Reminder: Internet Explorer 6 or below are NOT supported.





|
There are currently 269 users playing Freelancer on
88 servers. | May. 22, 2013 |
The Starport Forum Index
>
All Posts (rik_starkiller)
Re: Help with custom turret creation |
||||
|---|---|---|---|---|
|
Quite a regular
![]()
Joined:
2008/6/11 21:00 Group:
Registered Users
Posts:
134
![]() |
oh yeah that's the bunny. Cheers Timmy, forgot about that one!
Posted on: 2012/5/16 13:49
|
|||
|
||||
Re: Help with custom turret creation |
||||
|---|---|---|---|---|
|
Quite a regular
![]()
Joined:
2008/6/11 21:00 Group:
Registered Users
Posts:
134
![]() |
No problem.
Try the following settings: in the [Munition] section: force_gun_ori = true in the [Gun] section: turn_rate = 0 I think that should do the trick. Cheers, Rik
Posted on: 2012/5/15 19:29
|
|||
|
||||
Re: Help with custom turret creation |
||||
|---|---|---|---|---|
|
Quite a regular
![]()
Joined:
2008/6/11 21:00 Group:
Registered Users
Posts:
134
![]() |
My bad should have told you!
I'm using Milkshape 1.8.5 CMP Exporter v0.3 MAT Exporter v1.0 I opened up the .obj removed the default group that always seems to appear with a .obj import deleted all the materials except the one which was assigned to the cannon imported the .DDS changed the ambient colour from Black to White exported with the following settings: Orientation: back to front Model Type: Weapon LOD: 0 Scale Down: 1.000000 Number of Groups: 2 Group Quantities: 1 - 1 2 - 1 Before clicking Continue on the export I always Save Settings into a new file. Exported the MAT file. Now I know some people don't like CMP Exporter v0.3 because they've had scaling issues with it, but I've not had any problems/issues as yet - so as long as it continues to work I'll use it for exports from Milkshape. Hope this helps! Cheers, Rik PS - really like the ship & cannon great work!
Posted on: 2012/5/14 17:58
Edited by rik_starkiller on 2012/5/14 18:12:26
Edited by rik_starkiller on 2012/5/14 18:13:17 |
|||
|
||||
Re: Help with custom turret creation |
||||
|---|---|---|---|---|
|
Quite a regular
![]()
Joined:
2008/6/11 21:00 Group:
Registered Users
Posts:
134
![]() |
Seems to have worked fine for me, no problems.
Zip file containing .cmp and .mat attached below. Hope this helps! Rik
Posted on: 2012/5/14 8:01
|
|||
|
||||
Re: No Destroy Solar Missions |
||||
|---|---|---|---|---|
|
Quite a regular
![]()
Joined:
2008/6/11 21:00 Group:
Registered Users
Posts:
134
![]() |
Double check \randommissions\killablesolars.ini
If you're using new factions, make sure your faction has entries in there (and at the correct difficulty level for the mission)... example: [KillableSolar] nickname = rm_space_freeport01_pi_D19-D22 solar_type = Big_Solar string_id = 9 faction = fc_c_grp, fc_ou_grp archetype = rm_space_freeport01 loadout = rm_space_freeport01_pi_04 hitpoints = 2997, 4800 difficulty = 5.256606, 13.484057 pilot_choices = 4 Hope this helps. Rik
Posted on: 2012/5/10 16:53
|
|||
|
||||
Re: No NPC's in the Bar |
||||
|---|---|---|---|---|
|
Quite a regular
![]()
Joined:
2008/6/11 21:00 Group:
Registered Users
Posts:
134
![]() |
Can't see too much wrong with this code except for the mission weighting. Try:
[BaseFaction] faction = fc_h_grp weight = 85 mission_type = DestroyMission, 5.4782, 53.365, 85 npc = bw1101_hogosha_001_m npc = bw1101_hogosha_002_m npc = bw1101_hogosha_003_m [BaseFaction] faction = fc_c_grp weight = 15 offers_missions = true mission_type = DestroyMission, 5.4782, 53.365, 15 npc = bw1101_corsairs_001_m For neatness I usely like to put all my NPC entries before the base bar keeper and traders, but that shouldn't have an effect. Good luck, let us know how u get on. Rik
Posted on: 2012/5/8 7:15
Edited by rik_starkiller on 2012/5/8 9:39:38
|
|||
|
||||
Re: Menu color help |
||||
|---|---|---|---|---|
|
Quite a regular
![]()
Joined:
2008/6/11 21:00 Group:
Registered Users
Posts:
134
![]() |
Adoxa,
Fantastic find! Works a treat.Thanks very much!! Cheers, Rik
Posted on: 2012/5/4 10:12
|
|||
|
||||
Re: Menu color help |
||||
|---|---|---|---|---|
|
Quite a regular
![]()
Joined:
2008/6/11 21:00 Group:
Registered Users
Posts:
134
![]() |
Hey Jong,
I think you're after... (rich_fonts.ini) STYLE_SUBTITLE STYLE_HEADER STYLE_HEADER_ACTIVE STYLE_TABLE STYLE_LABEL I may be wrong though, good luck! Cheers, Rik
Posted on: 2012/5/3 19:21
|
|||
|
||||
Re: Menu color help |
||||
|---|---|---|---|---|
|
Quite a regular
![]()
Joined:
2008/6/11 21:00 Group:
Registered Users
Posts:
134
![]() |
Well hopefully someone else can help with the second question, it would nice to make that text darker.
To change the colour of the selections I believe you want to be looking at Rich Fonts and these three in particular... STYLE_TABLE_SELECT STYLE_LOCTABLE_SELECT STYLE_NN_SELECTED Thanks again & hope this helps. Rik
Posted on: 2012/5/3 16:47
|
|||
|
||||
Re: Menu color help |
||||
|---|---|---|---|---|
|
Quite a regular
![]()
Joined:
2008/6/11 21:00 Group:
Registered Users
Posts:
134
![]() |
Brilliant!!
Thanks Hunor!
Posted on: 2012/5/3 16:20
|
|||
|
||||
Re: Menu color help |
||||
|---|---|---|---|---|
|
Quite a regular
![]()
Joined:
2008/6/11 21:00 Group:
Registered Users
Posts:
134
![]() |
Hi,
Anyone able to help with 3 questions? I've been through the .cmps and fonts numerous times now and can't seem to find the solution. ![]() ![]() 1) Pic1, where's the code for this thin blue line? It pops up on both of the Trader, Dealer screens. 2) Pic1, anyone know the name of or how to change the colour of the font circled in Green? The colour currently is #C0C0C0 and there are no entries in FL Colors or any of the info above for this font. I'm assuming the Font is the same both on the Inventory and Dealer lists as it's pretty much the only thing I've not been able to change. 3) Where's the job board .cmp? It's seems to be totally apart from the others. I surely can't be the only one who can't find this? Appreciate any help/answers. Cheers, Rik
Posted on: 2012/5/3 15:09
|
|||
|
||||
Re: What do you think? |
||||
|---|---|---|---|---|
|
Quite a regular
![]()
Joined:
2008/6/11 21:00 Group:
Registered Users
Posts:
134
![]() |
How are your Ship Texturing skills?
Those standard FL textures could do with a proper HD reworking! ![]()
Posted on: 2012/4/28 10:32
|
|||
|
||||
Re: Residual damage |
||||
|---|---|---|---|---|
|
Quite a regular
![]()
Joined:
2008/6/11 21:00 Group:
Registered Users
Posts:
134
![]() |
Sorry, before I start this, I'm not wanting to upset anyone or cause any flaming...
FF can you clarify what you mean? What's a lazy approach? I'm just trying to let Hidamari here know of my experiences with high refire rate weapons. Sure I agree a high refire rate, long life-time and/or complicated FX may well be a cause of lag. My experience is mostly taken from the Aurora TNG server which regularly had 30 people+ (most were based in Europe) and for the most part minimal lag time during battles where the Swarm missile were banned. Now, what I take from from this, as multiple players were using the very high re-fire rate guns (which were simple beam FX) is that high re-fire rates, with simple FX and low munitions lifetime do not cause a problem with lag. Now please correct me if I'm wrong but most of the occasions I experienced lag related were: (a) network/internet work connectivity issues (b) client computers slowing up because they couldn't render what was going on on screen and were therefore not communicating with the server effectively and when this happens on multiple clients, yes you have a massive problem. A few years down the line, I'd like to think that, particularly with a DX8 engine, the majority of these client problems would no longer be a problem. I would be very interested to hear your clarification/insight... Cheers, Rik
Posted on: 2012/4/25 15:57
|
|||
|
||||
Re: Residual damage |
||||
|---|---|---|---|---|
|
Quite a regular
![]()
Joined:
2008/6/11 21:00 Group:
Registered Users
Posts:
134
![]() |
I think you're pretty safe with high re-fire rates these days as both servers and connections are quicker and of course player numbers are down.
TNG 2.7.6 for example has "beam" weapons which have an extremely high re-fire rate (1500 shots per min). It also has swarmer missiles which had a fast re-fire, high turn rate and a relatively long lifetime. The swarm missiles used to cause some lag back in the day (but that's mostly because a single player could launch something like 300+ per minute). But we never saw any troubles with the "beam" weps. I wouldn't be too concerned about high refire rates. Hope this helps. Cheers, Rik
Posted on: 2012/4/24 18:20
|
|||
|
||||
Re: What do you think? |
||||
|---|---|---|---|---|
|
Quite a regular
![]()
Joined:
2008/6/11 21:00 Group:
Registered Users
Posts:
134
![]() |
Fantastic job! Thanks!
Posted on: 2012/4/24 17:00
|
|||
|
||||










Donations
Forum



Cloud_breaker_cannon_cmp.zip

