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There are currently 113 users playing Freelancer on 63 servers.
October. 26, 2014

Browsing this Thread:   1 Anonymous Users



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Nomad Elite Fixed
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The released Freelancer Beta 1 included the original Nomad Elite ship.

Since it didn't had a .sur file, LoDs or an actual model version and old textures, I fixed it up:

- re-exported to update data format
- animation "Sc_close spike" still working, but no moving sur meshes!
- changed weapon names
- corrected rotation range of weapons
- added HpCloak01, HpThruster01, replaced Hp_1_01 with HpTorpedo01
- updated to todays nomad textures
- created .sur file supporting all listed hard points
- added 2 level of detail models
- added low detail wireframe model

Example files for shiparch, loadouts, faction_prop and npcships entries included (based on vanilla Freelancer).




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Posted on: 2013/3/4 18:22

Edited by Skotty. on 2013/3/5 21:44:37
Edited by Skotty. on 2013/9/10 14:46:18
Edited by Skotty. on 2014/8/26 16:32:41
Edited by Skotty. on 2014/8/26 16:40:32
Edited by Skotty. on 2014/8/27 18:05:52
How to create .SUR files - Tutorial
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Re: Nomad Elite Fixed
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Quote:
Skotty. wrote:

- now .3db, because spike animations won't be used anyways
Shall I download it and make some anyway?

Posted on: 2013/3/4 19:05
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Re: Nomad Elite Fixed
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Yaay a new space viagra ship Well at least this looks a little little less boring than the released ones.

Posted on: 2013/3/4 20:40
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Re: Nomad Elite Fixed
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Good of you to be making the effort on these models Skotty, much appreciated, so thanks!

Posted on: 2013/3/4 22:02
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Re: Nomad Elite Fixed
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Quote:
Gisteron wrote:
Shall I download it and make some anyway?


If you want, I could provide a "modernized" CMP version, too.

Posted on: 2013/3/5 0:13
How to create .SUR files - Tutorial
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Re: Nomad Elite Fixed
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Thing is, I'm pushing a fellow of mine who happens to be a high tier programmer with a certain understanding of Freelancer, that he looked into animation triggering..

So when I see something that'd look harmonious on cruise charge-up it sort of itches me to start up my editors - even if all it results in is that pathetic animation demonstration of what I did to the nomad fighter last time, which noone dared asking me to share.
[/if-y'know-whatta-mean]

Posted on: 2013/3/5 16:59
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Re: Nomad Elite Fixed
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Quote:

Gisteron wrote:
Thing is, I'm pushing a fellow of mine who happens to be a high tier programmer with a certain understanding of Freelancer, that he looked into animation triggering..

So when I see something that'd look harmonious on cruise charge-up it sort of itches me to start up my editors - even if all it results in is that pathetic animation demonstration of what I did to the nomad fighter last time, which noone dared asking me to share.
[/if-y'know-whatta-mean]


My core idea was: only very few servers have animation-playing FL Hook, and also, as far as I know they dont use any Nomad Fighters.
But, however, I will create the CMP version for you.

Yes I know, why didn't I do it from the beginning? Honest: Lazyness + sur meshes for moving objects don't collide for the player. (I will make them static now, regardless of the animation)


Edit:
Ok, replaced download link with new CMP version. Everything, except the DArchetype path, remains the same.
Animation is working!

Does anyone want to have ALL Nomad ships with spike-closing animation?

Posted on: 2013/3/5 17:41

Edited by Skotty. on 2013/3/5 21:46:15
How to create .SUR files - Tutorial
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Re: Nomad Elite Fixed
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Quote:

Skotty. wrote:
Does anyone want to have ALL Nomad ships with spike-closing animation?


Hey Skotty, if its not much of a problem and till is fresh, can you please make them (hope so not only for me) and finish this story?
I rly wish that some day all FL animations will be available through command or action (dock, cruise) like jettison cargo is.

Thanks a lot!

Posted on: 2013/3/14 23:07

Edited by sumanuti on 2013/3/14 23:13:47
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Re: Nomad Elite Fixed
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I will, as soon as I do have time for this.

Posted on: 2013/3/15 13:06
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Re: Nomad Elite Fixed
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I'm not familiar with the ways that would add more animation triggers, but I do offer to have or not to have a part in composing the actual animations in the CMPs, if that helps.

Posted on: 2013/3/15 18:20
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Re: Nomad Elite Fixed
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Probably a dopey question but how would i activate the animation?

Posted on: 2013/3/19 17:48
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Re: Nomad Elite Fixed
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bay_door_anim = Sc_open spike

in shiparch. Now it's used for the baydoors.

Posted on: 2013/3/19 21:21
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Re: Nomad Elite Fixed
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Thanks for the info

-EDIT-

Still not working for me, so here's what i've done, i put these lines into shiparch,

bay_door_anim = Sc_open spike (as you suggested)
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02

That's how the code is on most of the vanilla ships, actually took that from the liberty freighter. Seeing as the nomad elite has those hardpoints, figured it should work. I can jettison and pickup cargo but no spike animation

Posted on: 2013/3/19 23:24

Edited by Dromedary on 2013/3/20 8:40:15
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Re: Nomad Elite Fixed
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Looking into CMP its
Sc_close spike

Not tested yet!

[EDIT]* Seems download takes to older version of cmp (March 5 2013 21:19:50) with no hps and maybe an old animation?

Posted on: 2013/3/20 11:02

Edited by sumanuti on 2013/3/20 11:09:55
Edited by sumanuti on 2013/3/20 11:12:04
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Re: Nomad Elite Fixed
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That's ok sumanuti, i just did, works great! Thanks for the tip

The animation is there, plus i added a few extra hardpoints i needed for my project, the important thing was to get the animation working which thanks to you, is now working great.

Posted on: 2013/3/20 11:14
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