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    <title>The Starport :: Forum</title>
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    <description>A Freelancer Game Fansite :: XOOPS Community Bulletin Board</description>
    <lastBuildDate>Sat, 25 May 2013 16:00:19 +0200</lastBuildDate>
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      <title>The Starport :: Forum</title>
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            <item>
      <title>Changing &#039;visit&#039; state of systems mid-game [by charlie.eg.daniels]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5360&amp;forum=27&amp;post_id=56581#forumpost56581</link>
      <description>Conventional Modding::Changing &#039;visit&#039; state of systems mid-game&lt;br /&gt;
So I&amp;#039;ve recently gotten back into modding Freelancer after remembering how much fun the game was. I&amp;#039;m working on a single player mod in which I want to change many aspects of the game, but also keep the single player campaign. I realised to add all the changes and make it work the way I wanted to, I would need to have a campaign Universe for players to begin in and play the campaign and then a copy of the Universe with all the changes, and have it set a year or so after the campaign. &lt;br /&gt;&lt;br /&gt;I have copied all the systems and changed their names to Li01a and such and also all of the bases and the Jump Gates/Holes. I&amp;#039;ve also made it so you get transported to the new universe&amp;#039;s Planet Manhattan after the campaign. But the problem is that I cant think of a way to change the visited state of the systems in the campaign Universe so that after the missions are finished they disappear and give way to the new systems. I&amp;#039;ve played around with adding sections to mission files but there is no &amp;#039;set_visit =&amp;#039; parameter and as far as I have seen there is no way to do this. &lt;br /&gt;&lt;br /&gt;Now if anyone has any idea if this is possible then I would really like to know, but at the moment the best option I can see is to create two mods, one for the campaign and one for the open singleplayer. &lt;br /&gt;&lt;br /&gt;Thanks in advanced &lt;img src=&quot;http://the-starport.net/uploads/smil3dbd4d6422f04.gif&quot; alt=&quot;&quot; /&gt;</description>
      <pubDate>Thu, 23 May 2013 18:20:52 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5360&amp;forum=27&amp;post_id=56581#forumpost56581</guid>
    </item>
        <item>
      <title>Re: HUD Texture Problem [by Devastation]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5281&amp;forum=27&amp;post_id=56509#forumpost56509</link>
      <description>Conventional Modding::HUD Texture Problem&lt;br /&gt;
*sigh*, I just spent over an hour carefully re-importing every tga file into every cmp file in the entire Interface folder. Those irritating little blue corners still haven&amp;#039;t changed color (@Davis I re-did those files you suggested as well). I should mention that the dark blue texture on the main menu buttons has changed, but the corners on the windows haven&amp;#039;t. @Davis To answer your question from earlier, I use Paint.NET to edit the tga files.</description>
      <pubDate>Tue, 21 May 2013 16:32:26 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5281&amp;forum=27&amp;post_id=56509#forumpost56509</guid>
    </item>
        <item>
      <title>Re: Save game modding [by DJ.DBFuz]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5350&amp;forum=27&amp;post_id=56508#forumpost56508</link>
      <description>Conventional Modding::Save game modding&lt;br /&gt;
For a more graphical program you could try out IONCROSS&amp;#039; single player (save game editor) that you&amp;#039;ll find -&amp;gt; &lt;a href=&quot;http://www.ioncross.com/software/&quot; rel=&quot;external&quot; title=&quot;&quot;&gt;here&lt;/a&gt;&lt;br /&gt;If you are using a mod, make sure to generate the right GAMEDATA files with the given programm (also found on the above page) </description>
      <pubDate>Tue, 21 May 2013 15:21:58 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5350&amp;forum=27&amp;post_id=56508#forumpost56508</guid>
    </item>
        <item>
      <title>Re: Non-global cruise speed? [by selene]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5346&amp;forum=27&amp;post_id=56480#forumpost56480</link>
      <description>Conventional Modding::Non-global cruise speed?&lt;br /&gt;
&lt;br /&gt;salutations&lt;br /&gt;&lt;br /&gt;Thanks again sumanuti. I really appreciate the immediate direct source for this non-global cruise speed.&lt;br /&gt;&lt;br /&gt;It is much better now. Cause before the NPCs were travelling too fast and they would crash to the surface of the planet because of the cruise speed was assigned to 1000. Right now I am the only one who has the speed of 1000 in-game and the NPCs are using 300 or the default cruise speed.&lt;br /&gt;&lt;br /&gt;&lt;img src=&quot;http://the-starport.net/uploads/smil3dbd4d4e4c4f2.gif&quot; alt=&quot;&quot; /&gt; ayeayezir... &lt;img src=&quot;http://the-starport.net/uploads/smil3dbd4d4e4c4f2.gif&quot; alt=&quot;&quot; /&gt;</description>
      <pubDate>Sun, 19 May 2013 04:35:39 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5346&amp;forum=27&amp;post_id=56480#forumpost56480</guid>
    </item>
        <item>
      <title>Re: Unused features [by Daywalker]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=832&amp;forum=27&amp;post_id=56404#forumpost56404</link>
      <description>Conventional Modding::Unused features&lt;br /&gt;
thanks for sharing this!&lt;br /&gt;&lt;br /&gt;great stuff.</description>
      <pubDate>Fri, 10 May 2013 18:17:33 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=832&amp;forum=27&amp;post_id=56404#forumpost56404</guid>
    </item>
        <item>
      <title>lifetime-free Solar? [by sumanuti]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5334&amp;forum=27&amp;post_id=56312#forumpost56312</link>
      <description>Conventional Modding::lifetime-free Solar?&lt;br /&gt;
&lt;object width=&#039;425&#039; height=&#039;350&#039;&gt;&lt;param name=&#039;movie&#039; value=&#039;http://www.youtube.com/v/QuR7QmiVfFA&amp;feature=youtu.be&#039;&gt;&lt;/param&gt;&lt;param name=&#039;wmode&#039; value=&#039;transparent&#039;&gt;&lt;/param&gt;&lt;embed src=&#039;http://www.youtube.com/v/QuR7QmiVfFA&amp;feature=youtu.be&#039; type=&#039;application/x-shockwave-flash&#039; wmode=&#039;transparent&#039; width=&#039;425&#039; height=&#039;350&#039;&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Is any smart way and make it possible to exist as a wreck floating around, but lets say in a cage, preventing it to drift away :O</description>
      <pubDate>Thu, 02 May 2013 23:38:54 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5334&amp;forum=27&amp;post_id=56312#forumpost56312</guid>
    </item>
        <item>
      <title>Re: I would like to learn Modding [by Daywalker]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5298&amp;forum=27&amp;post_id=56052#forumpost56052</link>
      <description>Conventional Modding::I would like to learn Modding&lt;br /&gt;
That last post should be made sticky somewhere it&amp;#039;s perfectly summing up the situation but also encouraging to start and keep up.&lt;br /&gt;&lt;br /&gt;Thumbs up Xarian_Prime</description>
      <pubDate>Tue, 09 Apr 2013 17:49:08 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5298&amp;forum=27&amp;post_id=56052#forumpost56052</guid>
    </item>
        <item>
      <title>Re: Converting mod to open single player [by adoxa]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5287&amp;forum=27&amp;post_id=56048#forumpost56048</link>
      <description>Conventional Modding::Converting mod to open single player&lt;br /&gt;
There&amp;#039;s also &lt;a href=&quot;http://adoxa.3eeweb.com/freelancer/tools.html#spfrommp&quot; rel=&quot;external&quot; title=&quot;&quot;&gt;SP from MP&lt;/a&gt;, which creates a &amp;quot;New Game&amp;quot; based on the initial multiplayer character.</description>
      <pubDate>Mon, 08 Apr 2013 05:55:50 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5287&amp;forum=27&amp;post_id=56048#forumpost56048</guid>
    </item>
        <item>
      <title>Re: Help to extract mod from rest of Freelancer [by F!R]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5285&amp;forum=27&amp;post_id=55912#forumpost55912</link>
      <description>Conventional Modding::Help to extract mod from rest of Freelancer&lt;br /&gt;
Try &lt;br /&gt;&lt;br /&gt;&lt;a href=&quot;http://www.ghisler.com/index.htm&quot; rel=&quot;external&quot; title=&quot;&quot;&gt;Total Commander&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;and compare (commands\synchronize directories) &lt;br /&gt;your working mod installation with a fresh FL install.&lt;br /&gt;&lt;br /&gt;Than choose a new directory instead of the FL install&lt;br /&gt;to synchronize ie. copy the additional or changed files &lt;br /&gt;from your mod.</description>
      <pubDate>Mon, 25 Mar 2013 08:04:46 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5285&amp;forum=27&amp;post_id=55912#forumpost55912</guid>
    </item>
        <item>
      <title>Re: Broken Destroy Solar Missions [by Xalrok]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5277&amp;forum=27&amp;post_id=55853#forumpost55853</link>
      <description>Conventional Modding::Broken Destroy Solar Missions&lt;br /&gt;
&lt;div class=&quot;xoopsQuoteText&quot;&gt;Quote:&lt;/div&gt;&lt;div class=&quot;xoopsQuote&quot;&gt;&lt;blockquote&gt;&lt;br /&gt;HeIIoween wrote:&lt;br /&gt;Whats in the solarformations.ini ?&lt;/blockquote&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class=&quot;xoopsCodeText&quot;&gt;Code:&lt;/div&gt;&lt;div class=&quot;xoopsCode&quot;&gt;&lt;code&gt;[SolarFormation]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;BigSolar_01&lt;br /&gt;
type&amp;nbsp;=&amp;nbsp;Big_Solar_Formation&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;mandatory,&amp;nbsp;Big_Solar,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;150,&amp;nbsp;0,&amp;nbsp;350,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-150,&amp;nbsp;0,&amp;nbsp;-350,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-150,&amp;nbsp;0,&amp;nbsp;350,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;150,&amp;nbsp;0,&amp;nbsp;-350,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;500,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;-500,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
[SolarFormation]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;BigSolar_02&lt;br /&gt;
type&amp;nbsp;=&amp;nbsp;Big_Solar_Formation&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;mandatory,&amp;nbsp;Big_Solar,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;129.409515,&amp;nbsp;0,&amp;nbsp;482.962921,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-129.409515,&amp;nbsp;0,&amp;nbsp;482.962921,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;353.553406,&amp;nbsp;0,&amp;nbsp;353.553406,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-353.553406,&amp;nbsp;0,&amp;nbsp;353.553406,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;482.962921,&amp;nbsp;0,&amp;nbsp;129.409515,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-482.962921,&amp;nbsp;0,&amp;nbsp;129.409515,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
[SolarFormation]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;BigSolar_03&lt;br /&gt;
type&amp;nbsp;=&amp;nbsp;Big_Solar_Formation&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;mandatory,&amp;nbsp;Big_Solar,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;160.696899,&amp;nbsp;0,&amp;nbsp;191.511108,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-160.696899,&amp;nbsp;0,&amp;nbsp;-191.511108,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;176.776703,&amp;nbsp;0,&amp;nbsp;-176.776703,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-176.776703,&amp;nbsp;0,&amp;nbsp;176.776703,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;383.022217,&amp;nbsp;0,&amp;nbsp;321.393799,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-383.022217,&amp;nbsp;0,&amp;nbsp;-321.393799,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
[SolarFormation]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;BigSolar_04&lt;br /&gt;
type&amp;nbsp;=&amp;nbsp;Big_Solar_Formation&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;mandatory,&amp;nbsp;Big_Solar,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-147.916397,&amp;nbsp;0,&amp;nbsp;317.207733,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;147.916397,&amp;nbsp;0,&amp;nbsp;-317.207733,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-317.207733,&amp;nbsp;0,&amp;nbsp;147.916397,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;317.207733,&amp;nbsp;0,&amp;nbsp;-147.916397,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-353.553406,&amp;nbsp;0,&amp;nbsp;353.553406,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;353.553406,&amp;nbsp;0,&amp;nbsp;-353.553406,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
[SolarFormation]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;BigSolar_06&lt;br /&gt;
type&amp;nbsp;=&amp;nbsp;Big_Solar_Formation&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;mandatory,&amp;nbsp;Big_Solar,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;434.666626,&amp;nbsp;0,&amp;nbsp;-116.468567,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;116.468567,&amp;nbsp;0,&amp;nbsp;-434.666626,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;318.198059,&amp;nbsp;0,&amp;nbsp;318.198059,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-434.666626,&amp;nbsp;0,&amp;nbsp;116.468567,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-318.198059,&amp;nbsp;0,&amp;nbsp;-318.198059,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-116.468567,&amp;nbsp;0,&amp;nbsp;434.666626,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
[SolarFormation]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Defensive_02&lt;br /&gt;
type&amp;nbsp;=&amp;nbsp;Defensive_Outpost_Formation&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;247.487381,&amp;nbsp;0,&amp;nbsp;247.487381,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-247.487381,&amp;nbsp;0,&amp;nbsp;247.487381,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;247.487381,&amp;nbsp;0,&amp;nbsp;-247.487381,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-247.487381,&amp;nbsp;0,&amp;nbsp;-247.487381,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;-500,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
[SolarFormation]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Defensive_03&lt;br /&gt;
type&amp;nbsp;=&amp;nbsp;Defensive_Outpost_Formation&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;450,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;190.178223,&amp;nbsp;0,&amp;nbsp;407.838501,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-190.178223,&amp;nbsp;0,&amp;nbsp;407.838501,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;344.720001,&amp;nbsp;0,&amp;nbsp;289.254425,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-344.720001,&amp;nbsp;0,&amp;nbsp;289.254425,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;100,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
[SolarFormation]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Defensive_04&lt;br /&gt;
type&amp;nbsp;=&amp;nbsp;Defensive_Outpost_Formation&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;150,&amp;nbsp;0,&amp;nbsp;259.807617,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-150,&amp;nbsp;0,&amp;nbsp;-259.807617,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;300,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-300,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;150,&amp;nbsp;0,&amp;nbsp;-259.807617,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-150,&amp;nbsp;0,&amp;nbsp;259.807617,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
[SolarFormation]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Defensive_05&lt;br /&gt;
type&amp;nbsp;=&amp;nbsp;Defensive_Outpost_Formation&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;300,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-285.316956,&amp;nbsp;0,&amp;nbsp;92.705101,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;176.335571,&amp;nbsp;0,&amp;nbsp;-242.705093,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-176.335571,&amp;nbsp;0,&amp;nbsp;-242.705093,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;285.316956,&amp;nbsp;0,&amp;nbsp;92.705101,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
[SolarFormation]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Defensive_06&lt;br /&gt;
type&amp;nbsp;=&amp;nbsp;Defensive_Outpost_Formation&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-281.907776,&amp;nbsp;0,&amp;nbsp;102.606041,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;281.907776,&amp;nbsp;0,&amp;nbsp;-102.606041,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-102.606041,&amp;nbsp;0,&amp;nbsp;281.907776,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;102.606041,&amp;nbsp;0,&amp;nbsp;-281.907776,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-318.198059,&amp;nbsp;0,&amp;nbsp;318.198059,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;318.198059,&amp;nbsp;0,&amp;nbsp;-318.198059,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
[SolarFormation]&lt;br /&gt;
nickname&amp;nbsp;=&amp;nbsp;Defensive_07&lt;br /&gt;
type&amp;nbsp;=&amp;nbsp;Defensive_Outpost_Formation&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;250,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-125,&amp;nbsp;0,&amp;nbsp;-216.506348,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-125,&amp;nbsp;0,&amp;nbsp;216.506348,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;225,&amp;nbsp;0,&amp;nbsp;389.711426,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;225,&amp;nbsp;0,&amp;nbsp;-389.711426,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;br /&gt;
pos&amp;nbsp;=&amp;nbsp;optional,&amp;nbsp;Defensive_Solar,&amp;nbsp;-450,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;1,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0&lt;/code&gt;&lt;/div&gt;</description>
      <pubDate>Sun, 17 Mar 2013 23:26:11 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5277&amp;forum=27&amp;post_id=55853#forumpost55853</guid>
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      <title>Re: Milkshape Exporting [by sumanuti]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5272&amp;forum=27&amp;post_id=55832#forumpost55832</link>
      <description>Conventional Modding::Milkshape Exporting&lt;br /&gt;
&lt;div class=&quot;xoopsQuoteText&quot;&gt;Quote:&lt;/div&gt;&lt;div class=&quot;xoopsQuote&quot;&gt;&lt;blockquote&gt;&lt;br /&gt;StarTrader wrote:&lt;br /&gt;&lt;div class=&quot;xoopsQuoteText&quot;&gt;Quote:&lt;/div&gt;&lt;div class=&quot;xoopsQuote&quot;&gt;&lt;blockquote&gt;&lt;br /&gt;sumanuti wrote:&lt;br /&gt;&lt;a href=&quot;http://www.mediafire.com/?8cspku6gz0xa1lg&quot; rel=&quot;external&quot; title=&quot;&quot;&gt;Put this into MS installation, too!&lt;/a&gt;&lt;/blockquote&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;Mediafire requires sign-up, I don&amp;#039;t do that so I can;t access the files, Sumanuti.&lt;br /&gt;&lt;br /&gt;I use &lt;a href=&quot;http://www.fileswap.com&quot; title=&quot;www.fileswap.com&quot; rel=&quot;external&quot;&gt;www.fileswap.com&lt;/a&gt;, they promise it is permanent (but only time will tell) and you can upload files there for free and anyone can download them for free and no sign-up, and you can get more free storage capacity just by creating a free, no-strings account.&lt;br /&gt;&lt;br /&gt;&lt;/blockquote&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;Sry, StarTrader, atm MediaFire seems better IMO. Files are accessible (only needed captcha this time) and files are not deleted. Fileswap does delete files if they are not downloaded around 6 months at all (I get a warning to save this files - see attachment) and download speed is limited - so not recommended for bigger files.&lt;br /&gt;&lt;br /&gt;Dropbox is still best (forgot pass for it) with seems no ads and rest annoying things, but who knows for how long.&lt;br /&gt;&lt;br /&gt;@ Devastation&lt;br /&gt;Keep in mind that with last Pip3r&amp;#039;s exporter, the Root group (Main group) in MS has to be named with the same name as it will be exported to .cmp. Otherwise I got an error that parameters (i think) is incorrect!&lt;br /&gt;GL, m8!&lt;br /&gt;</description>
      <pubDate>Thu, 14 Mar 2013 22:45:42 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5272&amp;forum=27&amp;post_id=55832#forumpost55832</guid>
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      <title>Re: Where to add dump cargo fuse [by adoxa]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5275&amp;forum=27&amp;post_id=55828#forumpost55828</link>
      <description>Conventional Modding::Where to add dump cargo fuse&lt;br /&gt;
Yep, removing those lines should stop the crash, so you shouldn&amp;#039;t need anything else.</description>
      <pubDate>Thu, 14 Mar 2013 15:44:45 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5275&amp;forum=27&amp;post_id=55828#forumpost55828</guid>
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      <title>Re: Capship Docking [by Gisteron]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5276&amp;forum=27&amp;post_id=55824#forumpost55824</link>
      <description>Conventional Modding::Capship Docking&lt;br /&gt;
Thing is, vanilla THNs sometimes are structured quite vaguely and there is no system or pattern by which the different entity types are sorted throughout the file. Also, bases are usually made up of multiple THNs, so you would have something like one for the markers, one for animations, one with the actual props in it etc.&lt;br /&gt;Anyway, you do not need to have the player&amp;#039;s ship in a THN in the first place. Menu backgrounds, for instance, are THN based, too, but there is no reference to any player ship at all. So in your base THNs you want to look for an entity that is obviously referring to the player ship and see that it rather refers to some object that you want to use as your shuttle instead.&lt;br /&gt;If you happen to have a THN decoder or SDK, it doesn&amp;#039;t take a lot to read through them and learn to understand them. When I learned them, the tutorials were either unavailable to me or very old and insufficient. You still might want to have a look at our download section and our Lancer&amp;#039;s Reactor archive. There should be at least enough to get you started &lt;img src=&quot;http://the-starport.net/uploads/smil3dbd4e398ff7b.gif&quot; alt=&quot;&quot; /&gt;&lt;br /&gt;Good luck!</description>
      <pubDate>Thu, 14 Mar 2013 13:58:36 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5276&amp;forum=27&amp;post_id=55824#forumpost55824</guid>
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      <title>Re: The Freelancer Icon [by Gisteron]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5193&amp;forum=27&amp;post_id=55796#forumpost55796</link>
      <description>Conventional Modding::The Freelancer Icon&lt;br /&gt;
You need your new icon first, of course and load it up into your alternate exe file. It may very well be, that your desktop shortcuts do not change instantly, but I&amp;#039;ll just assume you know how to update them and fix the bug.</description>
      <pubDate>Mon, 11 Mar 2013 18:58:48 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5193&amp;forum=27&amp;post_id=55796#forumpost55796</guid>
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      <title>Re: Scale Problems [by Timmy51m]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5271&amp;forum=27&amp;post_id=55785#forumpost55785</link>
      <description>Conventional Modding::Scale Problems&lt;br /&gt;
Be careful making the planets bigger in vanilla fl, it will cause crashes due to them encroaching into patrol paths and zones etc.</description>
      <pubDate>Mon, 11 Mar 2013 00:53:52 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5271&amp;forum=27&amp;post_id=55785#forumpost55785</guid>
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      <title>Re: Problems with new factions [by F!R]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=570&amp;forum=27&amp;post_id=55739#forumpost55739</link>
      <description>Conventional Modding::Problems with new factions&lt;br /&gt;
A BIG BIG TY 4 the about 93,467th time.&lt;br /&gt;&lt;img src=&#039;http://cheesebuerger.de/images/midi/froehlich/d028.gif&#039; border=&#039;0&#039; alt=&#039;&#039;  onload=&quot;javascript:actionImageResize(this, 500)&quot;/&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;It&amp;#039;s old - but the best one I found, to post that, without starting a new thread.&lt;br /&gt;And for sure I missed that hack, when it was around before.&lt;br /&gt;&lt;img src=&quot;http://the-starport.net/uploads/smil3dbd4e398ff7b.gif&quot; alt=&quot;&quot; /&gt;&lt;br /&gt;&lt;br /&gt;PS.&lt;br /&gt;&lt;a href=&quot;http://s1.directupload.net/file/d/3185/j33ztxhy_jpg.htm&quot; rel=&quot;external&quot; title=&quot;&quot;&gt;&lt;img src=&#039;http://s1.directupload.net/images/130305/temp/j33ztxhy.jpg&#039; border=&#039;0&#039; alt=&#039;&#039;  onload=&quot;javascript:actionImageResize(this, 500)&quot;/&gt;&lt;/a&gt;&lt;/a&gt;</description>
      <pubDate>Tue, 05 Mar 2013 16:39:46 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=570&amp;forum=27&amp;post_id=55739#forumpost55739</guid>
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      <title>Re: Visible player hit effects? [by FriendlyFire]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4716&amp;forum=27&amp;post_id=55689#forumpost55689</link>
      <description>Conventional Modding::Visible player hit effects?&lt;br /&gt;
I&amp;#039;m well aware this is an old topic, but I can confirm that this is true. I&amp;#039;m considering putting explosions instead, but that&amp;#039;d mean having a LOT of them and I&amp;#039;m not too hot on the idea.&lt;br /&gt;&lt;br /&gt;Has there been any progress since then?</description>
      <pubDate>Mon, 04 Mar 2013 03:42:36 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4716&amp;forum=27&amp;post_id=55689#forumpost55689</guid>
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      <title>Re: How do you make icons? [by StarTrader]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5242&amp;forum=27&amp;post_id=55578#forumpost55578</link>
      <description>Conventional Modding::How do you make icons?&lt;br /&gt;
It&amp;#039;s a lot of pleasure when you get the first &amp;quot;proper&amp;quot; one to work from scratch and understand it. Then the next ones become easier and faster to make.</description>
      <pubDate>Sun, 24 Feb 2013 01:36:20 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5242&amp;forum=27&amp;post_id=55578#forumpost55578</guid>
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      <title>Re: How do I make weapons platforms [by Hidamari]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5219&amp;forum=27&amp;post_id=55390#forumpost55390</link>
      <description>Conventional Modding::How do I make weapons platforms&lt;br /&gt;
thank you guys that really helped &lt;img src=&quot;http://the-starport.net/uploads/smil3dbd4d4e4c4f2.gif&quot; alt=&quot;&quot; /&gt;</description>
      <pubDate>Sun, 17 Feb 2013 11:24:08 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5219&amp;forum=27&amp;post_id=55390#forumpost55390</guid>
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      <title>Re: Interface Editing [by Anonymous]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=3947&amp;forum=27&amp;post_id=55368#forumpost55368</link>
      <description>Conventional Modding::Interface Editing&lt;br /&gt;
k thx</description>
      <pubDate>Sat, 16 Feb 2013 17:17:35 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=3947&amp;forum=27&amp;post_id=55368#forumpost55368</guid>
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      <title>HUD editing: The meshes [by TimeLorD]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5236&amp;forum=27&amp;post_id=55358#forumpost55358</link>
      <description>Conventional Modding::HUD editing: The meshes&lt;br /&gt;
I took a look at the original HUD meshes and compared them with the ones from Crossfire 1.9. In CF they changed the mesh name, and it doesn&amp;#039;t seem to matter as long as there&amp;#039;s a &amp;quot;Root&amp;quot; folder containing them all.&lt;br /&gt;But I only want to change the shape, keeping the original texture.&lt;br /&gt;Would it matter if I change the mesh name as long as I keep the texture in the CMP file?&lt;br /&gt;(Referring to: &lt;a href=&quot;http://the-starport.net/modules/newbb/viewtopic.php?start=0&amp;topic_id=3947&amp;viewmode=flat&amp;order=ASC&amp;status=&amp;mode=0&quot; title=&quot;http://the-starport.net/modules/newbb/viewtopic.php?start=0&amp;topic_id=3947&amp;viewmode=flat&amp;order=ASC&amp;status=&amp;mode=0&quot; rel=&quot;external&quot;&gt;http://the-starport.net/modules/newbb ... &amp;order=ASC&amp;status=&amp;mode=0&lt;/a&gt; )</description>
      <pubDate>Sat, 16 Feb 2013 08:13:45 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5236&amp;forum=27&amp;post_id=55358#forumpost55358</guid>
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      <title>Re: obj models pack [by StarTrader]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5226&amp;forum=27&amp;post_id=55349#forumpost55349</link>
      <description>Conventional Modding::obj models pack&lt;br /&gt;
Nice tip Lancer.</description>
      <pubDate>Fri, 15 Feb 2013 22:03:47 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5226&amp;forum=27&amp;post_id=55349#forumpost55349</guid>
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      <title>Re: creating a new system [by CK256]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5231&amp;forum=27&amp;post_id=55318#forumpost55318</link>
      <description>Conventional Modding::creating a new system&lt;br /&gt;
Hi there have a look at the thread in the link&lt;br /&gt;&lt;br /&gt;&lt;a href=&quot;http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=5202&amp;forum=24&amp;post_id=55073#forumpost55073&quot; title=&quot;http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=5202&amp;forum=24&amp;post_id=55073#forumpost55073&quot; rel=&quot;external&quot;&gt;http://the-starport.net/freelancer/fo ... t_id=55073#forumpost55073&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Download the zip attached to my post and read Giskards system building from scratch it&amp;#039;s a great starting point or refresher course.&lt;br /&gt;&lt;br /&gt;I&amp;#039;d also recommend FL Mod Studio as an excellent tool for modidng systems&lt;br /&gt;&lt;br /&gt; &lt;a href=&quot;https://code.google.com/p/freelancermodstudio/&quot; title=&quot;https://code.google.com/p/freelancermodstudio/&quot; rel=&quot;external&quot;&gt;https://code.google.com/p/freelancermodstudio/&lt;/a&gt;</description>
      <pubDate>Tue, 12 Feb 2013 20:02:29 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5231&amp;forum=27&amp;post_id=55318#forumpost55318</guid>
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      <title>Re: Audio Files [by FriendlyFire]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5224&amp;forum=27&amp;post_id=55259#forumpost55259</link>
      <description>Conventional Modding::Audio Files&lt;br /&gt;
The UTF files contain voices *only* and are not meant to be played directly. The rest of the audio (music, sfx) is in the subfolders within the DATA\AUDIO folder. If you can&amp;#039;t find them, your install isn&amp;#039;t complete.</description>
      <pubDate>Sat, 09 Feb 2013 20:21:11 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5224&amp;forum=27&amp;post_id=55259#forumpost55259</guid>
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      <title>Re: Starspheres again...... dont say use search. [by Kuze]</title>
      <link>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5208&amp;forum=27&amp;post_id=55134#forumpost55134</link>
      <description>Conventional Modding::Starspheres again...... dont say use search.&lt;br /&gt;
That zeppelin...space steampunkish, I like it.</description>
      <pubDate>Fri, 01 Feb 2013 19:14:16 +0200</pubDate>
      <guid>http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5208&amp;forum=27&amp;post_id=55134#forumpost55134</guid>
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