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There are currently 52 users playing Freelancer on 39 servers.
September. 19, 2017
The Starport Forum Index > All Posts (Jeider)

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Re: Dev's Limit Breaking 101 Techniques
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It's working!

Was:
Open in new window

Now:
Open in new window

Thanks!

Posted on: 8/26 20:10
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Re: Dev's Limit Breaking 101 Techniques
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Last hack is crash my FL when I entering in prev direction of my TradeLane.

Crash offset: common.dll; 1.0.1254.11; 000f1e32 - on ANY tradelane (horizontal too), FL dlls is clean

Posted on: 8/14 8:06

Edited by Jeider on 2017/8/14 23:06:28
Edited by Jeider on 2017/8/14 23:10:03
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Re: Flserver 1.1
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Artisk, FLpatch.exe is archive too. But with EXE extension. Rename it to ZIP and try to extract.

Posted on: 8/2 11:51
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Re: Flserver 1.1
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FL 1.1 patch is just archive. You can extract it by 7zip or other archivator. After that you need just to paste files into your Freelancer folder.

Posted on: 8/1 22:58
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Re: Crash Offsets
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Crash:
ntdll.dll; 5.1.2600.6055; 000109d8.
Reason: using inherit in [ShieldGenerator]

Makes crashes after every exiting from game.

Posted on: 7/7 21:14

Edited by Jeider on 2017/7/7 21:28:47
Edited by Jeider on 2017/7/9 19:14:04
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Re: Raise your voices!
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I don't understand problem with LODs. Basic solution:
- On new model use sizes of default models (just with enhanced graphics)
- Then you don't need to create new surfile and wireframes.
- Use default models (from vanilla)
- Move all lods in model to next level (lod0 must be lod1 , lod1 -lod2 etc)
- Add new geometry to model and use it as lod0

And that's all! If your PC can't work with new models, you need just change graphics settings.

Posted on: 6/12 17:37
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Re: Question: Animating CMP files?
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This looking easest than I expected.

Sorry for my bad English in advance ((

First about export:
I don't know exporters from blender and you need to convert models to 3ds max or Milkshape to export models to FL.

And now - how create animation for your model.

1. Before export

You need to check center of animated objects. For rings it's not needed, but needed for doors. Milkshape by default setting center of part in center of full model.
Example of fixing it in Milkshape:
http://www.elite-games.ru/images/freelancer/modding/le12.png
All animated objects placed in center of model. Later in UTF I will set correct place for them.
I don't know how it working in 3ds max, but if this problem will appear, this is simplest way to fix it.
You need to set correct center of doors. Correct point here:
http://i.imgur.com/t6nuWRQ.jpg

Next. About bottom doors: is very hard to calculate correct positions of animation, but we can avoid it.
A. Set positions of bottom doors similiar to top door.
B. Add 2 "virtual" parts of model. Create small polygon, set name (for example) "door2_poly" (and similiar to third door).
That's all. We will use it later after export.

2. Exporting

In 3ds max you need to set "Rev" type to all parts.
In Milkshape you need to export model as Weapon:
http://www.elite-games.ru/images/freelancer/modding/le15.png

3. After export

Model exported. We need to set model positions and add animation. We will do all job in UTF Editor.

A. Set bottom doors relations to polygons.
In UTF click "Edit Rev data".
Example: http://www.elite-games.ru/images/freelancer/modding/le18.png
You need to connect door2 to door2_poly and similiar to door3.

B. Set doors positions.
You need set real positions of doors. It's not hard to do. Just open "Rev data" and Model View. Change positions of parts and it will appear on Model View right away.
For top door you need change position of door1, for bottom doors you need change positions and rotation of parent polygons.
Example: http://www.elite-games.ru/images/freelancer/modding/le19.png

C. Configure animation directions
It configuring in Rev Data menu:
http://www.elite-games.ru/images/freelancer/modding/le22.png
Change Axis Rotate and Min, Max values. For rings you can copy data from vanilla jumpgate (but you need change direction of second ring).
For doors:
- you need set animation only for children doors, don't touch polygons
- do not set null values to polygons directions and min/max values. Model part will not appear if you will set nulls.
- copy min/max values from vanilla jumpgate
- set direction "rotate to top" (may be it X axis, you need to test it in game)
- animations want to be similiar on all doors. bottom doors will rotate to top too. Don't remind - correct position already fixed by parent polygons.

D. Add animations
Just use Animation block from vanilla jumpgate and rename objects. But for bottom doors you need to set correct parents. For example:
http://www.elite-games.ru/images/freelancer/modding/le24.png
For rings you need to create two different animations.


Sorry, I only told how fix problematic places and my tutorial not full.
I wrote russian tutorial about liberty wings animations and you can find screenshots of UTF and milkshape here:
http://www.elite-games.ru/conference/viewtopic.php?t=63972
If you will have problems with it, I can animate this model. But only one model.

Posted on: 6/4 20:43
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Re: Question: Animating CMP files?
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Hello, Laz!

Can you show your animated model on video? Maybe your animation is too hard and it can't be translated to FL format. Maybe not and I will try to help you.

Posted on: 6/2 22:18
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Re: UTF editor : animations?
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Too strange... problem not in animation. It working by adoxa's console or on using use_animation in internalFx. But on docking sequence is not working yet. I don't know reason... May be problem in model size or something like this. But on very large solar_arch (tekagi, animated doors is far away from center of model) animation working well...

Here is file with fixed animation. I incresed limits and nulled Y and Z values in all animations. But it's still not working on docking.

Attach file:


zip trading_outpost_lod.zip Size: 211.62 KB; Hits: 31

Posted on: 5/31 22:05
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Re: UTF editor : animations?
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i repaired animation exact on your model and it working well. i can send comleted model for you, but can't did it right now, becouse i not in home and bring back only after two weeks. sorry(

Posted on: 5/19 21:41
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Re: UTF editor : animations?
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Founded!

Open in new window

Increase this limit (max moving value) and animation will work

Posted on: 5/15 22:44
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Re: UTF editor : animations?
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Quote:
I've done exactly what I did with Fort Bush station type but the problem occur!

On trading outpost you need to change X-axis (first input) instead of Y-axis (second input).

Posted on: 5/14 23:39
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Re: UTF editor : animations?
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Quote:

FriendlyFire wrote:
@Jeider: Just to be clear, you mean to say that on Pris nodes, the line "Axis Rotate" is actually just XYZ translation rather than yaw/pitch/roll rotation? Because that's definitely something I can fix if that's the case.


Yes. That's right.

Posted on: 5/14 18:18
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Re: UTF editor : animations?
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Try to scale this value:

Open in new window

In pris animations this values means translation instead of rotation.

Posted on: 5/14 17:15

Edited by Jeider on 2017/5/14 17:38:27
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Remove AutoSave on SinglePlayer mission start
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Hello! I creating dialogs for my mod like this:
https://www.youtube.com/watch?v=OCpWftuyHkg

On every click "Accept" FL creates AutoSave file. Anybody knows how disable it?
What a reason:
Autosave keeping current room. It's not problem on default rooms (Deck, Bar etc). But on special rooms (like Deck2 and Planetscape2) it save wrong player position.

To fix it i need to create many triggers. But i not wont it.

Please, help!

Posted on: 5/14 10:45
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