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There are currently 42 users playing Freelancer on 42 servers.
August. 13, 2020
The Starport Forum Index > All Posts (Cpt_Rei_Fukai)

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Re: Making other colours of "red giant" star?
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Ok, I am posting exactly what you see in the picture I posted.
Look at it ingame and modify the color and size values until you are content with it.

Add the following to DATA\Solar\stararch.ini in EXACTLY this order!
Code:

[star_glow]
nickname = Iw07_05_starcenter
shape = lenscircle
scale = 1
;Colors are repesented with one float per color channel
;R, G, B (0=0 1=255)
;#0077ff
inner_color = 0, 0.545098, 1.000000
outer_color = 0, 0.545098, 1.000000

[star_glow]
nickname = Iw07_05_starglow
shape = LensGlowSpike
scale = 6
;#0077ff
inner_color = 0, 0.545098, 1.000000
outer_color = 0, 0.545098, 1.000000

[lens_glow]
nickname = Iw07_05_lens_glow
shape = LensGlowSpike
radius_scale = 2.000000
inner_color = 0, 0.545098, 1.000000
outer_color = 0, 0.363398, 0.660000
glow_fade_in_seconds = 0.250000
glow_fade_out_seconds = 0.250000

[star]
nickname = Iw07_Sun05
star_glow = Iw07_05_starglow
star_center = Iw07_05_starcenter
lens_flare = circle_blue_lens_flare
lens_glow = Iw07_05_lens_glow
intensity_fade_in = 0
intensity_fade_out = 0
zone_occlusion_fade_in = 1.000000
zone_occlusion_fade_out = 1.000000
;Modify the radius parameter to change the size in space
radius = 9600.000000


Add the following to DATA\Solar\solararch.ini
Code:

[Solar]
nickname = sun_5000
ids_name = 458755
ids_info = 458855
type = SUN
DA_archetype = solar\suns\sun.sph
mass = 1000000
;Modify the solar_radius parameter to change the size in the navmap
solar_radius = 5000
shape_name = NNM_SM_SUN

Add the following to your system ini in DATA\Universe\*\*.ini
Code:

[zone]
nickname = Iw07_Sun5_ring
pos = -9000, -1000, -25000
rotate = 0, 25, -20
shape = ring
size = 19000, 1000, 3000
sort = 53

[Object]
nickname = Iw07_Sun5
ids_name = 458755
ids_info = 458855
pos = -9000, -1000, -25000
ambient_color = 0, 139, 255
archetype = sun_5000
star = Iw07_Sun05
atmosphere_range = 6400
burn_color = 0, 139, 255
ring = Iw07_Sun5_ring, solar\rings\Iw07_ring5.ini

For completeness, here are the ring settings,
although I didn't adjust the colors
Add this to DATA\Solar\Rings\Iw07_ring5.ini
Code:

[TexturePanels]
file = solar\rings\shapes.ini

[Exterior]
shape = amberring1
detail_shape = ringdetail
detail_tile = 25, 5
color = 255, 255, 255
opacity = 0.700000
thickness_edge = 0.900000
outer_edge = 0.300000
inner_edge = 0.100000
num_segments = 64
transition_dist = 100

[Clouds]
max_distance = 800
puff_count = 23
puff_radius = 42
puff_colora = 224, 0, 0
puff_colorb = 130, 41, 46
puff_max_alpha = 0.750000
puff_shape = rock_wisp1
puff_shape = rock_wisp2
puff_shape = rock_wisp3
puff_shape = rock_wisp4
puff_weights = 3, 1, 1, 1
puff_drift = 1.000000
near_fade_distance = 175, 300

Posted on: 7/1 17:57
FL Leuchtfeuer
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Re: Making other colours of "red giant" star?
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As I am not sure what you actually want to achieve, I made a mockup for you
If you like it I can tell you the settings I used.

Attach file:



jpg  test.jpg (149.31 KB)
46303_5efb99cec9010.jpg 800X600 px

Posted on: 6/30 21:00
FL Leuchtfeuer
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Re: Copying and Editing an Existing Starsphere
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First of all, afaik Freelancer supports only two texture types, .tga and .dds. Anything else won't work and changing the extension will not make a png a tga. Modifying space_color does have an effect but it is more like a global background color.

Starspheres consist of many meshes and textures, so if one is broken, you will just see the the rest without it.

The different MIP Layers you see are a level of detail feature. The idea is that if you get closer to an object, more detailed(bigger) textures will be loaded. But it seems that starspheres don't use this technique.(as it doesn't make sense)

Posted on: 6/22 23:30
FL Leuchtfeuer
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Re: HUD Icon question
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You will have to create a new texture with e.g. Photoshop or you can extract the texture from the original file the came with Freelancer.
In either case, you probably will need to edit DATA\interface\buttonmontage.ini as well; specifically the size entry and the scaling parameters behind each texture.

Posted on: 6/22 23:08
FL Leuchtfeuer
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Re: HUD Icon question
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As it is an UTF-File(you can think of it like an archive) it actually contains many textures in one file. Use the UTF-Editor to replace the desired texture.

Posted on: 6/22 18:23
FL Leuchtfeuer
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Re: HUD Icon question
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I haven't done any hud modifications, but DATA\Interface\buttontextures.txm seems relevant. Be careful though, replacing the file will revert other buttons too, you should preferably just replace the Montage64 texture.

Posted on: 6/21 17:24
FL Leuchtfeuer
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Re: How to Edit Ship Hold Size?
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My guess is that you did not decompress the file. FLMM or adoxas tini can decompress the file.

Posted on: 6/12 20:18
FL Leuchtfeuer
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Re: Zone Questions
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This site has a seach function, so try it out

Anyway to your questions:
1. A zone is displayed as minable in the navmap depending on it's visit parameter
Property flags change the display on the navmap, e.g asteroids or nebula etc.

2. As Thaddeus said, simply add a "damage"(Range = 0-inf) parameter to your zone for "radiation damage".
If you want to reduce the sensor efficiency simply add the parameter "interference"(Range = 0.0-1.0).

Posted on: 6/7 11:38
FL Leuchtfeuer
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Re: Pathing (Waypoints) in Modded System
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I investigated a bit and it seems FL always tells you "No best path" if a system cannot be reached with jumpgates. For example plotting a course to Omicron Alpha tells me "No best path" as well.

Adoxas FLHack has an option for that.

Posted on: 6/7 11:13
FL Leuchtfeuer
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Re: Pathing (Waypoints) in Modded System
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Afaik those files hard code pathing information using different routes.

The idea is that every possible source system has got path info on how to get to every possible destination system. If a system is not in this list, you get the error you described. The different files use different travel methods; eg. only jumpholes; only jumpgates; any

Seems like you only added routes TO your system, but no entry for travels FROM your system.

Maybe deleting those files makes FL calculate the route on the fly?

Posted on: 6/3 18:59
FL Leuchtfeuer
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Re: Custom Infocard DLLs not appearing in-game
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Quote:

Wixelt wrote:
Yes. I have my mod hooked up to FLMM for testing, and the mod files contain a version of freelancer.ini that has both of my DLLs (one for names and one for infocards), that is otherwise identical to the vanilla one and supercedes it whenever the mod's active.

So your FLMM mod replaces dlls from Freelancer with your own ones? If so you don't need to add them to the resources

Quote:

It's hard to tell in the program I actually edit with, but when I check it using the Importer/Exporter, the infocards are associated with specific ID numbers (and it puts a little '(i)' next to them, so I know it's recognizing the difference between names and infocards), so I assume that means they're in the DLL.

Fled-IDS is great for this.

Quote:

The name DLL's information shows up in game perfectly fine, so if there is a formatting issue, it could be tied to the infocard DLL using HTML?

Technically the infocards are xml, though some of the syntax is similar to HTML. I don't think FL supports HTML.

Quote:
I'm not sure what flspew or flscanII are, though the names seem familiar. As for using the server console, that may be something I look into provided I can set up local hosting.

Thank you for the feedback, by the way. I appreciate it.

FLspew is Freelancers logfile, it is located at %User%\Appdata\Local\Freelancer\

FLScan II is a great tool to find errors in your mod...

Posted on: 6/1 17:52
FL Leuchtfeuer
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Re: Custom Infocard DLLs not appearing in-game
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Well there are many possible mistakes to be made, so I will just post a list for you to check:

-Have you added your dll in the Resources Section of the freelancer.ini?
-is your dll in the Exe folder?
-are the ids_info numbers you are referencing contained in your dll?
-is the dll correctly formatted? I don't know the tool you are using, I've always used Fled-IDS and adoxas frc. If you think this is the issue, then you can post it so we can check it.
-maybe flspew.txt, the server console or flscanII will tell you something

Posted on: 5/31 15:32
FL Leuchtfeuer
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Re: How to Edit Ship Hold Size?
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Well, the amount of cargo space you want to have as an integer?...

As robocop said:
Look in shiparch.ini for the [Ship] entry with the nickname co_elite2 and modify the entry hold_size

See the wiki for further info.

Posted on: 5/9 18:38
FL Leuchtfeuer
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Re: Custom weapon models invisible
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If you want to use LoDs your cmp should look like this:
Code:
\
----xyz.3db
----|----MultiLevel
----|----|----Level0
----|----|----Switch2

You need to add values to the Switch2 node;
In the vanilla models, it is a float array, that needs to contain a value for each Lod inside the model +1.
So in your case, add a 0 and another value for the distance(in meters?) where the model isn't drawn anymore.

You need to do this for every .3db in the file!

Posted on: 4/25 12:54
FL Leuchtfeuer
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Re: Custom weapon models invisible
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Some other things I can think of:
-Level of Detail makes the weapons invisble
-Incorrect material hash in VMesh Data
-surs are unlikely to cause problems
-Missing/Incorrect/Empty hardpoint data
-Wrong Material settings
-wrong normals on the model
-wrong settings/paths in the equipment inis
-broken model/mat file

Things you can try:
-Check FLSpew.txt
-use FLScanII and see if it finds something
-upload your utf-files so we can check

Posted on: 4/24 14:55
FL Leuchtfeuer
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