Conventional Modding

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  • Planet surface textures?

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    They’re very regular DDS files, usually DXT1 format (now BC1). I’d recommend just getting Nvidia’s DDS plugin for Photoshop, they’ve recently started updating it again so it works with all released PS versions.

    As a general rule, MIP# nodes (with # being a number from 0 to some other positive integer) are TGAs and MIPS are DDS. DDS sacrifice a certain amount of texture quality for significantly smaller sizes which are preserved into GPU memory (ie. a 2mb DDS stays 2mb in VRAM, whereas a JPG or other compressed format would get converted to an uncompressed format first).

    If size doesn’t matter, use TGA. Otherwise, use DDS.

  • A lot to catch up on

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    NOTE: Adoxa’s variant of FLMM creates own folder for each mod. Google here FLMM Opensource - something like this

  • Planet files question

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    follow the names

    [Solar] nickname = planet_greenwater_1500 ids_name = 60203 ids_info = 60204 LODranges = 0, 1000000000 type = PLANET DA_archetype = solar\planets\planet_greenwater\planet_greenwater_1500.sph material_library = solar\planets\greenwater.txm material_library = solar\planets\detailmaps\detailmap_rock01.txm material_library = solar\planets\detailmaps\detailmap_ocean.txm material_library = solar\planets\atmosphere.txm material_library = solar\planets\planet_greenwater\planet_greenwater.mat mass = 1000000 solar_radius = 1500 shape_name = NNM_SM_MEDIUM_FOREST_MOON
  • Random gunfire

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    How would they target individual NPC if done? Or, would it be like auto-fire without having to aim?

  • How to make Black Starsphere

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    Extract the attached program to your EXE directory and modify your shortcut to use it. For example, if your shortcut contains [c]“C:\Discovery\EXE\Freelancer.exe” …[/c] change it to [c]“C:\Discovery\EXE\nonebulae.exe” Freelancer.exe …[/c]. I don’t think it’ll be picked up as a cheat, but haven’t actually tested it.

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    Ok thanks friendlyFire

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    Worked like a charm! Thanks a million for all your help Skotty!

  • Help needed with Freelancer Explorer

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    Yes, I understand that. After making edits and changes using FLE I always create a new mod using the newly edited files. The mod is done with scripting and the only *.ini files in it are new or added files.

    It’s always worked where I edit the existing game files (modded or not) and then save those changes to a new mod. I do not allow FLE to change the mod files at all. When I’m done with the edits I deactivate the old mod, activate the new and continue on.

    To be clear, I use FLE only for placement of objects and creation of zones. Everything else is done manually. Even asteroid fields and mbases.

  • Patrol paths with Freelancer Explorer

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    I appreciate the input but I’m not even at that point yet. With FLE I can’t even create the paths as FLE crashes and with Mod Studio I’m still trying to figure out how to create the paths. Going back to look at it now.

  • NPC info offers

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    Knowledge DB works only for SP? I do not remember…

  • Experiment Log! Notes for Noobs :D

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    An alternative (what we did on FLU) is to multiply the damage for each gun by the number of barrels and then remove the multi-fire.

  • Looking for modders for my space RTS game

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    File format I currently support for importing meshes is collada (.dae). Should there be any problem with that, any reasonable format from those can be supported too (if there won’t major be problems with it)
    http://assimp.sourceforge.net/main_features_formats.html

    All kind of rigging is done in editor which is included in download. Only thing imported are meshes themselves. Anything larger than a simple frigate was unmanageable using 3ds max helpers, hierarchies, naming conventions and hand written text files, so I decided to make it this way. It also doesn’t limit to using specific modeling software.

    All models in videos are less than 10K triangles, though that is hardly limit. As it is RTS, I expect models to be around this for average ship (there is also little reason to have ridiculous amount of geometry detail anyway). As for textures, jpg, png and dds are currently supported, but again anything from this list can be added (if there is any good reason for that)
    http://freeimage.sourceforge.net/features.html
    Though using lossless formats (like png) is highly recommended. There is option to compress texture on GPU, but it doesn’t look all that good for e.g. shininess map.

    It is based on OpenGL 3.2 (is it even a factor in your decision? I dunno, maybe there are some deal-breaking differences I’m not aware of). I use AngelScript for scripting. It has C/C++ syntax. There is also documentation for all available stuff you can use on main page (it is just most basic stuff right now, anything that will be needed will be added)

    As for content, I take anything. If you want to make a Freelancer ‘mod’, great, go ahead! If you want do do your own original stuff, great, go ahead! If you want to cooperate with me on my vision of ‘vanilla’ content, even better. If you can do sounds, animated sprites for particle systems or just asteroids, there is always short supply of those. Or if want just to balance things, there is some Star Wars mod-in-progress that you can balance. You know, brand new game - there is shortage of everything 🙂

  • Decoding nicknames

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    Good idea… but not that I can see (e.g. [c]fc_uk_grp[/c] only exists in [c]initialworld[/c] and [c]faction_prop[/c], but the names are still empty, except for [c]Lt.[/c]).

  • [Solved] Weired ArchDB::Get failure?

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    Ah yes! Thanks robocop, I missed that important bit of information. The server & client must agree on the order of objects, as the server sometimes only transmits the index (16 bits instead of 32; this is the reason for [c]LargeID.dat[/c] used by Packets).

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    @corpse @adoxa

    Yeah. You guyes got the point. I completely forgot the VignetteParams.ini.

    This problem is fixed when I added The Order.

    Thank you, guys!

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    I verified that both the jump gates and the trade lanes had a reputation line in place. They all do. I’ll just have to wait for our test server to come back up and see if they’ll show then.

    The syntax is consistent with the vanilla code which is why i’m wondering why they’re not showing.

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  • Trade route information?

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    I found….

    ids_name = 0 is the problem

    and “strid_name” must be of the same value “ids_name”.

  • Help with problem

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    ok this was the problem I got it fixed. the sdk I am using which is actually a bunch of sdks and patches thrown together the vanilla starter pack from down under the problem was in the exe folder too many dlls so I copied from the original free lancer exe and deleted theirs and it works now all ids show up I am happy.

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    ok I will try it again