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Ship visibility (Long range visibility)
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Ship visibility (Long range visibility) |
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Greetings
I would like to ask what is needed to be edited so you can see ships at larger distanced ( not scanner, but with naked eye) For example that you can see capital ships with naked eye, for like 20k or something as tiny ships ![]() Same with explosions that can be seen far away where i can check that. Greetz.
Posted on: 2009/2/27 11:43
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Re: Ship visibility (Long range visibility) |
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You need to alter the LODRanges in the INI files for this, plus a few hex addresses if you really want to make them visible from far away.
Quote: 250000f in freelancer.exe, 0x210534 = far plane of view frustum (nothing will be drawn beyond this) Agreed, that's a lot of hex addresses, but remember that if you want to get ships visible from afar you need to do two things: -Make sure the ships are actually visible (ships have additional entries, see above) -Make sure NPCs will spawn at that range (otherwise you would technically be able to see the NPCs, but they would never BE there) Hope this helps ![]()
Posted on: 2009/2/27 12:24
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"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try." -Peggy Noonan |
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Re: Ship visibility (Long range visibility) |
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Sorry for noob question in what file i can find this LODRanges and could you tell me what value do i need to change to effect take its place ?
Thx for reply ![]()
Posted on: 2009/2/27 18:28
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Re: Ship visibility (Long range visibility) |
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Home away from home
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2008/12/26 16:55 From Xarania
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shiparch.ini... example.. osiris
nickname = or_osiris LODranges = 0, 600, 800, 1000, 1500, 2000, 3000, 20000 solararch.ini... example largestation1 nickname = largestation1 LODranges = 0, 2000, 3000, 4000, 7000, 40000 note these are vanilla params.. for custom ships and stations we normaly use LODranges = 0, 9999 or for the big'ns LODranges = 0, 99999 hope this helped ![]()
Posted on: 2009/2/27 21:00
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Re: Ship visibility (Long range visibility) |
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Just can't stay away
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Specify all the parameters for the ships: 99999, 99999, 99999, 99999, 9999
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Posted on: 2009/2/27 22:21
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Re: Ship visibility (Long range visibility) |
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Actually, you always need to put 0, XXX, XXX, etc. for every LODRange you have. For example, if you have five different LODs (Levels Of Detail) within your CMP/3DB file, then you need to put 0, XXX, XXX, XXX, XXX, XXX. Putting more LODRanges than you have usually only leads to problems.
Custom CMPs and 3DBs rarely have more than a single LOD; thus, you'd use 0, XXX.
Posted on: 2009/2/27 22:26
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"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try." -Peggy Noonan |
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Re: Ship visibility (Long range visibility) |
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2008/8/14 5:45 From Fusion's Forge and Factory, Valdez UV
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Quote:
Am I interpreting your quote correctly? In the vanilla game, each ship has 3 layers if you will, that refer to how much detail of the ships you see at a set distance. This is the LOD, the Level of Detail. So in the ini reference to the LOD, you would have 3 sets of numbers after the "0," reference, which is IYF. (In Your Face) Each Number after the 0, tell the game how much of the ship to show at set distances. The larger the number, the less detail you see. (Cuz it's further away) Now custom ships specific to our respective mods..they only have 1 layer to them, So we only need one number reference after the 0, declaration. 0, 9999 or 0, 99999 (when applicable) in our case is all we really need. I did some comparing in the utf editor of a vanilla Pirate VHF and one of my custom ships to come to this conclusion. Do I understand you correctly? Fus
Posted on: 2009/3/1 22:14
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Re: Ship visibility (Long range visibility) |
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Yep, that's it. Basically, your number of values in LODRanges should be one more than the number of LODs in your model, since 0 is always there by default.
Do make sure you only have one LOD in your model(s) before assuming it's 0, 9999, though, otherwise you're wasting the work of the modeler who added more LODs while not taking advantage of the boost in performance ![]()
Posted on: 2009/3/1 23:35
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"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try." -Peggy Noonan |
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Re: Ship visibility (Long range visibility) |
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2008/2/17 12:27 Group:
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Well, making ships and objects appear in certain distance is now clear, but how to make explosions, gun trails and missile trails appear at a certain range.
I want to make shootouts visible from far out and it has been done already but as far as I see until now none of those were willing to share this "secret" So how to make it?
Posted on: 2009/4/8 17:05
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Re: Ship visibility (Long range visibility) |
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2008/6/24 16:40 From http://www.freeworlds-tow.net/dev
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Quote: -------- Effects -------- It's all about the haxx0rs. Just remember that hacking these values circumvents the use of the effects_types.ini. And remember that with whatever value you replace in the effect types, change the corresponding effect you want to see in the effects.ini file. eg. [Effect] nickname = ion-pulse_missile_impact effect_type = EFT_EXPLOSION_SHIP;EFT_EXPLOSION_LARGE snd_effect = asteroid_explosion vis_effect = ion-pulse_missile_impact
Posted on: 2009/4/8 17:14
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Re: Ship visibility (Long range visibility) |
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Just can't stay away
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2008/6/20 0:27 From Russia, GMT+4
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Second value of pbubble in [EffectType] is the range of effect's visibility. It works without any hacks, however i still can't see jumphole effect farther than ~20k from it. May be that's where hacks must be used.
Posted on: 2009/4/8 23:40
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