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1

Saturday, January 15th 2005, 8:56am

The reason is simple : You don´t have the good version of FLModelTool. Here´s the link to the good one : <A href=´http://www.lancersreactor.org/t/Download/Download.asp?ID=1462´ Target=_Blank>Click here</a> Resizing the SUR file will automatically solve your bug with your ship disappearing (As it did with mine) Hope this helps <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Edited by - FriendlyFire on 1/15/2005 8:57:54 AM

Big Al

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Saturday, January 15th 2005, 11:44pm

Thank you Friendly for the link. I´m sure it helped part of this issue. Okay, new tool downloaded and cmp and sur file revamped. I can purchase my ship no problem, but the ship will not appear at the ship dealer or weapon´s dealer etcetera, etc. I´ve been messing around with this alot over the past 2 days, and it seems like i can either get the ship to appear on planets and disappear in space, or disappear on planets and appear in space. So, do I need to change something in the shiparch file? Is this .mat file related? Any ideas or educated guesses?

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Monday, January 17th 2005, 12:14pm

post the shiparch entry - this may help and a sample market_ships.ini entry. If no good mail me the model and i´ll take a look. I haven´t much free time at mo but i´ll do my best to help. +++ out of cheese error - redo from start +++ <A href=´http://www.xts.fnhq.net/´ Target=_Blank>Xtreme Team Studios</a>

Big Al

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Monday, January 17th 2005, 10:52pm

Here is the shiparch.ini entry note: all the brackets are closed in the .ini files, just not on here for some reason [Ship ids_name = 197687 ids_info = 66700 ids_info1 = 66615 ids_info2 = 66701 ids_info3 = 66702 ship_class = 10 nickname = razor LODranges = 4000, 4000, 4000, 4000, 4000, 4000 msg_id_prefix = gcs_refer_shiparch_hfighter mission_property = can_use_berths type = FIGHTER DA_archetype = Shipsliberty
azor
azor.cmp material_library = shipsliberty
azor
azor.mat material_library = fxenvmapbasic.mat envmap_material = envmapbasic cockpit = cockpitskusaripi_elite2.ini fuse = intermed_damage_smallship01, 0.000000, 3150 fuse = intermed_damage_smallship02, 0.000000, 1575 fuse = intermed_damage_smallship03, 0.000000, 1050 max_bank_angle = 35 camera_offset = 8, 40 camera_angular_acceleration = 0.050000 camera_horizontal_turn_angle = 23 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 30 camera_turn_look_ahead_slerp_amount = 1.000000 nanobot_limit = 73 shield_battery_limit = 73 hit_pts = 11600 pilot_mesh = generic_pilot mass = 100.000000 linear_drag = 1.000000 hold_size = 35 explosion_arch = explosion_co_elite surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03 surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03 surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03 steering_torque = 58000.000000, 58000.000000, 50000.000000 angular_drag = 41000.000000, 41000.000000, 35000.000000 rotation_inertia = 8000.000000, 8000.000000, 1000.000000 nudge_force = 30000.000000 strafe_force = 20000 strafe_power_usage = 2 bay_door_anim = Sc_pi_vheavy_fighter bay_doors_open_snd = cargo_doors_open bay_doors_close_snd = cargo_doors_close HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 shield_link = co_elite2_shield01, HpMount, HpShield01 hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06 hp_type = hp_turret_special_10, HpTurret01 hp_type = hp_turret_special_9, HpTurret01 hp_type = hp_turret_special_8, HpTurret01 hp_type = hp_turret_special_7, HpTurret01 hp_type = hp_turret_special_6, HpTurret01 hp_type = hp_turret_special_5, HpTurret01 hp_type = hp_turret_special_4, HpTurret01 hp_type = hp_turret_special_3, HpTurret01 hp_type = hp_turret_special_2, HpTurret01 hp_type = hp_turret_special_1, HpTurret01 hp_type = hp_elite_shield_special_10, HpShield01 hp_type = hp_elite_shield_special_9, HpShield01 hp_type = hp_elite_shield_special_8, HpShield01 hp_type = hp_elite_shield_special_7, HpShield01 hp_type = hp_elite_shield_special_6, HpShield01 hp_type = hp_elite_shield_special_5, HpShield01 hp_type = hp_elite_shield_special_4, HpShield01 hp_type = hp_elite_shield_special_3, HpShield01 hp_type = hp_elite_shield_special_2, HpShield01 hp_type = hp_elite_shield_special_1, HpShield01 hp_type = hp_thruster, HpThruster01 hp_type = hp_mine_dropper, HpMine01 hp_type = hp_countermeasure_dropper, HpCM01 hp_type = hp_torpedo_special_1, HpTorpedo01 hp_type = hp_torpedo_special_2, HpTorpedo01 HP_tractor_source = HpTractor_Source num_exhaust_nozzles = 2 [CollisionGroup obj = wing_port_lod1 separable = true parent_impulse = 240.000000 child_impulse = 7.000000 debris_type = debris_small_ship dmg_hp = DpWing_port dmg_obj = corsair_dmg_port_heavywing_cap separation_explosion = explosion_small_ship_breakoff mass = 5.000000 type = Port_Wing hit_pts = 3150 root_health_proxy = true [CollisionGroup obj = wing_starboard_lod1 separable = true parent_impulse = 240.000000 child_impulse = 7.000000 debris_type = debris_small_ship dmg_hp = DpWing_starboard dmg_obj = corsair_dmg_star_heavywing_cap separation_explosion = explosion_small_ship_breakoff mass = 5.000000 type = Starboard_Wing hit_pts = 3150 root_health_proxy = true [CollisionGroup obj = fin_top_lod1 separable = true parent_impulse = 240.000000 child_impulse = 7.000000 debris_type = debris_small_ship dmg_hp = DpFin_top dmg_obj = corsair_top_fin_cap separation_explosion = explosion_small_ship_breakoff mass = 5.000000 type = Top_Fin hit_pts = 3990 root_health_proxy = true [CollisionGroup obj = fin_bottom_lod1 separable = true parent_impulse = 240.000000 child_impulse = 7.000000 debris_type = debris_small_ship dmg_hp = DPFin_bottom dmg_obj = corsair_btm_fin_cap separation_explosion = explosion_small_ship_breakoff mass = 5.000000 type = Fin hit_pts = 788 root_health_proxy = true [Simple nickname = cv_dmg_port_wing01_cap DA_archetype = Shipsciviliancv_starfliercv_dmg_port_wing.3db material_library = shipsciviliancv_ships.mat mass = 5.000000 LODranges = 0, 100, 1500 [Simple nickname = cv_dmg_starboard_wing01_cap DA_archetype = Shipsciviliancv_starfliercv_dmg_starboard_wing.3db material_library = shipsciviliancv_ships.mat mass = 5.000000 LODranges = 0, 100, 1500 [Simple nickname = cv_dmg_mid_wing_cap DA_archetype = Shipsciviliancv_starfliercv_dmg_mid_wing.3db material_library = shipsciviliancv_ships.mat mass = 5.000000 LODranges = 0, 100, 1500 here is the market ships.ini entry [BaseGood base = Li01_01_base marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1 marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1 marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1 marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1 marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1 marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1 marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1 marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1 marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1 marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1 marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1 marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1 marketgood = lf_package, 1, -1, 0, 0, 1, 1, 1 marketgood = le_package, 2, -1, 0, 0, 1, 1, 1 marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1 marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1 marketgood = be_package, 8, -1, 0, 0, 1, 1, 1 marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1 marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1 marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1 marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1 marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1 marketgood = re_package, 22, -1, 0, 0, 1, 1, 1 marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1 marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1 marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1 marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1 marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1 marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1 marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1 marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1 marketgood = razor_package, 1, -1, 1, 1, 0, 1, 1 Edited by - Big Al on 1/17/2005 10:54:12 PM Edited by - Big Al on 1/17/2005 10:55:27 PM

NightHound

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5

Tuesday, January 18th 2005, 1:41am

ok, i got quite a few error´s or decreptencies in the code as follows ship_class = 10 thier´s only 1, 2, 3, 4 LODranges = 4000, 4000, 4000, 4000, 4000, 4000 really it should go like this: LODranges = 0, 4000 and this at the end of the shiparch.ini entry that you posted: <pre><font size=1 face=Courier> [CollisionGroup obj = wing_port_lod1 separable = true parent_impulse = 240.000000 child_impulse = 7.000000 debris_type = debris_small_ship dmg_hp = DpWing_port dmg_obj = corsair_dmg_port_heavywing_cap separation_explosion = explosion_small_ship_breakoff mass = 5.000000 type = Port_Wing hit_pts = 3150 root_health_proxy = true [CollisionGroup obj = wing_starboard_lod1 separable = true parent_impulse = 240.000000 child_impulse = 7.000000 debris_type = debris_small_ship dmg_hp = DpWing_starboard dmg_obj = corsair_dmg_star_heavywing_cap separation_explosion = explosion_small_ship_breakoff mass = 5.000000 type = Starboard_Wing hit_pts = 3150 root_health_proxy = true [CollisionGroup obj = fin_top_lod1 separable = true parent_impulse = 240.000000 child_impulse = 7.000000 debris_type = debris_small_ship dmg_hp = DpFin_top dmg_obj = corsair_top_fin_cap separation_explosion = explosion_small_ship_breakoff mass = 5.000000 type = Top_Fin hit_pts = 3990 root_health_proxy = true [CollisionGroup obj = fin_bottom_lod1 separable = true parent_impulse = 240.000000 child_impulse = 7.000000 debris_type = debris_small_ship dmg_hp = DPFin_bottom dmg_obj = corsair_btm_fin_cap separation_explosion = explosion_small_ship_breakoff mass = 5.000000 type = Fin hit_pts = 788 root_health_proxy = true [Simple nickname = cv_dmg_port_wing01_cap DA_archetype = Shipsciviliancv_starfliercv_dmg_port_wing.3db material_library = shipsciviliancv_ships.mat mass = 5.000000 LODranges = 0, 100, 1500 [Simple nickname = cv_dmg_starboard_wing01_cap DA_archetype = Shipsciviliancv_starfliercv_dmg_starboard_wing.3db material_library = shipsciviliancv_ships.mat mass = 5.000000 LODranges = 0, 100, 1500 [Simple nickname = cv_dmg_mid_wing_cap DA_archetype = Shipsciviliancv_starfliercv_dmg_mid_wing.3db material_library = shipsciviliancv_ships.mat mass = 5.000000 LODranges = 0, 100, 1500 </font></pre> sry if i´m stripping you code to bits..... <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> other then that i´m not sure.... Edited by - NightHound on 1/18/2005 1:43:43 AM
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6

Friday, January 21st 2005, 7:41am

<font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>ship_class = 10 thier´s only 1, 2, 3, 4 LODranges = 4000, 4000, 4000, 4000, 4000, 4000 really it should go like this: LODranges = 0, 4000 <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2> There isnt 1,2,3,4. It goes 0-3. 0 - Light Fighter 1 - Heavy Fighter 2 - Freighter 3 - Very Heavy Fighter LOD Ranges...I usually set them to 0, 99999, not that it really matters if your ship isnt very big. What Nighthound said about the Collision groups is correct however. Unless you build all those parts into your ship, the collision groups will serve no purpose except to possibly throw errors to your console and/or FlSpew. <img src=´http://img.photobucket.com/albums/v207/parabolix/sig.jpg ´>

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7

Monday, January 31st 2005, 4:31pm

Lastly... Kasdian´s DDS texturing guide doesn´t mention that DDS´s with only one LOD work just fine in FL. I switched over all of my mod´s DDS textures to 0 LOD DDS, and all of a sudden, things quit disappearing during landing/takeoff sequences, which had been a major pain in the rear with my mod.
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