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There are currently 74 users playing Freelancer on 39 servers.
May. 18, 2021
The Starport Forum Index > All Posts (SilentAssassin82)

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Re: Help needed!!
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Quote:

FriendlyFire wrote:

or go for the brand new 3ds Max 2010/11 exporter, which is available on the Forge. I can't recommend the latter enough over the MS3D one really, it does a much better job.


Just think I should point out, I'm working under 3ds max 9 with this, W0dk4 is using 2011 or 10 don't remember, either way it should work for any version in between, it just needs compiled with the correct SDK.

Posted on: 2011/6/16 13:47
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Re: [The Starport News]Acquisition of an old domain
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Funny, I just got an email from TLR because I had an account there back in the day.

Quote:

This is Lancer's Reactors new web address since meanwhile more than 3 years and home of our community. The step to move away from the old web address has become neccessary long time ago but all your user data as well as registration information are kept under our new address. We are shifting no information about your privacy back to lancersreactor.com. Eventual existing links to lancersreactor.com are therefore seen as archive information while we host the modding work - since numerous years as well as news about Starlancer and Freelancer at lancersreactor.org - your beloved Lancer source for information... Lancersreactor


This is the bit that made me wet myself. Read that, then deside who talks the most s**t.

Everything OP says or does is basically bull and the rest is lies, I've alway been a firm believer in that, that's why I've never renewed my account since the switch over.

TSP has always been about the comunity, Yeah most of the admins if not all are involved in FW:ToW. But never do you see the mod being thrown in peoples faces all the time, the reason why they always have news up is because they actually take the time to post updates on it. That's just good marketing. They are producing ground breaking stuff, there's plenty to shout about.

Just my opinion, not very often I have one on stuff like this but meh, they emailed me bwahaha..

Posted on: 2011/6/11 21:57
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Re: [The Starport News]Acquisition of an old domain
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Grats, I'm actually really pleased to see this to tell you the truth. Really couldn't have went to a better place.

Posted on: 2011/6/10 13:41
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Re: Digga's Summer Project
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Controls feal good so far in my opinion, only thing missing is the leane you get when you turn in FL which is somthing I never got working myself with my unity project.

Posted on: 2011/5/22 16:01
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Re: Glad to be back
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Discovery is on 4.85 now, here's a link to it.

http://discoverygc.com/forums/index.php?showtopic=39728

Posted on: 2011/5/21 16:16
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Re: eyyooo - its tidus
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Really was a long time ago I last messed around with this. So I've just zipped the scripts folder, mouse follow is the one you want for the controls, just have a look through the others and use what you need, or don't.

There is some other cool stuff there aswell, like the planets actually have a gravitational pull, aswell as other stuff. Don't remember too much though, it was way back in 2009 I last even looked at this stuff.

http://www.gamefront.com/files/20333836/Scripts.rar

Posted on: 2011/5/15 15:04
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Re: eyyooo - its tidus
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Pretty cool, I actually baught the indie version of unity before exactly one release before they released it for free, paid 180 euros for it and was pretty mutch pissed when they did release it for free the very next version. I did get on a bit while I was using it though. I had things like the radar working and so on. Also had FL style mouse controls. I should still have most of the coding for it, give me a shout if you want the scripts for anything.

http://i352.photobucket.com/albums/r3 ... tAssassin82/NewNebula.jpg

http://i352.photobucket.com/albums/r3 ... Assassin82/SunExample.jpg

http://i352.photobucket.com/albums/r3 ... Assassin82/NewNebula2.jpg

http://i352.photobucket.com/albums/r3 ... lentAssassin82/Cursor.jpg

http://s352.photobucket.com/albums/r3 ... on=view¤t=Radar.jpg

Posted on: 2011/5/15 10:48
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Re: Milkshape & Plugins - Latest/Best versions and where to get them
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Here's a MAT exporter for 3ds max 9. The source is on the forge if anyone wants to recompile it for another version of max. It should recompile with no problems as far as I know.

http://www.gamefront.com/files/20309717/maxMATExporter.rar

I've not really tested it all that much so I don't know if there's any problems.

Right now it will do:

the default textures.

Glass opacity and diffuse.

Light Maps <- done by adding the self-illum texture to the self-illum texture slot in max.

and Two Sided textures by clicking the 2 sided texture box int the mat editor.

All should work without having to edit the mat file after.

You may need vcredist_x86 to use it.

Posted on: 2011/5/7 18:03
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Re: Nightstalker's Universe Mod
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I could be wrong, but that looks like one of the Terran ships from X3 TC? The Odin I think.

Posted on: 2011/5/1 11:47
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Re: .obj -> .sur converter
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You can use this for parts with only 1 mesh in them.

http://www.gamefront.com/files/20193523/SURSpliceForOBJCon.rar

But if it's a complex mesh like the rings in that model there, then you will have to do it by hand. That model I posted, every part except the 2 donut shaped rings where just a single mesh. So all I done was make 2 simpler SURs to start with only a single mesh and then replaced them myself with the more complex ones.

Posted on: 2011/4/28 10:32
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Re: .obj -> .sur converter
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Hmm, I created a hitbox for this base using the converter.

http://i352.photobucket.com/albums/r3 ... Assassin82/Untitled-5.png

I actually had to splice the parts together because the doors where animated. In doing this I deleted the HPIDs section of the sur and all the turrets do register hits. I dunno why but the turrets on that model are fine ingame.

Posted on: 2011/4/27 12:02
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Re: Sur for 3db?
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Quote:

Schmackbolzen wrote:
The option is already added to my .sur converter but I am busy right now with our mod, I can't make any promise when I will release the next version.


I knew it would be, I just needed somthing fast, I spliced the first one by hand and desided it would be easier to alter sur splice for the time being.

P.S it's still no substitue for the converter.

Posted on: 2011/4/5 21:45
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Re: Sur for 3db?
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Could try this also.
http://www.gamefront.com/files/20193523/SURSpliceForOBJCon.rar

I had a mess around with the sur_splice source cause I wanted to do a hitbox for a model that was gonna have animations and to put it simply, I hate milkshape.

It will splice together single mesh parts made with Smachs objtosur converter, it should also let you rename the root to what ever you like // for 3dbs?

Just leave the inertia and radius values at (0) in the ini cause it will read it from the SUR generated by the converter and those values are spot on.

And I do meen single meshes.

Posted on: 2011/4/5 18:36
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Re: Docking problems
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I'll stick a reply on here for him since he's on Aussie time. He got it fixed, the thick bugger forgot to untick the number prefix in hardCMP when he was doing the HPs, so his .ini's and CMP hardpoints didn't match.

Posted on: 2011/3/29 20:31
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Re: [Space Sim News]Black Prophecy Open Beta
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I've been playing this since the closed beta started. The released version of the game I have to say is much better than the state it was in during the beta.

There's still quite alot about the game that really anoys the life out of me though. Like the fact you can just be minding your own business trying to compleate one of the side quests and all of a sudden a level 20 enemy player will fly up behind you and one shot your tiny level 6 ship.

The compleate lack of instructions is also a bit of a pain, it can leave you wondering what things do more often than not.

The controls have been greatly improved, only thing missing for me is engine kill, the rest I can live with.

The gameplay is actually alot better than I expected, you do get a sense of scale to the game even though you are still restricted to flying within a set combat zone.

With that said I still do feal the game will get really old really fast for alot of people, more so the people who prefair interaction than PvP. The game leaves no room for anyone wishing anything other than a purley PvP based game, unless you want to run the missions from the mission board all the time. these missions get repeated too often through out the level for my likeing.

All I can say is that it's a fun game, it's not Freelancer though. And the funny thing is, that's what the game is being compared to. I know that for sure, you just have to watch the global chat for a while and see if you can go for an hour without someone mentioning it.

Posted on: 2011/3/26 15:02
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