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May. 25, 2013
The Starport Forum Index > All Posts (Davis)

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Re: HUD Texture Problem
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@Devastation:
I strongly recomend to delete the old entries every time you modify HUDs and you should use FLMM.
I cannot help but posting my entry files that you could compare with your HUD file list:
hud_guagewindow.cmp
hud_maneuverbox1,2,3,4,5,6,7,8,9.cmp
hud_nnbox4,5,6,7.cmp
hud_numberboxes.cmp
hud_shipinfo.cmp
hud_shipinfo_min.cmp
hud_target.cmp
hud_target_min.cmp

I don't know what sort of program you use for recoloring the textures but several files -posted above- have images with alpha layer so recoloring isn't enough but separating the ACs otherwise you gonna get messy result.

Hope it helps.


Posted on: 5/21 9:33
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Re: HUD Texture Problem
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I checked my unique HUD which contains a recolored darkblue texture and works fine (I used that tutorial as well) what means that you either missed to modify a file or you got savegame problems. When you start a new game do you delete the old entries? If you do so (and presume you use FLMM) is your mod active or not?

Posted on: 3/21 21:39
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Re: HUD Texture Problem
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I do remember there is a pdf document around what contains the whole HUD recoloring tutorial but i don't find right now.
There is a human here name is cheeseontoast who uploaded that tutorial, send him a pm because I'm sure he can help you out.

Posted on: 3/21 21:02
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Re: HUD Texture Problem
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Try this thread:
http://the-starport.net/modules/newbb ... &order=ASC&status=&mode=0

You may find what you're looking for.

Posted on: 3/21 1:08
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Re: Nebula excluding clouds
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@Jeider:

Just make it clear: You want to make a smaller nebula placed in a bigger nebula where's the "old exclusion" zone cut the bigger nebula to make room for the smaller nebula?
If it is, then an exclusion zone is valid for an object you assigned to. Another words, if you define the exclusion zone for the default nebule only that wouldn't have any effect on the new one.

Posted on: 3/11 0:52
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Re: Exclusion Zones
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@Moonhead:

Without using exterior for an exclusion zone ( meaning just a simple cutout or exclusion zone as lane access) a box shape also works in a nebula so as the cylinder and that's for sure. I'm not sure with exteriors though. Even if they work, that would be very weird looking in a nebula.

/update: just tried box shape as exclusion zone with exterior in alaska nebula and though no ctd but didn't do anything, so yes, it must be sphere.I mixed it with the asteroids. /my bad

Posted on: 2012/11/16 19:27

Edited by Davis on 2012/11/16 19:46:28
Edited by Davis on 2012/11/16 19:53:02
Edited by Davis on 2012/11/16 19:54:16
Edited by Davis on 2012/11/16 19:55:09
Edited by Davis on 2012/11/16 19:57:22
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Re: Exclusion Zones
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Quote:
If I remember correct, exclusion zones in nebulae need to be => shape = SPHERE


No, it can be anything. I use different primitives like box, cyl, sphere in nebulas and they just work fine.
---------
@Devastation:
Did you add the new exlcusion zone to the proper nebula (Li01_Badlands_Nebula.ini)?

Posted on: 2012/11/15 0:59

Edited by Davis on 2012/11/15 1:06:24
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Re: .obj -> .sur converter
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@Skotty:
I meant no offense bud. I just said v1 and v1.1 work fine with otsc and they might worth a try.

Posted on: 2012/11/7 21:53
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Re: .obj -> .sur converter
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@Jolly_Roger:

Quote:
msConVexTool.dll...size is 110 592 bytes


That's too big imho. I've got 2 different convex tool:
- v1---> 45056 bytes
-v1.1 ---> 53248 bytes

I don't know what kind of convex tool you use but I suggest to try the versions posted above I belive they can be found at the download section.
Anyway, Skotty is right, sometimes this error caused by the program itself and there is no solid way to fix it. You might try excluding each surs from the first to the last and find that one which is responsible for the trouble. It's gonna take several hours though.
But it's really weird, I had same problem when I used ms.sur exporter. Since I started to use otsc I haven't had this issue.

Posted on: 2012/11/7 16:10

Edited by Davis on 2012/11/7 16:18:01
Edited by Davis on 2012/11/7 16:18:52
Edited by Davis on 2012/11/7 16:54:01
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Re: 3D Model Showroom
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@Sizer:
Very good texturing work on that ship Sizer.
-------

Quote:
Freelancer uses normal maps now ??

That's new to me too.

Posted on: 2012/11/7 9:13
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Re: .obj -> .sur converter
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When you say it doesn't work with this sur, what does that mean:
You don't get convex surs, got error message in ms, ctd in game or what?
What version of convex tool do you use?

Posted on: 2012/11/7 9:04
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Re: What is your configs?
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@Gisteron:
Quote:
hm.. my "computer" is barely anything better than some calculator by specs, so i guess that doesn't count

HAHAHA

@rsabatino:
It's not a pc rather a power station... and you want a gtx660ti sli... hope freelancer will be able to run well on that.

Posted on: 2012/11/7 0:42
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Re: .obj -> .sur converter
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@Jolly_Roger:

Did you use "smoothing groups" --> select 1/assign after deleting the non-convex ie: original sur parts?

Posted on: 2012/11/7 0:36
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Re: 3D Model Showroom
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Jesus Christ! PantherX from EVO nightmare? Good to see you here bud. You had several good ships.

Posted on: 2012/11/2 0:46
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Re: game crash at launching a modded ship from parking position
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I picked on something:
addon = infinite_power, internal, 1 ---> that's invalid in goods.ini

You have to use a valid power generator, like:

addon = li_elite_power01, internal, 1
addon = li_fighter_power01, internal, 1
.
.
.
and so on

You can find the vanila lists here:
http://the-starport.net/freelancer/fo ... hp?topic_id=1855&forum=27

Posted on: 2012/10/1 9:09

Edited by Davis on 2012/10/1 9:15:37
Edited by Davis on 2012/10/1 9:16:25
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