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There are currently 67 users playing Freelancer on 45 servers.
May. 22, 2022
The Starport Forum Index > All Posts (Wixelt)

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Re: Copying and Editing an Existing Starsphere
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Quote:

Cpt_Rei_Fukai wrote:
First of all, afaik Freelancer supports only two texture types, .tga and .dds. Anything else won't work and changing the extension will not make a png a tga. Modifying space_color does have an effect but it is more like a global background color.

Starspheres consist of many meshes and textures, so if one is broken, you will just see the the rest without it.

The different MIP Layers you see are a level of detail feature. The idea is that if you get closer to an object, more detailed(bigger) textures will be loaded. But it seems that starspheres don't use this technique.(as it doesn't make sense)

I figured it was a support issue, and I'd tried to save as a pure .tga anyway once the .png conversion didn't work, but it still isn't working, or at least not via UTF-Editor, anyway. There's something in the existing .tgas in the .cmp for the starsphere that my own .tga files seem to not have.

And I don't know what to tell you, but the existing nebula .tga in the file has 8 or 9 detail levels, whilst my imported/edited nebula .tga only has one, and it doesn't seem to be arranged correctly anyway, given I get an error any time I try to use UTF-Editor to view the imported .tga.

Quote:

Thaddeus wrote:
MIlkshape is still available as a download off their site

MilkShape3d

Its okay for making the background spheres but the import/exporter and MS3d doesnt surport the gradient transparency texture feature for the barrier and nebula elements.

Edit: MS3d does work with Windows 8.1 not sure about 10

I've got Milkshape now and am looking at it, so it seems to be working. Now I just need to work out how it functions, but the limitations you're talking about may make it not what i'm looking for, given i'm trying to make a copy of an existing starsphere but with an colour altered nebula texture.

Quote:

Treewyrm wrote:
If you want vertex alpha and colors then there's maxlancer for autodesk 3ds max. Making starspheres is relatively simple there although initial learning curve can deter some.

Took a look at Maxlancer. Given I have a little, if not particularly strong, experience with Max, it seemed like a good bet.

Unfortunately, my anti-virus threw a hissy fit when I tried to go to the download link, and also when I tried to go to the link meant to get around hissy fits, and also when I went to it via a VPN. Something about it detecting "malicious code" on the site, so that's unfortunately out.

Posted on: 2020/6/23 21:45
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Copying and Editing an Existing Starsphere
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I've been attempting to create a slightly color tweaked version of a star-sphere for a custom system, as altering the space color isn't working here.

So far, i've made a copy of the relevant .cmp file, used UTF-Editor to extract the nebula .tga, used GIMP to edit the image, and am stuck somewhere amidst putting it back in.

On the first export I loaded back into the .cmp, the star-sphere caused the game to black screen the moment the system loaded in, which seemed to be because the file GIMP exported was too large, even with compression.

On the second export saved into the .cmp, I fixed the above by exporting it as a .png and then changing the file type to .tga afterward. Whilst this didn't cause the game to crash, the nebula image seemed completely absent, though it was clearly detecting something, as there was a misty, white-grey instead of complete black, and I could make out the faces of the star-sphere.

Having taken a closer look at the files in UTF-Editor, i've realized that a star-sphere isn't as simple as the same image tiled over and over, though given how complex some are i'm surprised that hadn't occurred to me sooner. The images i've been importing only have one 'MIP' whilst the one I exported had 8 and what seems like technical information.

I planned to try and find Milkshape, since threads have indicated that's the program I should be using, but the download link I found was long since out of date.

Is there a way to quickly make the way i'm trying to do it work, or alternatively a DL for Milkshape?

Posted on: 2020/6/22 22:55
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Re: Infocards Separate But Can't Find Reference
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Quote:

Thaddeus wrote:
Infocardmap.ini in the Interface folder is where the magic occurs.

Bare statistics are directed by the base/planet entry in the whatever-system_01.ini file as ids_info = xxxxx

When you land on the base the visit flag changes and you can then access the bigger info card which is mapped in infocardmap.ini as

map = (system_ids_info)xxxxx, (bigger_infocard)xxxxx

I think there was a tutorial on this in the archive, just search for infocardmap


Thank you. This is exactly what I was looking for. I should be fine without the tutorial now that I know where the file is, but it's good to have it there if I run into any problems.

Posted on: 2020/6/17 22:59
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Infocards Separate But Can't Find Reference (Solved)
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I've been used to how DLLs work for a while now, and something's been bothering me, though until now it hasn't been a major issue.

I've noticed that some things, such as bases and equipment, have a separate DLL number reference for their detailed descriptions and info, but I can never find this referenced in the base or equipment program files.

Before now the only issue with this was a base that was pretty nondescript so I ended up not writing that sort of info for it, but now i'm modding an additional level of thruster into the equipment table and would ideally like to give a description. I can't find where this would be referenced from, though, even though I know the numbers of all the info-cards for the vanilla thrusters, since the main table for thrusters and the like just has the name number copy-pasted as the info-card number.

I'm assuming this is just a piece of info stored in an INI file I haven't looked at yet. If so, i'd be grateful if someone could point me at it.

Posted on: 2020/6/17 22:16
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Re: Missions on Modded-In Base Not Working
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Quote:

Skotty. wrote:
Location names require a certain set of IDs with proper grammar. There's an plugin from adoxa about it: http://adoxa.altervista.org/freelancer/dlp.php?f=names
Some kind of readme is within the Names.c file (text file).

I'm not 100% sure I understand what i'm meant to do with this (though that might partially be because it's almost midnight where I am and i'm not entirely awake). What i'm getting is that Freelancer has a cap on how many zones (and factions) it can have in mission text and any custom areas added to the game exceed this, so a workaround such as Adoxa's needs to be patched into any mod intending to add more areas. Am I getting that right?

Posted on: 2020/6/13 23:53
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Re: Missions on Modded-In Base Not Working
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I've looked for a fix to the job description text not showing properly and haven't found an explanation (which is annoying because it seems like something that'd have an easy solution), and my own thoughts about what might be causing it didn't fix anything.

Put simply, it almost seems like it's missing out part of the description, either some coordinates or a location name, but coordinates are showing up in other job descriptions.

It's things like 'We've gotten word from [blank double space where missing text should be] that there are Bounty Hunters in the area...'

There's no rhyme or reason to the location the missions affected by this send you to, and the missions themselves are otherwise fine. It's not because of a missing cloud or region label, I think, though the base giving the missions is inside a nebula, if that would affect anything.

I was going to provide a screenshot to explain, but i'm not in a position to really do that right now, as i'm having to rush this a little for IRL things.

Posted on: 2020/6/13 16:50
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Re: Missions on Modded-In Base Not Working
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Quote:

Livsi wrote:
There is another factor. It is desirable that the Distance from the base to the vignette zones is no more than 30 km (if there are no retail lines)

I tried this, and it works! I can see a job on the board. Guess this kind of limits where I can put mission vignettes, but I can live with that. Thanks you.

Now all I need is to get the job description text to show properly (I think it's missing a value because this is a custom base that probably isn't on a list somewhere), and i'm good to go.

Posted on: 2020/6/12 10:52
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Re: Missions on Modded-In Base Not Working
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Have checked, and zone difficulties in my system for encounters range from 13-15 for toughness and 14-16 for individual encounter entries, with the area I currently have vignettes in sitting on the low end of those. Meanwhile, the base has a difficulty level of 15 in both it's system and mBases entries, and all missions that are supposed to be given on the base are between 3.161630 and 5.924538 in complexity.

As it stands, my current thought is that either the complexity is too low for NPCs of this level, or the encounters aren't quite lining up with the mission difficulty.

Posted on: 2020/6/11 13:46
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Re: Missions on Modded-In Base Not Working
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Quote:

Livsi wrote:
Quote:

And the enemy factions are (I am not sure) determined by either those that spawn within the system in general, or at the vignette zones

Specify:
To get a task, the enemy faction must be in the system. The system file must contain the vignette zones.

The only three factions in the system are Outcasts, the GC and the Bounty Hunters, and the sole base is Outcast. As far as i'm aware and have seen, they're hostile to Bounty Hunters, and there's vignettes in the system (though time will tell if they're actually working), so i'm more inclined to believe that it's a level disparity issue, which i'm going to be checking on shortly.

Posted on: 2020/6/11 13:29
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Re: Missions on Modded-In Base Not Working
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I'm going to properly look at the levels as you've suggested to see if there's a disparity between them and my NPC levels (there very well could be, honestly, since i've turned the difficulty of NPCs in this system up slightly from the system it's a jump away from), but it'll betomorrow when i'm not in need of sleep and won't overlook something.

For now, though, this is the mBases entry for the station giving the missions. I've removed everything unrelated to missions (rumors, bribes, dealers, etc.) for ease of reading, but can put it back in if it's relevant.

Quote:

[MBase]
nickname = eu-Ew07_01_Base
local_faction = fc_ou_grp
diff = 15
msg_id_prefix = gcs_refer_base_eu-Ew07_01_Base

[MVendor]
num_offers = 2, 4

[BaseFaction]
faction = fc_ou_grp
weight = 86
offers_missions = true
mission_type = DestroyMission, 3.161630, 5.924538, 100
npc = eu-ew0701_outcasts_001_f
npc = eu-ew0701_outcasts_002_m
npc = eu-ew0701_outcasts_003_f

[BaseFaction]
faction = fc_gc_grp
weight = 14
npc = eu-ew0701_golden_001_f

[GF_NPC]
nickname = eu-ew0701_fix_bartender
body = pi_pirate3_body
head = sh_male3_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 458760
affiliation = fc_ou_grp
voice = rvp101
accessory = prop_mask_outcast

[GF_NPC]
nickname = eu-ew0701_golden_001_f
body = pl_female1_peasant_body
head = ku_newscaster_head_gen
lefthand = benchmark_female_hand_left
righthand = benchmark_female_hand_right
individual_name = 458763
affiliation = fc_gc_grp
voice = rvp516
room = bar

[GF_NPC]
nickname = eu-ew0701_outcasts_001_f
body = sh_female1_body
head = ge_female1_head
lefthand = benchmark_female_hand_left
righthand = benchmark_female_hand_right
individual_name = 458764
affiliation = fc_ou_grp
voice = rvp501
misn = DestroyMission, 3.161630, 5.924538
room = bar
accessory = prop_mask_outcast_fem

[GF_NPC]
nickname = eu-ew0701_outcasts_002_m
body = pi_pirate3_body
head = pi_pirate1_head
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 458765
affiliation = fc_ou_grp
voice = rvp121
misn = DestroyMission, 3.161630, 5.924538
room = bar
accessory = prop_mask_outcast

[GF_NPC]
nickname = eu-ew0701_outcasts_003_f
body = sh_female1_body
head = rh_newscaster_head_gen
lefthand = benchmark_male_hand_left
righthand = benchmark_male_hand_right
individual_name = 458766
affiliation = fc_ou_grp
voice = rvp501
misn = DestroyMission, 3.161630, 5.924538
room = bar
accessory = prop_mask_outcast_fem

[MRoom]
nickname = bar
character_density = 4
fixture = eu-ew0701_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scripts\vendors\li_host_fidget.thn, bartender

Posted on: 2020/6/11 0:35
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Missions on Modded-In Base Not Working
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I've been attempting for some time now to get missions to work when taken from the job board on a base in a system created within my mod, but I keep hitting a wall with it.

At first, I thought it was an issue related to my alignment and/level in the save I was using to test the base, as that's what the messages on the Job Board seemed to be implying when it wouldn't let me take missions, so I used OpenSPLite to create a save at max level with a Titan and good relationships with almost everyone, purely to make testing easier.

Then I started getting this message on the Job Board instead:

No missions available. Too many players are accessing the Job Board. Come back later.

I'm on single-player.

I'm assuming this has something to do with it not detecting vignette zones (i.e. it can't detect any open zones, so the game thinks all the current ones are taken up by other "players" ), and at first I didn't realize they were a thing, so that made sense. Now, though, I have about 9 for testing purposes on the other side of the star system inside an an ice crystal field (and marked as 'field' vignette zones), and have that field set with assorted faction encounters, as another thread on here seemed to suggest that was required for vignettes.

As it stands, though, i'm still getting the same message, so either I've set up the zones incorrectly or there's an in-between bit missing between the vignette entries and the mission listing in mBases.

Is there something obvious i'm not picking up on?

(Extra Note: I'm getting the same error on a copy of Battleship Osiris in a copy of Omicron Minor, which is why i'm pretty sure it's not picking up the vig. zones, as Minor doesn't have any by default.)

Posted on: 2020/6/10 20:31
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Re: Dockable Osiris Not Working
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Quote:

Livsi wrote:
eu-St01_02_Base should also be added to mbases.ini and added the ini files of rooms to the system folder (similar to other databases)

I already had it in mbases.ini. The issue, in the end, was it not being in universe.ini, which I overlooked for some reason.

Posted on: 2020/6/9 0:13
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Re: Dockable Osiris Not Working
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Just to let you know, I worked out the cause, and it was me being an idiot. I forgot to put a new base entry in the universe.ini. I have a whole bunch of new problems on the base itself now, but I can actually land.

That said, I don't think I would have realized had I not been talking it over here, so thanks.

Posted on: 2020/6/8 21:23
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Re: Dockable Osiris Not Working
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Quote:

Jeider wrote:
Every Osiris in SP is the unique base. Different Osiris for different locations.

Black screen appears only after bugs with bases. So, you did mistake somewhere. Can you show your changes? Changed files, definition of [Object] for your Osiris, etc.

Was semi-aware there's multiple Osiris for each system. Was more considering that they might be linked together in a way that was causing an issue here.

And i've encountered a blackout in a base I was making before, but in that case I had (a glitched version of) the deck interface, when in this case it's not even shifting to that scene, staying in space, technically.

The object entry in the system ini file (the 'eu-' is just part of the system internal nickname that i'm using to denote systems I added for this particular mod, in this case altered copy versions of the story systems):
Quote:
[Object]
nickname = eu-St01_02
ids_name = 197409
pos = 5500, 0, -1191
rotate = 0, -50, 0
archetype = o_osiris
ids_info = 66227
base = eu-St01_02_Base
dock_with = eu-St01_02_Base
visit = 0
voice = atc_leg_m01
space_costume = sh_male2_head, pi_orillion_body
reputation = fc_or_grp
;Note to self: Work out why base rep's unaligned in-game & why name isn't showing outside of navlist.
behavior = NOTHING
difficulty_level = 17
loadout = or_osiris_eu-postgame
pilot = pilot_solar_hardest


The altered duplicate loadouts_special ini entry (the 'eu-' was originally after the 'postgame' in the nickname, and I originally thought that might be the issue when I spotted it while writing this reply up, but it made no difference correcting it):
Quote:
[Loadout]
nickname = or_osiris_eu-postgame
archetype = or_osiris
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_lb_engine_01
equip = sfx_rumble_battleship
;equip = cloak_osiris, HpCloak01
equip = li_battleship_turret01, HpTurret_O1_01
equip = li_battleship_turret02, HpTurret_O2_01
equip = li_battleship_turret03, HpTurret_O3_01
equip = li_battleship_turret03, HpTurret_O3_02
equip = li_battleship_turret04, HpTurret_O4_01
equip = li_battleship_turret04, HpTurret_O4_02
equip = li_battleship_turret04, HpTurret_O4_03
equip = li_battleship_turret04, HpTurret_O4_04


I was also going to share my file directories for the system, but I couldn't think of any way to easily present that. As it is, let me know if there's anything else you'd like to see.

Posted on: 2020/6/8 19:43
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Re: Dockable Osiris Not Working
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How do you mean? The 'Base =' and 'Dock_With =' lines are filled in and the correct files are in the right directories for the game to find them. Or is it something about the Osiris specifically rather than the base files because it usually moves about systems and acts a lot like an actual ship and note a battleship base?

Posted on: 2020/6/8 12:22
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