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There are currently 27 users playing Freelancer on 48 servers.
May. 19, 2022
The Starport Forum Index > All Posts (rasauul)

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Heres what i got on Orbiting planets
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Orbiting Planets

Written by Roo Avery
Originally posted by Rimshot

This is about making orbiting planets, here we go:
(note: since this is an advanced project i could not be bothered to write an easy step by step tutorial, experienced modders should be able to follow me)

The main approach (only one i could ever think of) is to have a center object (invisible) with hardpoints far out of it`s origin and to connect "planets" to it (via loadout), then make it spin.

I said "planets" cause you might know usual freelancer planets aren`t 3db/cmp but sph files (not capable of having hardpoints assigned to them) -so you`d actually have to make planets 3db/cmp for this to work. (use space_arch_shield.sur and flmodeltool by anton to add proper collision detection)

In order to connect them to the center object, planets need a hardpoint ex.SpConnect01 at their origin.

That`s it, planets done ..

Next, use any 3db/cmp for the center object, doesn`t need mat, neither sur file -but in order to connect planets to it, add some hardpoints: ex.HpMount01 - HpMount09 (remember they need to be far out, i used 50k - 200k distance from center)

Now there is a problem, orbiting planets would just disappear if it`s center object gets out of sight (cause "they are one" -lodranges don`t work on some things things, trust me ..)

Here`s the solution:

open up the center object with utf-editor, expand multilevel-level0 vmeshpart->vmeshref

Select interpret data as float array, click on vmeshref and edit:
scroll down to the very last number and change it a very high value (I used 1 mio)

This defines the objects radius and is important for visibility.
That`s it -job done,now off to the required ini files ..

data/equipment/select_equip.ini: *typical entry for orbiting planets*

[CargoPod]
nickname = custom_planet_01
DA_archetype = xxx\xxx\your_custom_planet.cmp
material_library = xxx\xxx\your_custom_planet.mat
LODranges = 0, 999999
HP_child = SpConnect01
hit_pts = 4000
mass = 2000
explosion_arch = explosion_large_debris

data/solar/solararch.ini: *typical entry for the center object*

[Solar]
nickname = orb_planets_center
ids_name = 1
ids_info = 1
type = NON_TARGETABLE
DA_archetype = xxx\xxx\your_center_object.cmp
LODranges = 0, 999999
solar_radius = 100000
shape_name = NNM_SM_ROCK_ASTEROID
hit_pts = 999999961690316250000000000000000000.000000
mass = 10000000000000000000
loadout = orb_planets_loadout_01

data/solar/loadouts.ini: *typical entry for a center objects loadout*

[Loadout]
nickname = orb_planets_loadout_01
equip = custom_planet_01, HpMount01

data/universe/systems/xxx/xxx.ini: *typical system entry*

[Object]
nickname = xxx_orbit_01
pos = 0, 0, 0
archetype = orb_planets_center
loadout = orb_planets_loadout_01
spin = 0.000000, 0.100000, 0.000000
rotate = x, y, z

Ok that`s it folks, go ahead with questions if you have any.
but don`t ask about docking, it just wouldn`t work because of the auto pilot. This was supposed to add to the scenery / atmosphere !!

A known issue: too low value for spin might result in them orbiting planets stopping after some time .. you have to fiddle with it. Also take care there`s nothing in their orbit they could collide with.


Posted on: 2010/5/6 11:26
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ORBITING SUNS?
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Since orbiting planets seem to be allmost impossible (if you wanna land on them and assign Deathzones and atmospheres).

HOW ABOUT ORBITING SUNS?

i bet it would give a orbit like feel to the systems if the was a giant sun orbiting it and should give some illusion of the planets themselves orbiting.


ANYONE KNOW HOW TO MAKE ORBITING SUNS?

Posted on: 2010/5/6 11:22
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Re: Little adversity...
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Great looking startupscreen

Posted on: 2010/5/6 10:44
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bigger navmap?
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It seems the current navmap is limited to a 30x40 grid or so, even though decimals are possible here it does get a bit crowded IMO.

Have anyone ever managed to make a bigger navmap?

Posted on: 2010/5/5 10:01
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Re: is "All systems in one system" possible
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I guess a more precise question would be, how big a system can you make? and what problems would arise in fusing multiple systems?

Posted on: 2010/5/2 10:08
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is "All systems in one system" possible
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Im wondering if it would be possible to put all systems into one system ini .

Im talking about one huge system, where gates and jumphole just lead to another position in the same system and where the other "in-system-systems" are so far away that you cant see em from a position in another system?


Would this be possible?

Posted on: 2010/5/2 9:14
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Re: Can I replace the Nav Map backround?
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Changing the Navmap background

Author: Gibbon

UTF editor
Custom 256x256 TGA image

The file you need to locate sits here, DATA\INTERFACE\NEURONET\NAVMAP\NEWNAVMAP\av_prett ymap.3db

Open this up with the UTF editor, expand the tree and go down to the texture library section. There you will see the fancymap.tga texture and if you expand this, you will see the MIP0 section. This is where your new texture will go.

Create your new 256x256 image and save it as fancymap.tga. Then back to the UTF editor, IMPORT your new texture into the MIP0 section and save the file.

You should now have a new Navmap background



Posted on: 2010/5/1 16:08
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Re: Rar archiving Fastest?
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Does this mean if i write faster ill be a better listener?

The wife will certainly appreciate that thanks

Posted on: 2010/4/20 10:16
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Rar archiving Fastest?
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How fast can u compress your mod With Rar without getting problem on extraction?

Any bugs anyone?

Posted on: 2010/4/14 15:47
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Re: I need permissions for mod content
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Yes Grandpa ok Grandpa

Posted on: 2010/4/14 15:24
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Re: I need permissions for mod content
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Right on, credit people in your script and read me, and borrow with your arms and legs i say

Posted on: 2010/4/14 11:08
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Re: Screen Video Capture, HOW?
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Fraps kicks serious ass, too bad its not freeware, but hey they deserve to make money on something that works that well...


Game Cam, is also limited to 30secs in unpaid version + there is no sound.


FINAL VERDICT:
Looks like 30 secs at a time for me using Fraps

Posted on: 2010/4/13 23:02
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Re: Looking for help for the Firespace Mod
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.....to up the understanding of some modders (no names mentioned) they should've named it BLIND EFFECTS!

Posted on: 2010/4/13 21:20
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Re: Screen Video Capture, HOW?
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Yeap it is for sure

Attach file:



jpg  Script Credits.JPG (35.74 KB)
899_4bc4d09d44798.jpg 348X369 px

Posted on: 2010/4/13 21:13
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Re: Screen Video Capture, HOW?
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Xfire with maxed out settings, converted to mp4 with prism video converter.


file was too big for normal xfire conversion.

Posted on: 2010/4/13 20:21
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