Posts by Duplicate rasauul

    Any advice on good video screen capture?



    Programs i have Tried:
    Fraps (just looked wierd)
    Replay media generator (kept crashing before getting anywhere)
    Democreator (chubby as hell)
    Debut video (this was the best but still pixelated n chubby as hell)


    Camcorder:
    Even tried hooking up my camcorder but it has NO input to hook up directly to vga exit on graph card.


    Its got Usb ofcourse but no software to record from PC.


    Screensettings:
    Changing screen settings to 800 x 6000 seems to help a bit
    Goin 16bit helps some too.


    Any advice?


    Boost(shut down of unneded processes):
    Closed as many programs as possible and boosted with Gamebooster and Care.


    Pc Specs:
    im using XP home edition.
    Cpu: amd athlon 64x2 dual core proc. 4200+
    graph card: Nvidia geforce 8500 GT (refreshrate 60Hz)

    Hiya, i reckon thats Gibbon who done that one.


    Regarding crash; i had the same crash, then i switched imageediter and had no problems.


    I have a more user friendly tute on this in this same forum. Rasauul

    1. What is a UTF file?
    2. What is it made of?
    3. Planets
    4. Planet Groups
    5. Planet Subgroups
    6. Planet Resources
    7. Subgroup header "Atmosphere"
    8. Hex? Dont hex me dude!
    9. Byte Size
    10. Float Array
    11. Change Nav Map Background By Gibbon
    12. Making Giant planets


    1.
    What is a UTF file?
    UTFs is a Library or index where you store information on an object, files with the extensions ".SPH" and ".Mat".


    2.
    What is it made of?
    There can be many different entries in a UTF file


    3.
    Planets.
    Lets look at a planet:
    "Planets are cool, and we'll be looking at planet_desored_1500"


    4.
    The planet has a 1 "Group" when u expand the tree
    (just click it)
    This group is called "Sphere"
    "So its a sphere! Wow! i kinda guessed that dude"


    5.
    awright, but now we have subgroups
    (just click "Sphere" man!)


    6.
    Now you see alot of bottle like icons, this means that we cant expand anymore
    and it also means that now were looking at the Resources a.k.a
    data on the object, u should be looking at:
    M0, M1, M2, M3, M4, M5, M6, Radius and Sides


    Ok, lets left-click these guys n see whats what.


    Try the M6 resource:


    7.
    Now to understand what were looking at we look to the right side of the
    Utf editor, here we are told by the friendly program that (Mr. Colin Sanby wrote for us)
    that this is the data on the planet atmosphere!


    This we can jump to conclusions on on the wild guess that the
    "planet_desored_atmosphere" header means just that


    "Atmospheres are so cool Ras! Ya dem atmosphea rock mon"


    (the header is placed after the ASCII, which means "American Standard Code for Information Interchange"
    , so what? its code? now u tell me! time for some concrete football"



    8.
    When u see where it says hex, dont freak out, ur comp is not trying to do a vodoo hex on you
    ..though that would be cool, this is actually a reference to the hardcode inside the program
    (we dont know much about this since were complete noobs over here)
    And it has to do with communicating between this object and the Freelancer hardcode..
    ...yes thats the one we try to hack and find out that our IQs are a bit lower
    than we hoped for.


    9.
    Now were told that the Byte"Size" is 32, this is very reassuring, i personally prefer this to 42 and
    find that this number should also have its own button placed right next to my "Dont panic button"
    , this means that the broken "I WIN Button" has to go but what the hell, we'll never get around to
    fixing that anyway.


    10.
    Now we get to the "Interpret data as" setting and were told that this data entry is interpreted
    as a "Float Array" this seem reasonable since its a free floating object we're dealing with,
    all the Resource entries i stumbled on untill now are "Float Arrays"
    in this context meaning a floating data structure, ok lets move on.



    11.
    Gibbon did this one on changing background on the Nav i added a few more
    lines to it, so us noobs can "get it" too.
    A.
    Find a picture of space u think rocks(try the Hubble Space Telescope site)
    B.
    open it with a Image editor that can save as targa (TGA)
    C.
    Manipulate the picture to ur hearts content, 256x256 image works well
    D.
    Save it as a targa and call it Fancymap.tga
    E.
    locate this file.
    , DATA\INTERFACE\NEURONET\NAVMAP\NEWNAVMAP\av_prettymap.3db
    F.
    Open it with the UTF editor, expand the tree and go down to the texture library section.
    There you will see the fancymap.tga texture and if you expand this, you will see the MIP0 section.
    This is where your new texture will go.
    G.
    Click the MIPO so its "Marked" then click "IMPORT" on the right side center,
    close and save, and you got a new backgroud.


    You can do this with the Nav_zoomedliberty.tga as well doing it the same way.


    12.
    Giant planets, originally done by someone else, i added a bit to it.
    A.
    Locate this file: DATA/SOLAR/PLANETS/planet_earth_3000.sph.(Could be any planet really)
    B.
    First thing to do is make a copy of the planet_earth_3000.sph file,
    and rename it to the size of the planet that you want, we'll call it "planet_earth_40000.sph",
    C.
    Open it with the UTF editor, expand the tree and find the "RADIUS" entry and modify this as a float array and
    change the number at the top to your new radius, in this case 40000.
    D.
    Close and save the SPHfile.
    E.
    Now u have to make the solar entry, and the system.ini entries(Object,deathZone,maybe Exclusion),
    but this is about UTFs, theres heaps of tutes out there on modding systems if you dont know how yet.
    Note: u might wanna leave the solar.ini size as is for a more easy to use map, i did.

    U could code it in the storyline and loop it so everytime u enter the system they respawn, or you could keep the NPC cloaked and neutral, and only make it visible and agressive in the system, where you would want em to remain. You will be able to see this in my upcoming "Morph mod" :)

    Cheer up m8! i just added a buttload of Info on storylining, check it in the tutorials section, here's the general one:


    General Storyline Editing by Rasauul:


    A Storyline mission is generally made up of several standard parts:


    1. [Mission]
    This is the storyline starter it states that everything below here is a mission
    file.


    2. npc_ship_file = X
    (fx: npc_ship_file = missions\m04\npcships.ini)
    This line placed just below the mission statement tell the program what folder to go to for ship loadouts


    3. [NPC] introductions
    The [NPC] statement means that this is a NPC
    and we can include info on what name, ship, voice and pilot-look is attached to it.
    (activated by [MsnShip]entries)


    4.[MsnShip] Behaviour
    In these entries we assign behaviour to the NPCs, Location in 3d space, orientation, groups that the
    npc belongs to and wheter the npc can use jumpgates or not.
    (activates by [Trigger]s)


    5. [MsnFormation]s
    The [MsnFormation] statement is an extension on the [MsnShip] files and grabs several [MsnShip]s and ties
    em together in one of many possible formations, assigns a position (in 3d space) and possibly sets their orientation a.k.a
    direction.
    (activates by [MsnShip]entries and [Trigger]s)


    6. [NNObjective]s
    Now we make the entries for the general storyline objectives for the Player: Go here, then go here
    , then dock with this object, then kill this guy, and so forth.
    (activates by [Trigger]s)


    7. [objlist] orders
    This resembles the above entry header, BUT now we are giving orders to the NPCs, these differs from the player [NNObjective]s
    in the way that the NPCs are "forced" to obey these as opposed to the player objectives that can be "Ignored"
    .....if ure a comple moron.....
    (activates by [Trigger]s)


    8. [Trigger]s
    These guys are the core of the mission file and can be thought of as the "Event-tree"
    or the "event-progress" of the mission file, these files activate all the above named entries.


    The "event-tree" activates by the "InitState = active" command included in the starter [Trigger]
    and ends with the "Act_ChangeState = SUCCEED" command in the final mission file [Trigger].


    9. summing it up
    Think of the mission as a tree, growing in one general direction but
    branching out too, dividing into smaller branches that end (or loop)......until u arrive with ur chainsaw and cut it into
    savegame firewood with the "Act_ChangeState = SUCCEED" command, Have Fun :)

    Rasauul."storylining is fun...PASS THE CONCRETE FOOTBALL!"