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There are currently 88 users playing Freelancer on 39 servers.
April. 17, 2021
The Starport Forum Index > All Posts (Gisteron)

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Re: HELP: (.ALE) .anl & .ael???
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there is no simple XYZ size thing of an engine flame and especially since they are each unique, you probably will have to experiment a bit.
However, as for the code posted: those are groups of two values, first being the relative particle lifetime and the second being the relative particle size at that time. Note that the number of values is always even in the lines of that block. As to why there are two curves described is probably related to other parameters in the alchemy node or it must be my memory failing me yet again.
IIRC, there is also an emitter size and orientation block, and unless there are complex animations inside (or in fact anywhere else which there have to be for otherwise your engine flame would be spherical) that you don't think you want to mess with, editing some of those may give you an idea about effect offsets and size.

Its trial and error for all of us. Those who got as far that they could sum it up in a tutorial or something just won't do it.

Posted on: 2013/4/24 10:53
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Re: HardCMP Attach to:???
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Keep in mind, that if your ship's groups are offset from the origin through the cons nodes, the coordinate values of your hardpoint will be added linearly to the offset values.

Posted on: 2013/4/23 15:20
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Re: 3D Model Showroom
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Reminds me a little of Malak's Leviathan from SW:KoTOR. Nice lines!

Posted on: 2013/4/17 22:34
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Re: Artwork showroom.
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Posted on: 2013/3/20 18:21
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Re: Models giveaway
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That Mjolnir would do for an interesting Ultimate Doomsday Weapon of some sort =)

Posted on: 2013/3/19 21:32
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Re: Nomad Elite Fixed
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I'm not familiar with the ways that would add more animation triggers, but I do offer to have or not to have a part in composing the actual animations in the CMPs, if that helps.

Posted on: 2013/3/15 18:20
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Re: Capship Docking
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Thing is, vanilla THNs sometimes are structured quite vaguely and there is no system or pattern by which the different entity types are sorted throughout the file. Also, bases are usually made up of multiple THNs, so you would have something like one for the markers, one for animations, one with the actual props in it etc.
Anyway, you do not need to have the player's ship in a THN in the first place. Menu backgrounds, for instance, are THN based, too, but there is no reference to any player ship at all. So in your base THNs you want to look for an entity that is obviously referring to the player ship and see that it rather refers to some object that you want to use as your shuttle instead.
If you happen to have a THN decoder or SDK, it doesn't take a lot to read through them and learn to understand them. When I learned them, the tutorials were either unavailable to me or very old and insufficient. You still might want to have a look at our download section and our Lancer's Reactor archive. There should be at least enough to get you started
Good luck!

Posted on: 2013/3/14 13:58
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Re: Capship Docking
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You could have the moorings dock you with a different base (which may or may not require hooking, at least as soon as it comes to stations rather than planets). That base would have the same thn with the exception, that the animated entity is not dependant on the player ship (just look through the script, you'll see it) but a standard shuttle that is always the same on that particular base as it is 'hardcoded' into the thn then.

Posted on: 2013/3/13 17:14
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Re: The Freelancer Icon
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You need your new icon first, of course and load it up into your alternate exe file. It may very well be, that your desktop shortcuts do not change instantly, but I'll just assume you know how to update them and fix the bug.

Posted on: 2013/3/11 18:58
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Re: Scale Problems
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AI behavior, too, is manipulable. So it is with sensor ranges, reaction ranges etc.. All it takes is really to edit all the stuff that is needed to get proper scale systems to work, not just the most obvious changes.

Posted on: 2013/3/10 20:53
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Re: Nebula excluding clouds
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I think he means that the fact the planet and its ring is in an exclusion zone deletes all the cloud sprite particles you use to see when crossing through a ring.

Posted on: 2013/3/10 9:05
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Re: Nomad Elite Fixed
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Thing is, I'm pushing a fellow of mine who happens to be a high tier programmer with a certain understanding of Freelancer, that he looked into animation triggering..

So when I see something that'd look harmonious on cruise charge-up it sort of itches me to start up my editors - even if all it results in is that pathetic animation demonstration of what I did to the nomad fighter last time, which noone dared asking me to share.
[/if-y'know-whatta-mean]

Posted on: 2013/3/5 16:59
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Re: Nomad Elite Fixed
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Quote:
Skotty. wrote:

- now .3db, because spike animations won't be used anyways
Shall I download it and make some anyway?

Posted on: 2013/3/4 19:05
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Re: Happy 10th Birthday Freelancer!!!!!
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Quote:

Sizer wrote:
Happy birthday, Freelancer. I'd not be what I am today without you.
Thy words express, what my heart feeleth, brother.
What a beautiful, marvelous game! May it last another decade, may it last two, if it can!

Posted on: 2013/3/4 18:58
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Re: High Resolution Textures
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Maybe I'm delusional here but I do remember a certain HD texture pack by Radiant that covered a majority if not all stations, starships, docking rings and jumpgates, asteroids, nebula sprites and planet surfaces...

Posted on: 2013/3/3 17:57
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