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August. 18, 2022
The Starport Forum Index > All Posts (Mini_Me)

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Re: Flashing billboards
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Sorry to pester on this, but any chance you could send a TGA version of Bill01noodleL.dds ? Seems the installer for nVidia's 64 bit DDS plugin locks up my damn computer :-/ So can't edit DDS files, only compress *to* dds with an external program. At least Milkshape doesn't crap on itself in Win7 x64. Well ... so far. Love when upgrading breaks more things than it fixes.

Sidenote: if you want to dig in yourself, you'd need to separate the 4 faces of the billboard's glass into their own group in Milkshape, then add a new texture for that group and re-map those faces to the new texture. Then you could toss in the MaterialAnim node hierarchy.

Posted on: 2011/5/28 21:12
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Re: Flashing billboards
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Check your PM's Gibbon, I'd like to give it a go and test it out. Shouldn't take long, though I've got a couple finals projects due this week.

Posted on: 2011/5/23 18:56
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Re: Flashing billboards
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Aye, that's what I was attempting to show. Unfortunately most times what's in my head translates poorly to the page ;-(
The gif in my above post shows:
  1. Resizing the original texture contents to half on one axis

  2. Pasting a copy into the empty half.

  3. Either darkening that half's color to near black, or lowering its opacity to near 0% (since Ec is always 0.8 throughout the animation)

  4. Remapping the billboard's face by scaling it on the same axis by 50% also

  5. Then setting up your frame animation off that

The end result is the last two shown in the gif (though it is the mapping which animates, so it will appear in the same spot on the billboard).
2nd frame results in the texture "going dark", then repeating.

Could also toss more frames in to simulate flicker, adjusting frame display duration.

Posted on: 2011/5/19 9:39
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Re: Flashing billboards
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Any luck mate? Gotta remember to re-map the face of your billboard to suit your new texture before the frame type anim will be of any use.
Just thought I'd toss that out there in case it was overlooked =)

Open in new window


Then the X movement is an easy 50% and no Y to worry about.

Posted on: 2011/5/18 17:54
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Re: Hiding weapons from player?
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Capt.Morgan:
Seems I recall you can hide weapons from inventory without any further DLL's. The first time I ran across this is on a pretty popular ship called the Ragnarok. Its main cannon is hidden from inventory, but selectable from the weapons menu. I don't think the last mod I played has it the way I first encountered (tekagis).

But.. if I remember correctly, you just need to remove its entry from shiparch.ini, yet still mount it via goods.ini "addon="
Keep in mind there still needs to be a physical HardPoint on the model itself before you can mount a weapon there.

So lets say we want it on HpWeapon01, this is the normal way we layout what classes of weapon will mount on a HardPoint:
Code:
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04


Hiding a weapon will look like this, for all classes (no mention of the HpWeapon01 at all):
Code:
hp_type = hp_gun_special_10, HpWeapon02, HpWeapon03, HpWeapon04


But in goods.ini you will still have this:
Code:
addon = ragnarokmain_gun, HpWeapon01, 1


It's been a while, as I keep saying :/ since I played a mod that did this, but am fairly sure that is how it's done.

EDIT: Properly addressed reply to the Capt. (thx Chips )
I'm a visual person, so seeing it in code somehow helps me work through and cement things into the cranium.

Posted on: 2011/5/18 6:56
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Re: Flashing billboards
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Check here first.
If you can get that to work (crack open the file he mentions: \DATA\BASES\RHEINLAND\rh_01_bizmark_cityscape.cmp for reference).
Particularly the:
MaterialAnim || banner1021028174103 and
Material library || banner1021028174103 nodes.

I don't think you can actually animate the Ec values of a material. In this one Ec is set to 0.8 , 0.8 , 0.8 which provides a pretty heavy glow, being almost full white values. *But* using this type of anim should allow you to darken your base Dt texture to give an appearance of going dark, which should achieve the same thing.

Good luck. Post some vid footage for slobber factor afterwards

Posted on: 2011/5/17 9:55
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Re: Hiding weapons from player?
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Aye, thanks a heap Adoxa. It might even have some cool applications for other types of equipment if we get creative
Much appreciated señor!

Posted on: 2011/5/16 17:29
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Re: Hiding weapons from player?
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Oki, I'll illustrate with the ship I'm doing this on:

Open in new window


See the small glowing items on the top / front of the ship? (inside glass half-bubbles. Each has a green stripe around the base of the camera "turret".

Currently I am using them as turrets, with no ammo (or something, I forget).
The point is that they swivel and tilt, following your cursor, just like any regular gun / turret does.

The problems with this implementation:
  • Possible to mount other turrets on those hardpoints -not good

  • They will be listed and selectable in the weapons list during space flight -it clutters up the list with items of no practical use

  • need an ammo listing (if I recall correctly) otherwise it generates an error



They are only for appearance. But they finish off the look of the ship, keeping in line with it's role as a command craft.

Posted on: 2011/5/15 4:40
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Re: Hiding weapons from player?
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The camera "turret" weapon needs to be entirely hidden from user interaction, from here:

Open in new window


And from the shop / mounting screen.

May not be possible, in which case I will

Posted on: 2011/5/15 4:05
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Hiding weapons from player?
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It's uhm... been a while. There was one thing I was trying to figure out; how to hide weapons from being displayed in the Weapons List. I seem to recall it being possible, but might be mistaken with hiding them on the mount / dismount screens / merchant interface.

So, is it possible to hide a weapon from the spaceflight UI listing?

I had some cameras mounted on a ship, which should not be listed anywhere or replaceable via merchant. The whole point is having the cams track wherever your cursor goes, just for the look of it. Never intended to have them be able to fire. Though it would also be cool to switch out with a spotlight concept.

With the summer approaching, I was thinking of digging back into the Hive project, so this would be the finishing touch on my TACC Gunship. Then I could worry about unraveling the mess I made trying to consolidate their textures ^.^ oh, and hopefully a fully working sur on the habitat :-/

Anyhoo, thanks in advance to anyone who can recall if it's possible or has implemented this in a project already.

Posted on: 2011/5/14 1:10
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Re: Is it hard to mod? What basic knowledge do you need to have?
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If you are planning on doing the whole thing yourself (a daunting task), I'd recommend starting with System editing. Perhaps create a very small system, with 1 planet and 1 gate / jump hole. This will start you getting familiar with FL's directories, Infocards, and IDS names / numbers, etc.

There are a few ways to approach this:
1) With a Visual tool like FL Explorer. It can cause errors, but does give you a taste of what you're dealing with. Plus it'll help you learn the coordinate system FL systems use. Don't mess with Encounters for a while, they can really biff your mod if done wrong.

2) Pure INI editing -you'll need a tool to Un-BINI all the INI files, since they're encrypted and compressed - or use the Freelancer SDK from the downloads section. To start, familiarize yourself with what each type of entry contains, which files they're in, and which files reference each other.

3) GUI INI editing, with a tool like FLDev, where it guides you a bit by organizing IDS editing and such on different tabs. Also helps that it can create new IDS Name and Info entries to use in your inis.

Why start with System creation? Even if you only want to add ships, you will need to know which inis define their loadouts / market equipment, engine appearance, market price and location, and ship spec info.
Creating a system usually involves including a base which sells stuff, so you'll dig encounter the market here, specifically the Ship Dealer. This leads to looking up Ship packages, which leads to ship info defining what equipment should be mounted/able, which also leads to Engine appearance, which can later lead you into CRC for effect names when creating new engine and gun effects. So you'll be digging through FL's directories all over quite a bit, and memorizing in the process ^.^

There should be a modder's starter pack lying around here, I know there's a post on it for sure. That should have many of the tools included, just be sure to check the Downloads section for updated progs. Anyways, this will just scratch the surface, but it's a good foundation. Then you can move on to building ship models and custom textures, creating ALE effects, new Market icons, Faction editing, Formations, Patrols, Base scripting, Mission Creation (for Single Player), Tips, Bribes, News, Wrecks, Hidden systems, on and on and ooooon.
The community has unearthed quite a bit, but there are still things which remain elusive. Digital Anvil -the Devs- have passed away thanks to MS, and the code remains closed, so there is plenty left to figure out, but what is possible right now is enough to provide months or years of fun. And certainly months of learning how to mod. Don't get discouraged when something breaks; odds are it's happened to many others before, so search the forums and use google's site search if that fails. EX: in the search field type your search items, followed by site:http://the-starport.net/freelancer/forum/

Once you start seeing your blood sweat and tears show up in the game, it's all worthwhile!

Posted on: 2011/4/11 22:40
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Re: Interface Editing
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Cheesy, are you individually importing each 3db into a merged file with the whole VmeshLibrary, or chopping up the interface.generic.vms and merging that into smaller files?
Either way it's monumental task O.O
Kudos again for having the fortitude.

The one thing I do notice though, is the lack of a Cmpnd node anywhere, which is why I speculated it is a 3DB rather than CMP.
Not that there's much difference aside from that.
I do know the Indexing order can affect a model's appearance; whether it is higher or lower -unfortunately it's been a while so I forget specifics.
But perhaps interface's Cmpnd is replaced with ini entries? I don't know how FL represents these objects internally so, could be.

Just a quick visualization to show what we're talking about here:

Open in new window


Edit: Ah I see the CMPs you're referring to, like inv_biginforcard.cmp

Posted on: 2011/4/11 21:14
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Re: Interface Editing
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Just curious, did you actually slog through all those half-3dbs / half-cmps and piece them together by hand? If so, my hat's off to you, that was way more work than I was prepared to endure.

Posted on: 2011/3/24 19:45
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Re: [Space Sim News]Black Prophecy Open Beta
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I tried out closed beta for a while. Let me just say it gets old fast. The flight control felt reeeeally bogged down, to the point it was near impossible to hit jack, even stationary targets.
This had to do with 3 things (1 being similar to FL): 1) when not in 1st person view, your aim is always off. 2) equipping weapons with different speed / range / etc will skew your aim as well.
The latter makes having *good* custom drop weapons and modding them entirely useless. 3) Movement felt seriously like fighting with the interface. To be fair, a little of that is due to ship mechanics like turn rate and mass, but it feels much different than FL's implementation -in a bad way.

Game-play; well I solo most times so I don't need to wait for people or schedule my in-game time around others. If you go this route, you will be mostly out of luck and bored as hell within 2 weeks. Story-line stuff is OK the first run through, but is mingled with open pvp areas, so if you're solo / casual and new, you're likely to be toast on those missions.

Honestly, it didn't feel like a very immersive game. Grind to get better equipment, then grind some more, no real point.

And waiting 20 frigging minutes for your mod to apply to an item is entirely unnecessary. You shouldn't need to go afk and watch a damned movie WHILE you play a game. Add to that, there is of course the possibility of failing after that 20 minute wait.

In short, it is no replacement for FL, not by a long shot. If you want eye candy for a bit, it looks great. But it isn't a next gen FL replacement; you can't explore planets, you can't interact while docked (actually, there aren't even any NPC models, it's just a static picture of the person with text), there aren't any missions out of the ship, and there isn't even an effective trade system.

Posted on: 2011/3/24 19:37
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Re: Changing the "Loading" shape.
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Quote:

StarTrader wrote:
No "WHAT?" LOL!" DVDMan?

No, it would have been more like "Why don't you pull your finger out of your bum and do it, and let us know how you did it for a change?"

That's another day of delay in getting my sur exporter from adoxa.

Blurrykidzwivyewslessideas!


You know ST, lately your posts consist of insults and harassment. I know it's counter-intuitive, but those who are developing FL tools don't work for you, aren't paid by you, and have no obligation whatsoever to provide those tools for anyone -let alone your continued insinuation to the contrary (see above quote). Then you have the nerve to hop on the bandwagon at every opportunity to belittle anyone with less experience who asks for help.

Climb down off your high horse. Get a grip and take some Valium. Nobody is making cash off these mods, it's a hobby. So please relax and either try to filter your comments into something less abrasive, or skip the comment altogether. All those type of posts do is serve to alienate potential community members and discourage those newer souls just getting excited about modding. I agree with RTFM in general, and due diligence, but at the same time.. we are a COMMUNITY, and that means members share experiences; both triumphs and tribulations. We should all feel safe sharing the journey.

Sorry to derail the topic for this brief intermission, but ST seems to like the public display factor, so I'll just toss this out and step away.

Posted on: 2011/1/4 3:04
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