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There are currently 73 users playing Freelancer on 29 servers.
December. 12, 2017
The Starport Forum Index > All Posts (Hidamari)

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Re: Can somebody make an animation tutorial?
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Okay so i have a model, would anyone be willing to skype me and help me get it animated and ingame ?

https://www.youtube.com/watch?v=ETxQfmX6NJI

Posted on: 2014/12/7 0:19
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Re: Tractor beam does not function after buying new ship.
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im not sure if you can buy ID's in single player. your tractor beam is part of the ID item in your cargo hold, make sure you have one equiped or you wont have a tractor beam.

when you sell your ship it unmounts the ID and sells it, so when you buy a new ship you have to buy a new ID too

Posted on: 2014/12/7 0:13
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Re: Can somebody make an animation tutorial?
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I would literally pay £ for this to happen.

Posted on: 2014/11/23 2:33
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Can somebody make an animation tutorial?
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There are a few tutorials but they are all ancient and so long winded, when trying to read them I just dont know what the person is talking about.

A video on this subject would be AMAZING.

It would be great if it had:
* how to set up your object
* what programs you need
* where to get said programs

then a very concise step by step guide, from A to Z.

Ive never been able to make even the simplest animations work.


Posted on: 2014/11/21 15:09
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guns with area damage projectiles?
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is this possible at all? like if you add an [explosion] entry to the weapon details?

Posted on: 2014/1/27 4:01
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Re: Radio chatter gone
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ive heard that before too, but i can honstly say ive never crashed to the desktop with 3d sound being on.

Posted on: 2013/7/27 10:59
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Re: Star Trek Mods
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the Star Trek Star fleet command games (which i think are the best star trek games to ever be released) was set in the time when the phasers were pulsed.

I prefer it like that tbh rather than those single long beams.

Posted on: 2013/7/24 16:06
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Re: Thoughts about shipmaking and mods
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sadly my mod for freelancer does not require space ships, so i cant use any of the great models you (or anyone else) makes.

if you feel like making some airships instead, let me know. lol

Posted on: 2013/4/16 0:25
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Re: has anybody tried to put phys-x into the game ?
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would phys-x include things like gravity? because i could use something like that for my mod.

Posted on: 2013/4/2 19:15
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Re: Help with custom turret creation
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Quote:

turret as a weapon? animated barrel/gun part must be assigned to the "rev" node. This is automatically done (at least with Ms CmpExpoter 0.3),


i cant use 0.3 as it never exports correctly. is there any other way to do this.

Posted on: 2013/2/19 19:04
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Re: How do you make icons?
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Quote:

Hidamari wrote:
this was a question i asked recently for my own mod.

I was helped a little here but mostly on Skype.

the way I do it is

open Milkshape 3D 1.8.2.

import a pre-existing icon file (.3db) into the scene,
at the top right click to the "Groups" tab, where it says "Root" rename this to something else like Root_gold_new and then press the Rename button.
go to the Material tab and change the name of the Material group, might be something like "COMMOD_gold" just change it to "COMMOD_gold_new" or something.

remove the existing texture from the material by pressing "none" then click the long button next to it and it will ask you to put in a new file, select your new file from wherever you have it saved (Make sure the image in the file is upside down and .tga format before you add it to the Material because the game will flip it round vertically)

press okay and then export it as a freelancer .3db file,

once in the export menu. drag the scale slider all the way to the left, and press "new 3db file" it will ask you to give it a name, do so and then press continue. your file is now ready to put ingame, just put it in the folder where all the other icons are and add the file path name to the commodity you want to have with the new icon and save.

jump ingame, and there you go.. new shiny icon.

Posted on: 2013/2/19 18:41
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Re: view clipping?!
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thanks alot guys once again, you guys amaze me

now if somebody could help me set up a turret correctly id be very very greatful.

Posted on: 2013/2/18 23:12
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Re: Help with custom turret creation
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i really do need help with this, how do i get the barrels to actually elevate normally and how do i get them into the correct position.

neither of which are working right now.

Posted on: 2013/2/18 18:31
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Re: Help with custom turret creation
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Okay I seem to have gotten the turret to turn ingame, I was wracking my brain and going back and forth between ini files, when I found the line

auto turret = false

in the weapon_equip for the turret, so i was like "hmmmmmm" changed it to "true" and it works better now.

only thing is now i have another problem

Ive managed to get my platform to attack me, but the main gun on top seems to think the back is the front, so when it stops "facing" my ship it still cant shoot, i was like "huh?" i flew around to the back of the platform (the main gun only turns at 4 degrees per second) and then i jumped out of my skin because it wiped me out in 1 hit.



how do i tell the gun to be the other way around is there a way to turn the turret around?

also, the barrel is inside the turret and doesnt elevate as far as i can see...

its like this at the moment

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also the texture on my platform and turret at the moment both need to be upside down to render the right way up in game, however if they are upside down they render incorrectly in HardCMP, its really confusing.

Posted on: 2013/2/17 11:53
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Re: How do I make weapons platforms
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thank you guys that really helped

Posted on: 2013/2/17 11:24
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