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There are currently 50 users playing Freelancer on 48 servers.
August. 18, 2022
The Starport Forum Index > All Posts (Mini_Me)

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Re: CMP Editor
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Will this also include a feature for adding new sections to Vmeshdata and other previously annoying areas like Rev / Pris?

Posted on: 2008/7/16 3:46
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Re: new here
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Greetings zaxx,
You may just find modding is more fun than actually playing
what with the lack of official documentation or source code, there is plenty of room for pioneering new approaches as well. Though I think you'll find there exists an extensive amount of community effort. Always a chance to learn more, which I really dig about it.

Congrats on the new mini ahead =)

Posted on: 2008/7/16 3:20
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Re: Freelancer UTF Editor question
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The import to MS3d should not biff your texturing -as long as you've exported the texture coords and mapped it properly. If you're going for repeated textures, use the UV map modifier's properties to adjust the # of repetitions, rotation, offset, etc., not the texture's properties in mat editor.
Personally I always stick to .obj so it doesn't truncate all the names. As for backward compatibility - I haven't run into any probs yet.

Posted on: 2008/7/16 2:40
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Re: UTF Edit 1.3 link?
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Only thing I find there is the source code, and its not in the goodies bundles either. :'(

Posted on: 2008/7/15 10:30
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UTF Edit 1.3 link?
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Does anyone have an active link for UTF edit 1.3? All I run across are the two I already have (1.0 and 1.4)

Posted on: 2008/7/15 5:11
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Re: Contents of Fix, Pris, Rev ?
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aah good example, Thank you Bejay.

Looks like Pris are used on any with sliding animation, and Rev are rotational, si?
station_small_b uses all three so that seems logical (doors all slide, rings and tower rotate, then there's the Fix for all the other parts. Har, k call me slow lol

update: above confirmed. As for the rest of the contents within these sections -it appears to be over-writable padding. The included readme with UTF v1.3 speculates on this, so I went in and padded over the data that did not appear in UTF's fields and the model still works / animates correctly. Rev sections are 208 bytes long, so you can add new sections simply by copying the first entry from "Root" down to the character preceding the next "Root" entry. One last note: the Parent name should be limited in length to 16 characters, while the Child supports up to 32 (I'm guessing because it was often "Root" as the parent. I think it's actually 15 and 31, otherwise sometimes things get mucked up.

As to getting the parts animated using the Animation.Script branch: the Header section should be drag-copied over from a vanilla model. If you attempt to copy / paste using the simple data editor-> interpret as Float .. the data will be corrupt and crash FL. The other sections (Frames, Child, Parent) may all be edited using the Float or String value method, respectively.

Posted on: 2008/7/14 11:23
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Contents of Fix, Pris, Rev ?
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As I've not stumbled over this in detail anywhere yet...

First part: What info is contained within these nodes? Just vertex info? I'd tried changing names within them (hex editor) but end up with some rather biffed up data afterwards. I presume it's possible to change the names when using utf->xml and back, but alas the tool cant seem to recognize FL is in fact installed on my comp ([glow=green,2,300]XP64 OS[/glow]).
Using UTF editor 1.4 lets me use the "edit rev data", but I'm unable to add or remove entries or rename them so :'(

The base will have 6 total moving parts: 2 doors rotating away from the entry, 1 central ring, and 1 ring mounted on each side of that one rotating in opposite directions, and a sort of motor brush for the last moving part.
(check my webpage, last link on the right for what I'm aiming at here -though it's expanded a bit since the vid)

Second part: When are these nodes used? I see Rev in cmp's with rotating animations, but no Fix or Pris nodes in the same file. Other files have none of the above present. Still others only have Fix.

Third part: wtf is Pris? :p I haven't run across that one yet, and certainly have no clue what it's suppose to abbreviate.

Posted on: 2008/7/14 7:48
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Re: Interaction Decline
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Hey Sandy =) good to see you're hangin' in there. Gotta say I do see what you're talking about, sometimes it's impossible to get a response even as you watch someone fly right past you or transition from system to system. As for myself, only time I don't reply is if I'm not actively in-game at the moment (checking e-mails, catching up on posts here n there, etc). I'd speculate with the more powerful computers today, most multi-task more now as well. A few players I've run into have dual monitors as well, and as far as I've seen when clicking another window, the FL screen just kinda freezes in place. Delve into a meaty topic on a forum and that can cause considerable delay in reply time.
I know that's not the only cause, but it all adds up. Microsoft pulling the plug probably doesn't help matters either -from the rare new player perspective- I imagine it's a bit disheartening to load up the game, click MP and see a nice blank screen on the server list. So we're left with more players who have been in FL a while now and know the deal on cash usually ends up being long hours of trade runs -which fosters boredom-alleviating measures :p

Definitely a tough nut to crack though, and ever more-so as time progresses. Prospective new players see a release date over a couple years old and think the game is outdated -though we as Freelancers belong in more of a niche category than say... Doom III or Halflife 2 or WoW. There still are not many other games of the same type floating around out there, which should make it easier to get some free advertising on other game's sites. New blood = inquisitive players working out the game play and exploring new territory = more interaction generally.

Eh anyways most of my comments likely lead nowhere, but .. "heya Sandy" still applies

Posted on: 2008/7/11 0:50
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Re: CMP Editor
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That'll come in handy, saves me from havin to re-export textures I've forgotten the details of -again... and again.

It still early enough to tweak icons? I noticed from the screenie it might look like the leaf (mips) is comming off the branch (texture library) instead of the texture node itself. Ex:
|--li_weapon.TGA
|-->MIPS

perhaps:
|--li_weapon.TGA
|-->MIPS

Just an observation, someone using a UTF ed for first time might not recognize the difference.

Posted on: 2008/7/2 4:34
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Re: Adding glowmaps to models
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Thank ya gentlemen, more fun stuff to play with. Sorry for steering the thread a bit askew in the process.

Posted on: 2008/7/2 4:20
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Re: CMP Editor
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<3 yay I'll be UPS'ing my firstborn over to you after this is finished; for resale / labor / etc.

Posted on: 2008/7/1 21:18
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Re: CMP Editor
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Any chance that flame bit will enable changing animated texture speeds / directions? Last I recall, changing the deltas for animated textures resulted in choppy movement that looked like arse.

Being math-retarded, figuring this out flew right over my widdle cranium.

Posted on: 2008/7/1 20:31
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Re: Adding glowmaps to models
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Good stuff there Gibbon

Just perhaps one addition of note:
Et cannot be used on an animated texture. Ec can, but that's only one color, not a map like above.

Edit:
Humph, well perhaps it only bugs when used on a mesh-within-a-mesh then. (shell with transparency, ani under)
I had left the animation values exactly the same as found in the nomad mothership, used on the walls there.
Texture anim works with DcDtEc perfectly, but change it to DcDtEt or DcDtEcEt and nada.
Had the same problem on another ship; texture in question here has alpha. DcDtEcTwo. Add Et into the mix and no animation. Same unchanged deltas.

Both use it on a mesh beneath another transparent textured mesh, which may have something to do with it.

Posted on: 2008/7/1 20:25
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Re: Attaching an FX to a gun
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Perhaps changing the flash animation to use a constant effect instead of a short-life one? But wouldn't the "lights" still show up in your weapon list menu? (enable / disable menu, bottom right of UI) I was adding some dummy turrets to simulate cameras that track with your cursor and had that problem..
From what I've seen on running lights, they don't actually light jack, its more of a simple transparent texture with glow mapping. So with that in mind, its just a matter of finding an effect that looks reasonable and adjusting its ale animation. But the upside to doing it in an ale is you can vary the color over time as well, or have it get brighter as throttle increases.

It's rather hard to see in such a small video, but this does get brighter with more throttle in the second one
Example of one of my favs -the kusari gunboat maingun (the "core" section in the middle of the ship) -vanilla style / no change http://www.metacafe.com/watch/1382100 ... le_effect_custom_mounted/

and here's throttled brightness and frequency

http://www.metacafe.com/watch/1382092 ... le_effect_using_throttle/

Posted on: 2008/6/25 20:21
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