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21

Friday, February 20th 2004, 7:58am

their not broken, but suspended as lancerplanet is experiencing downtime. You may want to see if they have the tools here, in the downloads section. I can´t garauntee that they will but its worth a try. beyond that... its a waiting game until lancerplanet opens its new server.
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22

Saturday, February 21st 2004, 9:46am

i making a ship too but my problem it that my ship is invisible! i can see the guns, turruts, torpedo, mounts, engines, thursters enz but not the ship it self. also ym ship is flying with the top forward but that i problemi can fix myself (i hope) -&gt; its difficult telling what up and down and left and right and top and bottom on a CUBE ship <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Liberty Confederation Council member. join us on the <A href=´http://www.excelcia.org´ Target=_Blank>excelcia server</a>.
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Kaladon

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23

Saturday, February 21st 2004, 10:21am

I made my own ship from scratch following the tutorial. Thank you very much. I can see my ship, buy it and even equip it. I cannot fly it in MP on my own server. I copied all the files I changed over to the directories on the server, but when I leave the planet I get the &quot;Possible cheating detected (Ship or Equipment no sold on base)&quot; error. I tried makeing a few other ships made by other modders buyable at that base and some of them generate the same error, but some do not. So It seems there is some other file entry involved in the cheat detection. What am I missing? I have read the posts here until my eyes are bleeding but this does not seem to be addressed.
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24

Saturday, February 21st 2004, 10:22am

Like many others in here I used your tutorial to create my first ship for freelancer. I set out by downloading the files needed and succesfully made the plane model in gmax. I exported it and imported it to MilkShape 3D and began creating all the HP (in little triangle shapes). After doing all that and texturing it I desided to export it. This is where the problem began. Instead of poppoing up the window with the HP etc it displayed the message saying an error had occured and did I want to send a bug report. My first thought was that maybe something was wrong with the exporting files, so I opened up a ready made ship in .ms3d format that I downloaded and tried exporting that. Of course that ship exported without any problems! I´ve tried creating a ship from the beginning, changing the HP positions, checking the spelling etc but nothing works. I keep getting the error message. If you could help I´d be really thankful, as I really want to start creating mods. If you need the ship model I can send it to you by mail.
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25

Saturday, February 21st 2004, 8:04pm

harcan: this sounds to me like a LOD ranges problem. in the shiparch.ini where your ships entry is... set the LODranges to &quot;0, 2000&quot; kaladon: This is a problem that I still have not figured out. I apologize for that. there are some people i would recomend asking however, if you cant find the answer here... Soundspawn is one of the most knowledgable guys I know. It is possible he knows the answer if no-one here does. <A href=´http://www.soundspawn.com/cgi-bin/forum/index.php´ Target=_Blank>soundspawns forum... you can try it.</a> i suggest using the bar to ask your question. necrolord the only thing i can think of at the moment is that you might have a dll problem. try looking for the cmp importer dll and if you have it get rid of it. though you say a premade ship exported fine. im assuming that you are exporting in cmp format. this is weird... try getting rid of the importer dll if you have it. other than that i cant think of anything at the moment. ill keep pounding it out though. Edited by - drizzt4.0 on 2/21/2004 8:06:31 PM
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Kaladon

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26

Saturday, February 21st 2004, 10:32pm

Thanks for the reply Drizzt. I found my problem at last tonite. I had a typo in my Market_ship.ini. You said: 1, 1, 0 = a buyable ship 0, 0, 1, = a ship not for sale at that station. I put: 1, 1, 1 = buyable but not flyable in MP. It worked just fine in single player, but would cause me to get booted for cheating on my multiplayer server. I fixed the ini and everything is just fine now. I have a few more tweaks to make to the ship now that I can see and fly it. Once done I will submitt it here. I want to thank you again for the great tutorial! You made making my first ship a lot of fun, and saved my untold hours of digging thru files and posts. You have done a real service to the Freelancer Modding community here, we owe you a great big cheer and many thank you´s!
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27

Sunday, February 22nd 2004, 6:33am

First I have to say: great tutorial I tried to create a ship following the tutorial but it`s not sold at Manhatten (where I chose it to be sold) any Idea why? And YES I`m sure I used the right base ID, YES I`m sure I disabled (001) another ship and enabled (110) my ship package. I think it`s not an ini-problem but if u got any Ideas tell me I should add that I....kinda screwed up the model. Added 7 Weapon HPs once but after saving and re-opening the Model in Milkshap it told me that there were only 3 HPs....weapon 5, 6 and 7. I`m not sure if that is a real problem since it was the first time I tried to create an own ship. Also I used an exported texture for the ship and I`m not quite sure if that worked. But following the tutorial that should only give me an invisible or white ship if it didn`t work. Well but this isn`t the reason why I`m posting...I`m trying to create a new ship soon and look for anything I might have missunderstood. The real reason I`m posting here is that I wanted to ask if anyone knows how to create weapons. I imported some weapon to Milkshape to see what Freelancer needs to use the weapon but didn`t really understand it hehe. Little edit: while writing this post I had the Idea that my ship might be too big...well I opened the defender to compare it with my ship and noticed that my ship is about 10 times as big as the defender....might be the reason for my prob...I`ll try to resize it somehow <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> (not sure if this sentence was understandable) Edited by - Helmer on 2/22/2004 6:38:34 AM
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KhanGoldi

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28

Sunday, February 22nd 2004, 10:30am

Dear Drizzt4.0, first let me thank you for your really GREAT tutorial !!!! Your explanations are easy to understand, easy to repeat and great how you explained the use of the used programms. Nevertheless I´ve got a problem : I like to make a Star Trek mod. Therefore I´m a bad modeller, I thought it was a smart idea to convert .sod models from Star Trek Armada 2 to Freelancer .cmp format. I imported a .sod model in Milkshape, deleted all the groups but the Box1(-&gt; hardpoints of the sod format), made then all the adjustments explained in your tutorial (-&gt; build new hardpoints) and saved it as a .ms3d model. After finishing I exported it to .cmp format and made the material file with the UTF editor. In my first try I made all the moddings exactly as explained in your tutorial (Goods.ini, shiparch.ini etc.), the ship was buyable at Manhatten. When I switch to the ship buy screen, the game crashes. So I thought I must have messed up with all the .ini changing. In my second try, I used the XML script from the Enterprise NX-01 mod, the method´s easier and faster for test purposes (the script appends the needed entries in the right files). I modified all the names to my mod´s name, but again the game crashes when I switch to the ship buy screen. Then I renamed my .cmp and material file to the NX-01 conventions and replaced the original files, but again the game crashed when I switched to the ship buy screen. The xml script works with the NX-01 enterprise mod, so the method is allright. The error must be in my converted model. So what could be the problem ? Is my thought of converting the formats too simple ? The converted model has only 35 kb size, other models have above 100 kb. Do I need to make more (and what kind of) changes to the model ? I recognized that there is only ONE texture material in the model, could this be a problem ? - I used the UTF editor linked in your tutorial - I used Milkshape 1.6.3 - I use Freelancer 1.0 without patch or other mods, FLMM 1.21 Beta8 I would be very grateful if you could give me a hint !! Thx in forward Khan Goldi Edited by - KhanGoldi on 2/22/2004 10:32:46 AM
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29

Sunday, February 22nd 2004, 2:42pm

Helmer... did you use the backup method i discribed? did you create an actual mod folder like i described? while it is tedious i really think it would be a good idea to use mod folders to test the ship rather than using the real files. now the only possible thing i could think of besides what you have already excluded is that another mod rewrote the moded files. or something happened and the files got rewrote. thats all i can think of. cause if you are using the right station code and are off-on switching ships than i can say that your ship SHOULD be there. the only other thing i can think that would stop it was if you had another mod active when you changed the files. OH yeah and about the REAL reason you posted... im sure someone here will know about modeling weapons im sure... but i dont, sorry. and scaling is simple, the easiest way is to select all and use the x, y, z, dimension boxes... no negatives though... use decimals with a value less than 1 but greater than 0.5 KhanGoldi... I never really intended for my tutorial to be used in guiding the conversion of other game ships so i cant really garauntee that i can help on this one... no... having only one texture isnt a problem... i do that all the time. no... the file size has nothing to do with it. what was the results of your first ini changes? did you check for typo´s? dealer screens causing screen crashes... there were a few things i remember causing that... one was the infocards... i really need to find out how to use these infocard helpers so i can make the infocard area better... mental note! <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> another was typos in the inis and the last is FORGETTING TO TURN OFF A SHIP BEFORE ACTIVATING YOUR SHIP. but thats all i can think of. hope it helped... and hopefully someon else will have answers as well.
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KhanGoldi

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30

Tuesday, February 24th 2004, 4:28am

Hi Drizzt4.0, thanks for the fast reply. I never intended to blame you for the tutorial isn´t intended for converting. I only thought &quot;why make smth from scratch when I can import/export different model types with milkshape&quot; . <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> I made a &quot;scientific&quot; trial &amp; error experiment with changing models and xml scripts and now I´m sure : my models don´t work. No typos, no missing infocards : when I use custom models of other modders, my xml script works - when I use my selfmade models (just made a simple sphere with borg texture from scratch), it crashes. By searching the xml script for typos I recognized smth : in the package section the power source of the ship is defined, but in your tutorial is no making of a power source hardpoint mentionend ?! Maybe this is the error ?? E.g this package : ---------------------- addon = LargeWhiteSpecial, HpHeadlight, 1 &lt;----- Hardpoint = &quot;HpHeadlight&quot; addon = co_elite_power01, internal, 1 &lt;----- Hardpoint = &quot;internal&quot; ?? addon = ge_s_scanner_01, internal, 1 addon = ge_s_tractor_01, internal, 1 addon = ge_bf_engine_01, internal, 1 addon = SlowSmallRed, HpRunningLight01, 1 &lt;----- Hardpoint = &quot;HpRunningLight&quot; So do you have to define WHERE the components are located at ? This ship only has ONE internal hardpoint called &quot;internal&quot; and ALL internal systems are located at this one point ? So a ship with different internal points (like in your tutorial) must look like this : addon = LargeWhiteSpecial, HpHeadlight, 1 addon = co_elite_power01, HpPower01, 1 addon = ge_s_scanner_01, HpScanner01, 1 addon = ge_s_tractor_01, HpTractor_Source, 1 addon = ge_bf_engine_01, HpEngine01, 1 addon = SlowSmallRed, HpRunningLight01, 1 or is this conclusion completely wrong ?? Further I have a question : the naming of a hardpoint is &quot;Hp/Fixed/Hp...&quot; ?? This &quot;/&quot; is the correct string (&quot;AltGr&quot;+&quot;&lt;&gt;&quot<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> ?? Just want to be sure... Maybe another error-source could be the cmp exporter, but I can´t try out the one linked in your tutorial cause lancerplanet´s donwloads are down. I use the cmp exporter from LancerReactor, should be fine also, shouldn´t ?? I´m sorry to ask that simple stuff, but I have no cmp importer (all links I tried are down) so I can´t look at some working models for the hardpoint adjustment myself. Again thx in forward Khan Goldi Edited by - KhanGoldi on 2/24/2004 4:32:18 AM Edited by - KhanGoldi on 2/24/2004 4:33:13 AM
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ColinS

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31

Tuesday, February 24th 2004, 5:27am

Necrolord Try using the Tools-&gt;Model Cleaner menu option in Milkshape, this usually removes rogue triangles &amp; vertices causing a divide by zero exception when exporting.
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32

Tuesday, February 24th 2004, 7:31am

ok these questions i cant answer over email and the forum... would take too long... we need to discuss what problems you are having in a more personal way like msn messenger or yahoo or SOMETHING. i saw some really good points that have made me think about a complete overhaul of the tutorial. as well as adding these new &quot;really cool&quot; utilities people are coming up with after my tutorials creation... um... no hard feelings from my first reply ok... when i make a ship i usually make a seperate hardpoint for everything. I have never used one hardpoint and declared it internal. If this is what you are doing this might be the problem. I dont think that freelancer allows for one hardpoint to be the variable for a bunch of systems... just like c++ or basic or any other programming utilities would never allow a=b, a=c, a=b+c just wouldnt work... you see? so yes you do have to create a triangle and declare that tri as a hardpoint and keep doing this for EVERY hardpoint. and yes the CMP exporter from lancers reactor will work just fine... its the same file.
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KhanGoldi

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33

Tuesday, February 24th 2004, 8:28am

I think there´ve been some misunderstanding... I NEVER intended to make only one hardpoint called &quot;internal&quot;. I made my custom ship just the way you described in your tutorial. I just wondered because you mentionend internal hardpoints for scanner and tractor beam in your tutorial, but no internal hardpoint for power. That´s why I posted the examples. But no problem about that, I found the answer now !!! I re-installed the cmp plugin and found a dralthi example in the zip !! No I know one error : - I wrote in the .mat file &quot;MIPO&quot; instead of &quot;MIP0&quot; (null) my tip : maybe you should underline this, cause it´s hard to see due to the .pdf convertation. - I found an additional entry for the .mat file, don´t know what it does, but maybe that worked too : material library + &lt;texture name&gt; material count (contents (int array) : 1 0 ) Maybe you will add that dralthi example (.cmp, .mat file) to your tutorial zip ? Or just mention that people can find that example in the cmp exporter plugin zip. And I used the mat exporter for MS3D - this plugin rocks !! I didn´t get to work the texture flip, then i used that exporter and voil&#225; - a perfect working .mat file !! A must have plugin !! All I still need to fix are the turret orientations on my sphere. but I think that´s only a matter time and trial &amp; error. A flood of new ships should only be a matter of time now.... !! Even if i started bothering you with my questions, I learned WITHIN 48 HOURS to convert/build from scratch ships for Freelancer without any pre-knowledge !! So great tutorial, especially the links to tools saved a lot of searching and the explanations of the different tools are adequate ! Only the flipping of the .tga should be explained a bit more detailed (best with a picture), but with the .mat plugin even this section doesn´t need any further explanation. Nevertheless thx for your time Many BIG thx to you and colins104 (for his .mat exporter) Keep up your good work Khan Goldi Edited by - KhanGoldi on 2/24/2004 11:11:29 AM
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HamJoeRo

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34

Tuesday, February 24th 2004, 4:59pm

Hey great tutorial now i can get started making my new mod (With star trek!) The only thing is I have a problem with gmax, I register but i never get the email and i registered 3 times correctly chevcking over and over! As soon as i get it working, Ill try it but from what i read its great! P.S.-Soon ill be able to get my own website!!! wOOt!
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Schizm

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35

Tuesday, February 24th 2004, 5:41pm

i´m having the same gmax problem. does anyone have a gmax regcode that they wouldn´t mind sharing? or, can anyone point me to a really good 3dsm tutorial on basic use, then the conversion from 3dsm to ms3d?
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Mad_Highlander

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36

Tuesday, February 24th 2004, 7:59pm

First a thanks to drizz for his fine tutorial, thumbs up! I do have a few dramas with the two ships i have built, Ship vanishes at certain ranges... I´m guessing this is a LOD issue? whats an LOD issue and how do i deal with it? Lights are not working down one side of ships hull, so i get one dock light and one runnning light. Any solutions? I´m new to modding, hell i´m new to 3d modelling and would be grateful for any help. Thanks in advance. Peace. Cry havoc and unleash the lemurs of war!
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37

Tuesday, February 24th 2004, 10:41pm

ive already sent an email to schizm... and highlander... yes thats a lod problem... LOD ranges are like how far away your ship can be and still be seen... so like if the largest number is 2000 you ship can be seen up to 2k away... and if you use the lod ranges that are already there in the shiparch.ini file... your ship may disappear on ya at some point because our custom ships only have one detail level. so setting the lod ranges to 0, 2000 tells it that its visible up to 2k away. in your ini files where you would find the declaration of the hardpoints... like in the packages and such... thats where you would correct the lights... um dont have the time to look up the actual file but... addon = LargeWhiteSpecial, HpHeadlight, 1 addon = co_elite_power01, HpPower01, 1 addon = ge_s_scanner_01, HpScanner01, 1 addon = ge_s_tractor_01, HpTractor_Source, 1 addon = ge_bf_engine_01, HpEngine01, 1 addon = SlowSmallRed, HpRunningLight01, 1 this kind of entry is where you would list your running lights and stuff so if i remember right... SOMEONE CORRECT ME IF IM WRONG! you would add addon = LargeWhiteSpecial, HpHeadlight, 1 addon = co_elite_power01, HpPower01, 1 addon = ge_s_scanner_01, HpScanner01, 1 addon = ge_s_tractor_01, HpTractor_Source, 1 addon = ge_bf_engine_01, HpEngine01, 1 addon = SlowSmallRed, HpRunningLight01, HpRunningLight02, 1 if you wanted two running lights and you would HAVE to have two seperate hardpoints... i hope im not just blowing hot air. lol if this dont help any ill check again tomorrow and really look into it. cheers. Edited by - drizzt4.0 on 2/24/2004 10:47:40 PM
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PyroNemesis

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38

Tuesday, February 24th 2004, 10:52pm

Hey Drizzt great tutorial... followed it point for point and got a working ship!! i must add however that you forgot to mention that shiparch.ini needs to be put in the dataships folder of your flmod to stop the game crashing on the ship purchase screen. one thing i cannot figure out is why I only have 2 engines. I have placed all four Hp/Fixed/HpEngineXX but only engines 1 and 2 are working in the game, what could be wrong?
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KhanGoldi

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39

Wednesday, February 25th 2004, 6:27am

@ Pyro : you need to adjust the exhaust nozzles count in the shiparch.ini : num_exhaust_nozzles = 4 (in the example : num_exhaust_nozzles = 2 ) then all four engines got flames. @ Drizzt : one more texture question : I got my enterprise to work
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40

Wednesday, February 25th 2004, 6:36am

You da man drizz, i did have 2 hps, but i had them down as: addon = SlowSmallRed, HpRunningLight01, 1 addon = SlowSmallRed, HpRunningLight02, 1 that must be where the prob lies, i havent had time to test it yet. Thanks also for the LOD explanation, i´ll get shiparch sorted out too. Prompt response, beers are on me. Many thanks, Highlander Cry havoc and unleash the lemurs of war!
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