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May. 18, 2021
The Starport Forum Index > All Posts (SilentAssassin82)

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Re: The-Starport FLServer ?
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When I was talking about a showcase mod, I never actually ment a mod showcase. I was meening a mod to showcase all of the new features that is being unlocked practically on a daily basis around here. Like the graphical enhancements and all of the hax Adoxa and Wodka and everyone else that specialise in these kind of things do. Even new models and things that people produce can find a place in somthing like this.

Although I suppose I did contradict myself by saying keep it vanilla, how can you if you change so much I suppose.


Posted on: 2010/5/4 14:25
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Re: The-Starport FLServer ?
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I think the idea is a good one what ever way it goes. It would be nice to see some kind of showcase mod though, one that is just plain old FreeLancer just with all the goos stuff the folks on TSP comes up with. Although I think somthing like this would be too hard to maintain. But I still think it would be a cool way to advertise modifications the people around here are making by the bucket load. Just a thought but like I said the concept from the original post sounds cool.

Posted on: 2010/5/3 23:21
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Re: Looking for help for the Firespace Mod
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Quote:

Gibbon wrote:
I've gone off the idea of bloom i have to say, did anyone fix the black base interiors it creates?

Good luck with the mod Eagleclaw


If you are getting black interiors, it's because you are using the wrong version of the ENB series mod. I can't remember what one works best, but I think it was the GTA Vice City one. I don't remember what version though.

Posted on: 2010/4/27 4:40
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Re: Playing EVE
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I have to say I hate this game. I just wasn't impressed at all with it. There really isn't much skill involved at all, it's just who has the biggest ship and guns if you ask me.

Posted on: 2010/4/26 15:11
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Re: Animated Planet Textures
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I tried this before, I failed because I used the cubic method of texturing the planet and the textures would have been impossible to match up. Although i never tried it again i still think it could be done. I've thought of a few way's of doing it, even just a .CMP with 2 sphere's, inner and outer. The outer having the cloud layer and just adding a rotation animation onto it.

Posted on: 2010/4/21 0:02
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Re: UTF Editor
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I don't know why but I keep getting wierd values when I'm editing Rev, Pris and Fix data.

Open in new window

It really dosn't matter what ship I open, it's the same with them all for me.

Posted on: 2010/4/15 15:06
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Re: Discovery problems
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Here's the link to the install instructions on the discovery forum.

http://discoverygc.com/forums/index.php?showtopic=44642

Posted on: 2010/3/30 23:12
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Re: 3ds max 9 CMP Exporter (Help Request)
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Ok, this is where i am on this now. I noticed that when the model was being exported, the material names where wrong. It's because of in 3ds it uses Multi/Sub object material and at first it was using the Multi/Sub object material name. I've fixed that now so it uses the actual material the face is using.

Now i have a problem i can't fix at all. The original source uses this to count the meshes in the scene.

Code:


list<MESH *> * meshList;

meshList = new list<MESH *>;

int cDlgOptions::num_meshes()
{
// iterate mesh list, calculate number of meshes
int nMesh = 0;

list<MESH *>::iterator i;
for (i = meshList->begin(); i != meshList->end(); i ++)
{
MESH * m = *i;

if ( _strnicmp(m->nname, "Hp", 2) )
nMesh ++;
}

return nMesh;
}


But the problem here is, it's not splitting the meshes up into the material groups. All it's doing is counting the number of actual meshes.

I've went through the max SDK and the method it says you should use in that dosn't work. I'm pretty sure it's because the original source is overiding it.

Does anyone have any suggestions?

Here's the updated source anyway just incase.

http://www.filefront.com/15955713/maxCMPExport0.2.rar

Posted on: 2010/3/28 15:38
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3ds max 9 CMP Exporter (Help Request)
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Hello folks.

For the last couple of weeks I've been messing around with the archived_hcl_cmpsrc_01, found in the DL section of the SP forum. I believe it was created by Mario HCI Brito, if I'm wrong sorry.

Well i eventually got it to export a working CMP.

http://i352.photobucket.com/albums/r3 ... ssassin82/FirstExport.jpg

Now the reason why I am asking for help, is because i really don't know the first thing about programming and i really have run into a few things i can't find solutions for.

The first problems came because 3ds max is a pure Win32 app and really dosn't allow the use of MFC so it took me ages to work around this. I am left with one problem here, for some reason i can't get the dialog to recognise the file you choose to save the CMP as through 3ds max. So the only way i could find to save a file to test the UTF was valid was to code in a default save name.

Other than that everything else has went ok. The CMP is valid, it does recognise the material names you are using in 3ds. It also exports HPs the same way the Milkshape version does.

I'm pretty sure I've not got the UVs right, maybe the normals aswell.

So this is my plea for help, if there is anyone willing to give this a look i would really be thankfull. There is alot it still dosn't do like export multi part CMPs and i don't know how to do it.

But i will say again though just incase anyone can help, the code might be messy. It really was guess work and stubbornness that got me this far.

Anyway here's the source.

http://www.filefront.com/15941947/maxCMPExport.rar/

Posted on: 2010/3/27 1:08
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Re: RenderPipeline problems?
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If i remember right, you get this error if you have edited plasma, tachyon and particle type ale effects. Such as the kraken pi_particle somthing.

it's to do with the FParams section.

Take pi_particle_04.ael for an example

After you extract the ale using AleEditor, inside the .ael file you will see this:

Code:

Effect_Name = pi_particle_04_flash

FParams = 1.3899080753, 0.5562000871, -0.8654705882, 6.4821472168

Effect_Name = pi_particle_04_impact

FParams = 0.7084947824, -0.3452103138, 0.8627894521, 8.3187904358

Effect_Name = pi_particle_04_proj

FParams = -0.0022258912, 0.0023556906, 0.0012483175, 4.5027322769


What you need to do is change this to somthing like this:
Code:

Effect_Name = pi_particle_04_flash

ULParams = 0, 0, 1

Effect_Name = pi_particle_04_impact

ULParams = 0, 0, 1

Effect_Name = pi_particle_04_proj

ULParams = 0, 0, 0


I think it's the same error i'm thinking of at lest.

Posted on: 2010/2/17 22:42
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Re: Dev's Limit Breaking 101 Techniques
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@ Gibbon

You need to edit the values in the dacom.ini to increase the draw distance of the effects, aswell as the values in the effect_types.ini.

to somthing like this, now these could be wrong i can't realy remember, it's been a while.

dacom.ini

; (note: 1000 is default poolsize)
FxBasicAppearance.poolSize = 100000 ; each particle can generate: 4 verts 6, indices
FxRectAppearance.poolSize = 40000 ; each particle can generate: 4 verts 6, indices
FxPerpAppearance.poolSize = 25000 ; each particle can generate: 4 verts 6, indices
FxOrientedAppearance.poolSize = 0 ; each particle can generate: 4 verts 6, indices
FLBeamAppearance.poolSize = 68000 ; custom app from flalchemy.dll: each particle can generate: 5 verts 24 indices
FLDustAppearance.poolSize = 25000 ; custom app from flalchemy.dll: each particle can generate: 4 verts 6 indices
;---------------------- total = 260000 -------;
;
FxMeshAppearance.poolSize = 50000 ; generates meshes not particles; need enough of these for all tradelane rings in a system.
FxParticleAppearance.poolSize = 10000 ; generates effects not particles

What i can remember is, if you set them wrong you will get a buffer overflow error inside flspew and somtimes if there is alot of action going on ingame with alot of effects involved, they go nuts and spread all over the screen.

Then what you need t do is look in he effects.ini ans see what type of effect your neutron star is using.

example

[Effect]
nickname = pi_neutron_03_proj
effect_type = EFT_WEAPON_PROJ <== this ((there may be mor than one))
vis_effect = pi_neutron_03_proj
vis_beam = pi_neutron_03_beam

then go to the effect_types.ini and look for EFT_WEAPON_PROJ or what ever it may be. Then change it to somthing like this.

effect_types.ini

[EffectType]
nickname = EFT_WEAPON_PROJ
priority = 0.500000
generic_priority = 1.000000
lod_type = EFT_LOD_WEAPON
radius = 10000.000000
visibility = EXIST_OFFSCREEN
update = CULL_UPDATE
run_time = -1
pbubble = 10000, 10000

Now like i said, it's been a while for me so if i'm wrong on anything then don't feal bd about correcting me, but it's the along these lines, you should be able to see the effect up till around 50k with these setting.






Posted on: 2010/2/14 13:24
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Re: Rotate Camera,Entities in THN
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Posted on: 2009/12/29 7:30
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Re: FL Hack
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Well i don't know if it's at all possible but would some kind of server side hook that runs when the server is started that then enables the FLHack mod not work? Then if anyone with FLHack logs onto a server not running the server side hook, the mods just will not activate. Pretty much how Prochyon Hook does it with the wing animations.

Posted on: 2009/11/5 19:04
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Re: Animation / Wing Folding
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Nice one!  Now all we need is a clientside hook that calls it when the cruise engines are active.  And also one for the Cruiser forward guns recoil.  *nudge nudge hint hint*  ;D  Would it make a differance if i got down on my knees and begged??

Posted on: 2009/8/11 16:17
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Re: Spherical Correction plug for 3DS Max --for Planets, etc
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I tired this plugin a while back and it wasn't very good. You still need to use Photoshop to fix the texture. But if anyone else can get it to work i wouldn't mind knowing how.

Posted on: 2009/8/9 14:17
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