
- root_health_proxy = true
- [CollisionGroup]
- obj = Li_cntrltwr_lod1
- separable = true
- parent_impulse = 60.000000
- child_impulse = 10.000000
- debris_type = debris_vanish
- mass = 70 ;200.000000
- fuse = l_dreadnought_fuse, 0.500000, 1
- dmg_obj = li_dread_tower_cap
- dmg_hp = DpCntrltwr
- hit_pts = 3850000
- root_health_proxy = true
- [CollisionGroup]
- obj = Li_rear_lod1
- separable = true
- parent_impulse = 60.000000
- child_impulse = 10.000000
- debris_type = debris_vanish
- mass = 70 ;200.000000
- fuse = l_dreadnought_fuse, 0.750000, 1
- fuse = li_dreadnought_burning_fuse04, 0.000000, 17325
- dmg_obj = li_dread_rearsection_cap
- dmg_hp = DpRearsection
- hit_pts = 3850000
- root_health_proxy = true
- [CollisionGroup]
- obj = Li_nose_lod1
- separable = true
- parent_impulse = 60.000000
- child_impulse = 2000.000000
- debris_type = cap_ship_piece2
- mass = 50.000000
- fuse = l_dreadnought_fuse, 0.000000, 1
- fuse = li_dreadnought_burning_fuse01, 0.000000, 17325
- group_dmg_hp = DpFrnt
- group_dmg_obj = li_dread_front_cap
- hit_pts = 3850000
- root_health_proxy = true
- [CollisionGroup]
- obj = Li_frnt_lod1
- separable = true
- parent_impulse = 60.000000
- child_impulse = 10.000000
- debris_type = debris_vanish
- mass = 70 ;200.000000
- fuse = l_dreadnought_fuse, 0.250000, 1
- fuse = li_dreadnought_burning_fuse02, 0.000000, 17325
- dmg_obj = li_dread_midsection_cap
- dmg_hp = DpMidsection
- hit_pts = 3850000
- root_health_proxy = true
- [CollisionGroup]
- obj = Li_port_skid_lod1
- separable = true
- parent_impulse = 60.000000
- child_impulse = 10.000000
- debris_type = debris_vanish
- mass = 70 ;200.000000
- fuse = l_dreadnought_port_skid_fuse, 0.000000, 1
- dmg_obj = li_dread_port_skid_cap
- dmg_hp = DpPortskid
- hit_pts = 3850000
- root_health_proxy = true
- [CollisionGroup]
- obj = Li_starboard_skid_lod1
- separable = true
- parent_impulse = 60.000000
- child_impulse = 10.000000
- debris_type = debris_vanish
- mass = 70 ;200.000000
- fuse = l_dreadnought_star_skid_fuse, 0.000000, 1
- dmg_obj = li_dread_starboard_skid_cap
- dmg_hp = DpStarboardskid
- hit_pts = 3850000
- root_health_proxy = true
- [CollisionGroup]
- obj = Li_reactor_core_lod1
- separable = true
- parent_impulse = 60.000000
- child_impulse = 500.000000
- debris_type = cap_ship_piece2
- mass = 20.000000
- fuse = l_dreadnought_fuse, 1.000000, 1
- hit_pts = 3850000
- root_health_proxy = true
- [CollisionGroup]
- obj = Li_reactor_lod1
- separable = true
- parent_impulse = 60.000000
- child_impulse = 10.000000
- debris_type = debris_vanish
- mass = 70 ;200.000000
- fuse = l_dreadnought_fuse, 1.000000, 1
- hit_pts = 3850000
- root_health_proxy = true
- [CollisionGroup]
- obj = Li_engine_lod1
- separable = true
- parent_impulse = 60.000000
- child_impulse = 10.000000
- debris_type = debris_vanish
- mass = 70 ;200.000000
- fuse = l_dreadnought_fuse, 1.000000, 1
- dmg_obj = li_dread_engine_cap
- dmg_hp = DpEngine
- hit_pts = 3850000
- root_health_proxy = true
Part of surface file for li_dreadnought:
Code- File : C:\games\vyvoj - Freelancer Evolutions 1.40\DATA\SHIPS\LIBERTY\LI_DREADNOUGHT\li_dreadnought.sur
- SurHeader :
- "vers" 2.00
- IDHeader :
- crc_id : 0x12688F2D - "Root"
- type : 4 - Ship/Station
- IDHeader_B :
- tag : "!fxd"
- exts_part (bounding box) :
- tag : "exts"
- xMin : -46.298779 yMin : -50.443649 zMin : -265.163330
- xMax : 46.298729 yMax : 63.189415 zMax : 232.688843
- Surface header :
- tag :"surf"
- Offset1 : 0x79BC (31164) - Offset to next component of HPID
- Padding : 0x0000 - Always 0
- Surface :
- CenterX : -0.018545 CenterY : -6.167617 CenterZ : 2.706570
- InertiaX : 9767.563477 InertiaY : 9771.552734 InertiaZ : 279.206512
- Radius : 268.925079
- unknown byte : 0xFA - (250 decimal 11111010 binary)
- Offset1b : 0x79BC (31164) - always identical to surface_header.offset1
- padding byte : 0x00 - Always 0
- Offset2 : 0x00007230 - Offset to bit header
- Padding3 : 0x00000000 0x00000000 0x00000000 - Always 0
- Triangle group header :
- Offset3 : 0x00004D00 - (19712) Offset to vertex buffer
- TriangleID : 0x12688F2D - "Root"
- type : 4 - Primitive = D3DPT_TRIANGLELIST
- no_ref_verts : 138
- Padding4 : 0x00
- Tricount : 90 - No of triangles in group (0 -> n-1)
- Triangle list :
- Number Opp Tri Flag Vert1 Offset1 Flags1 Vert2 Offset2 Flag2 Vert3 Offset3 Flag3
- 0 88 0 0 8 0 1 5 0 2 63 0
- 1 48 0 1 8 0 3 121 0 2 -5 0
- 2 84 0 1 -8 0 0 64 0 4 3 0
- 3 84 0 3 -8 0 1 -3 0 4 107 0
- 4 53 0 5 8 0 6 5 0 7 67 0
- 5 62 0 6 10 0 8 323 0 7 -5 0
- 6 56 0 6 -8 0 5 51 0 9 2 0
- 7 52 0 6 -2 0 9 61 0 8 -10 0
- 8 48 0 10 4 0 11 67 0 12 6 0
- 9 74 0 11 -4 0 10 5 0 13 7 0
- 10 38 0 10 -6 0 12 211 0 13 -5 0
- 11 77 0 14 14 0 11 -7 0 13 2 0
- 12 72 0 14 -2 0 13 223 0 15 2 0
- 13 75 0 14 -2 0 15 57 0 16 8 0
- 14 76 0 14 5 0 17 11 0 11 -14 0
- 15 71 0 16 46 0 17 -5 0 14 -8 0
- 16 83 0 11 6 0 0 -63 0 2 35 0
- 17 76 0 11 -11 0 17 5 0 0 -6 0
- 18 69 0 17 145 0 4 -64 0 0 -5 0
- 19 56 0 9 -51 0 5 5 0 18 14 0
- 20 44 0 5 4 0 19 51 0 18 -5 0
- 21 43 0 19 -4 0 5 -67 0 7 54 0
- 22 57 0 9 8 0 20 173 0 8 -61 0
- 23 58 0 9 -14 0 18 25 0 21 3 0
- 24 56 0 20 -8 0 9 -3 0 21 166 0
- 25 48 0 12 -67 0 11 -35 0 2 23 0
- 26 7 0 16 5 0 22 115 0 17 -46 0
- 27 67 0 15 217 0 22 -5 0 16 -57 0
- 28 46 0 3 4 0 18 21 0 12 10 0
- 29 46 0 18 -4 0 3 13 0 21 -25 0
- 30 84 0 23 8 0 3 -107 0 4 126 0
- 31 48 0 3 -10 0 12 -23 0 2 -121 0
- 32 84 0 3 -8 0 23 115 0 21 -13 0
- 33 45 0 18 -51 0 19 3 0 12 -21 0
- 34 47 0 12 -3 0 19 5 0 24 115 0
- 35 40 0 19 -54 0 7 189 0 24 -5 0
- 36 12 0 25 10 0 26 145 0 27 4 0
- 37 63 0 27 41 0 28 3 0 25 -4 0
- 38 10 0 25 -3 0 28 145 0 26 -10 0
- 39 68 0 29 5 0 30 83 0 31 6 0
- 40 35 0 27 129 0 30 -5 0 29 8 0
- 41 82 0 29 -6 0 31 73 0 32 6 0
- 42 33 0 29 6 0 33 11 0 27 -8 0
- 43 21 0 29 -6 0 32 39 0 33 -6 0
- 44 33 0 34 5 0 33 53 0 35 8 0
- 45 33 0 27 -11 0 33 -5 0 34 8 0
- 46 29 0 35 49 0 36 7 0 34 -8 0
- 47 34 0 34 6 0 28 -41 0 27 -8 0
- 48 31 0 34 -7 0 36 161 0 28 -6 0
- 49 65 0 37 10 0 38 21 0 17 4 0
- 50 65 0 17 22 0 33 13 0 37 -4 0
- 51 7 0 37 6 0 4 11 0 38 -10 0
- 52 7 0 37 5 0 32 40 0 4 -6 0
- 53 21 0 33 -39 0 32 -5 0 37 -13 0
- 54 70 0 38 -11 0 4 -145 0 17 -21 0
- 55 22 0 17 -115 0 22 7 0 33 -22 0
- 56 66 0 35 5 0 22 67 0 39 8 0
- 57 22 0 33 -7 0 22 -5 0 35 -53 0
- 58 23 0 39 62 0 36 -49 0 35 -8 0
- 59 82 0 31 6 0 40 121 0 32 -73 0
- 60 12 0 31 -83 0 30 71 0 40 -6 0
- 61 85 0 21 -115 0 23 5 0 32 71 0
- 62 86 0 23 -126 0 4 -40 0 32 -5 0
- 63 37 0 13 -211 0 12 -115 0 24 19 0
- 64 56 0 41 4 0 20 11 0 42 26 0
- 65 50 0 20 -4 0 41 21 0 8 -173 0
- 66 56 0 20 -166 0 21 51 0 43 3 0
- 67 27 0 42 -11 0 20 -3 0 43 79 0
- 68 39 0 15 -223 0 13 -19 0 24 55 0
- 69 54 0 44 4 0 41 9 0 45 56 0
- 70 54 0 41 -4 0 44 64 0 8 -21 0
- 71 15 0 41 -26 0 42 21 0 45 -9 0
- 72 12 0 26 25 0 30 -129 0 27 -145 0
- 73 79 0 39 -67 0 22 31 0 36 -62 0
- 74 9 0 28 57 0 46 11 0 26 -145 0
- 75 13 0 26 4 0 42 47 0 40 12 0
- 76 17 0 42 -4 0 26 5 0 45 -21 0
- 77 11 0 26 -11 0 46 23 0 45 -5 0
- 78 12 0 40 -71 0 30 -25 0 26 -12 0
- 79 81 0 43 -51 0 21 -71 0 32 39 0
- 80 61 0 7 21 0 36 5 0 15 6 0
- 81 79 0 36 -31 0 22 -217 0 15 -5 0
- 82 89 0 7 -6 0 15 -55 0 24 -189 0
- 83 16 0 45 -23 0 46 3 0 44 -56 0
- 84 32 0 44 -3 0 46 15 0 36 2 0
- 85 61 0 44 -2 0 36 -21 0 7 4 0
- 86 62 0 7 -323 0 8 -64 0 44 -4 0
- 87 27 0 40 -47 0 42 -79 0 43 6 0
- 88 0 0 36 -15 0 46 -57 0 28 -161 0
- 89 82 0 40 -6 0 43 -39 0 32 -121 0
- Triangle group header :
- Offset3 : 0x00004370 - (17264) Offset to vertex buffer
- TriangleID : 0xE65BE9CD - "Li_reactor_core_lod1"
- type : 4 - Primitive = D3DPT_TRIANGLELIST
- no_ref_verts : 45
- Padding4 : 0x00
- Tricount : 28 - No of triangles in group (0 -> n-1)
- Triangle list :
- Number Opp Tri Flag Vert1 Offset1 Flags1 Vert2 Offset2 Flag2 Vert3 Offset3 Flag3
- 0 15 0 81 4 0 82 7 0 83 46 0
- 1 16 0 82 -4 0 81 35 0 84 3 0
- 2 13 0 83 -7 0 82 -3 0 84 82 0
- 3 22 0 85 16 0 86 41 0 87 2 0
- 4 21 0 85 -2 0 87 92 0 88 19 0
- 5 25 0 89 53 0 90 4 0 85 12 0
- 6 20 0 84 5 0 85 -4 0 90 67 0
- 7 26 0 86 -16 0 85 -5 0 84 46 0
- 8 11 0 85 4 0 91 37 0 89 -12 0
- 9 24 0 91 -4 0 85 -19 0 88 70 0
- 10 17 0 84 -35 0 81 4 0 92 35 0
- 11 8 0 93 53 0 92 -4 0 81 4 0
- 12 27 0 81 -46 0 83 36 0 93 -4 0
- 13 2 0 86 6 0 94 8 0 87 -41 0
- 14 23 0 86 26 0 95 7 0 94 -6 0
- 15 12 0 91 50 0 87 -8 0 94 4 0
- 16 10 0 94 -7 0 95 3 0 91 -4 0
- 17 10 0 91 -3 0 95 5 0 89 -37 0
- 18 19 0 95 33 0 90 -53 0 89 -5 0
- 19 18 0 86 -46 0 84 -35 0 92 2 0
- 20 6 0 86 -2 0 92 19 0 95 -26 0
- 21 4 0 96 14 0 93 -36 0 83 4 0
- 22 3 0 83 6 0 90 15 0 96 -4 0
- 23 14 0 83 -82 0 84 -67 0 90 -6 0
- 24 9 0 96 5 0 92 -53 0 93 -14 0
- 25 6 0 95 -19 0 92 -5 0 96 4 0
- 26 7 0 96 -15 0 90 -33 0 95 -4 0
- 27 12 0 91 -70 0 88 -92 0 87 -50 0
- Triangle group header :
- Offset3 : 0x000041A0 - (16800) Offset to vertex buffer
- TriangleID : 0xEA47B555 - "Li_reactor_lod1"
- type : 4 - Primitive = D3DPT_TRIANGLELIST
- no_ref_verts : 72
- Padding4 : 0x00
- Tricount : 46 - No of triangles in group (0 -> n-1)
- Triangle list :
- Number Opp Tri Flag Vert1 Offset1 Flags1 Vert2 Offset2 Flag2 Vert3 Offset3 Flag3
- 0 20 0 97 6 0 98 65 0 99 10 0
- 1 19 0 97 5 0 100 39 0 98 -6 0
- 2 18 0 101 93 0 100 -5 0 97 6 0
- 3 41 0 97 -10 0 99 49 0 102 3 0
- 4 41 0 101 -6 0 97 -3 0 102 75 0
- 5 13 0 103 8 0 104 89 0 105 3 0
- 6 37 0 106 8 0 103 -3 0 105 95 0
- 7 11 0 104 -8 0 103 5 0 102 83 0
- 8 41 0 103 -8 0 106 61 0 102 -5 0
- 9 28 0 107 141 0 108 15 0 109 4 0
- 10 28 0 109 5 0 100 59 0 107 -4 0
- 11 22 0 98 -39 0 100 -5 0 109 12 0
- 12 27 0 110 88 0 111 7 0 109 4 0
- 13 5 0 109 -15 0 108 95 0 110 -4 0
- 14 32 0 109 -7 0 111 7 0 98 -12 0
- 15 33 0 99 5 0 111 77 0 102 -49 0
- 16 26 0 98 -7 0 111 -5 0 99 -65 0
- 17 25 0 112 16 0 113 83 0 114 2 0
- 18 2 0 112 -2 0 114 92 0 115 7 0
- 19 1 0 112 4 0 116 53 0 117 10 0
- 20 1 0 116 -4 0 112 -7 0 115 50 0
- 21 11 0 113 -16 0 112 5 0 102 75 0
- 22 11 0 112 -10 0 117 25 0 102 -5 0
- 23 41 0 106 6 0 101 -75 0 102 -61 0
- 24 38 0 106 21 0 107 5 0 101 -6 0
- 25 17 0 107 -59 0 100 -93 0 101 -5 0
- 26 16 0 118 4 0 104 7 0 117 23 0
- 27 12 0 104 -4 0 118 72 0 105 -89 0
- 28 44 0 117 -7 0 104 -83 0 102 -25 0
- 29 39 0 119 10 0 107 -21 0 106 2 0
- 30 36 0 119 -2 0 106 -95 0 105 2 0
- 31 40 0 119 -2 0 105 55 0 107 -10 0
- 32 16 0 116 6 0 118 -23 0 117 -53 0
- 33 15 0 116 -50 0 115 39 0 118 -6 0
- 34 45 0 111 -88 0 110 5 0 102 -77 0
- 35 31 0 110 5 0 120 21 0 102 -5 0
- 36 30 0 121 14 0 120 -5 0 110 4 0
- 37 30 0 110 -95 0 108 27 0 121 -4 0
- 38 29 0 114 -83 0 113 3 0 121 12 0
- 39 29 0 121 -3 0 113 3 0 120 -14 0
- 40 31 0 120 -3 0 113 -75 0 102 -21 0
- 41 23 0 121 9 0 115 -92 0 114 -12 0
- 42 34 0 121 10 0 107 13 0 118 4 0
- 43 34 0 118 -39 0 115 -9 0 121 -4 0
- 44 28 0 121 -27 0 108 -141 0 107 -10 0
- 45 34 0 107 -55 0 105 -72 0 118 -13 0
So i have to make new sur file for my ship with groups, but this is problem. I tried to make new surface file with groups but this failed.
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End of world ??? nonsense... In my opinion is this only result of religion. Don't matter whether Christianity or Islam. Both are same. God, sin, death. Everything is justified as god wish or god word or something like this. (1) Murder is bad, but killing in name of god is good... ? Right ? (2) Or - God loves you forever, but when you make something against his wish he starts hate you ? Is that right ? No ? Or - Eating body and drinking blood of Jesus... This is cannibalism... Hate is bad, it's against god and people. God is representative of love. Hate is lack of love as dark is lack of light.
End of world is same nonsense as 1 or 2. People can destroy our planet total twenty-five times by using nuclear bombs. Only people can make this world beautiful and peaceful. Not god or jesus. But people ... So open your eyes and mind and make this world better.
PS: i read only "It's the end of the world as we know it..."
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This is without end... I tried to destroy the group, but it seem the group doesn't take any damage. It looks there isn't a sur file, but when i shoot to another part of ship(i dont mean groups) ship take damage...
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i'll used resizing in MilkShape. Maybe best way to is remaking everything.
Import model, regroup model, use scale 100x, export new model, export groups for wire and try it in game;
Another way is deleting wireframe in groups...