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There are currently 48 users playing Freelancer on 31 servers.
July. 20, 2019
The Starport Forum Index > All Posts (wasabitoy)

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Re: 3D Model Showroom
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VIDEO:

Freelancer - Jump to Lightspeed - SWBF Millennium Falcon MOD

See Lightspeed effect mod @ 2:30

https://www.youtube.com/watch?v=-ydchqtjKsk


Posted on: 2018/2/22 19:01
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Re: 3D Model Showroom
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( PART 2 )

YT-1300 visits Sirius Sector away from home, Corellia...
( HQ model )
( Open Image in New Tab )

Open in new window

Open in new window

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Open in new window

Open in new window

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Open in new window

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Posted on: 2017/11/25 12:15
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Re: [SOLVED]: Sun Ray FX can see through ship
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Yes, of course. lmao !

What I did was I used UTFeditor and opened the .cmp file to rearrange the libraries, compounds and vmeshrefs of what should be on the top just like using Illustrator or PS layering.

It is not about the SUR... I guess ? maybe ? cause I fixed the sur many times before I did the utf editor.

Maybe do both and Profit!!!

Done...

Thx

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Posted on: 2017/11/12 2:25
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Re: Freelancer: Nomad Legacy
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Hola to you too ! Qué tal estás ?

It's good to be back right ?

TSP is still alive and kicking... hoping until the end or never ends.

Even if Star Citizen is out, we will still live long and prosper V

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Posted on: 2017/11/11 23:12
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Re: HELP: Sun Ray FX can see through ship
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Solved it !!! lmao

=

Posted on: 2017/11/11 17:35
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Re: Help: Target Cursor - Auto Centers
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Does it also require or need to input the dinput8.dll to dacom.ini and dacomsrv.ini ?

Thx.

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Posted on: 2017/11/10 9:29
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Re: Help: Target Cursor - Auto Centers
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Forgot to ask what does the offset ( 00B4A1 ) do ?

Thanks.

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Posted on: 2017/11/10 3:16
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Help: jump_in SFX
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Does anyone have an idea or solution for making the SFX ( jump_in.wav ) to play before jumping out ( jump_out_effect ) ?

I have already adjusted the jump_out_time from the jumpeffect.ini and still it does not play the said SFX before jumping out.

The jump in SFX always play when the jump out tunnel is in effect.

Before the tunnel executes it does FIRST have an ALE effect... so I want to use the SFX first when the ALE is in effect but it doesn't do the way I wanted it to do.

I believe you cannot add another sounds to the Jump Gate or even in the misc_ale.ini to make the SFX play with the jump gate and the ALE. Like adding a ( snd_effect = ) line...

Maybe there is a way to adjust the sound from a different file that has an adjustment for the SFX ???

Thank you.

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Posted on: 2017/11/8 16:34
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Re: HELP: Sun Ray FX can see through ship
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Alright I understand if that's the case then I will look for another way to fix the issue.

Thanks both of you.

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Posted on: 2017/11/8 15:57
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Re: HELP: Mission 2 cutscene - Out-synced audios
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What are the program tools did you use to edit/modify .THN files ?

Did you mean "differences" for diff ? lol... just making sure if there is another meaning of it.

So both said text files aren't enough to help me to edit the files and to test and look or check for differences. Like you said it is just a general info.

We'll see if I can find the exact differences.

Thank you.

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Posted on: 2017/11/8 15:47
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Re: Help: File to edit to add custom named audio sound ?
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Thanks for the time for replying. I was able to convert the MP3s properly with less or small size file on a compressed WAV or so callled zip/rar file or even PCM so to say and does work in-game.

Thanks.

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Posted on: 2017/11/7 21:26
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Re: HELP: Sun Ray FX can see through ship
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If you can look at my account or if does not show it at all, that I am not part of any servers or joined on playing online. I did not know that SUR or HitBoxes can be use as a cheat online but my purpose here is to mod for the single player story campaign. And also I know that servers have anticheat enabled, which it will know if someone edited/modified or tampered the files they will immediately be banned or cannot access online if their game does not meet the required files that was made for the server. Right ?

If this cannot be discuss here can you please PM me about SUR and HitBoxes. Thank you.

I cannot be mistaken of the file that I just removed because I checked it before removing or deleting it and I know that I am on the right folder. And also there were no equipment installed.

As for the SUN RAY, the effect is still passing through the hull... I followed the tutorial made by Skotty.'s obj-sur converter.

Thank you.

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Posted on: 2017/11/7 21:12
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Re: HELP: Mission 2 cutscene - Out-synced audios
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Apologies if my description did misinterpret you... I just only stated all the needed files of what I installed or applied in the game's directory including JFLP. I did not know that your JFLP will cause the out-syncing of the audios.

So the cause is the JFLP ? I hope that the other edited or fix/patch files that you made for JFLP before does not cause any other issues aside from these THN files for the cutscenes.

I would like to know what particular LOC you had edited or are there also other lines that you had edited too in the THN files ?

Can I simply copy the original THN files from the vanilla game folder ?

Did you also edited the audios for these cutscenes ?

Thank you.

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Posted on: 2017/11/7 12:51
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Re: HELP: Sun Ray FX can see through ship
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What do you mean by "mostly" ? Can you please elaborate more. Thank you.

BTW, I did a test and deleted the SUR file from the folder of the ship. Then when in-game it still have collision and shields ? So I was wondering why does it still have shields and collisions even though I removed or deleted the SUR from the folder... hmmm... ??? Any thoughts on this ?

I fixed the SUR and it does still have the SUN RAY effect passing through the hull... I followed the tutorial made by Skotty. -obj-sur converter.

Thanks for your time.

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Posted on: 2017/11/7 12:10
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Re: HELP: Sun Ray FX can see through ship
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I see. Okay will try to fix the sur.

BTW, what are the differences between SUR and Hitboxes ? Or are they both the same ?

Thanks.

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Posted on: 2017/11/6 22:12
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