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  • On the new Max CMP exporter plugin

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    Ah, I missed that post, sorry about that. 😧

  • FL Infocard Importer/Exporter

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    You have no idea how much time I’ve wasted trying to make string tables work 😛

    Nice tool man, I could definitely see this being backported into FLDev eventually 😄

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    diff

  • Obj sur build problem.

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    Try this, seemed to generate it fine for me

  • FLShipKills

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    No one has replied
  • FlSpew

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    I recommend picking up FLSpit as well, which is a script that makes the spew much easier to read and isolated errors for you. 😉

  • FLModelTool limitation (v 1.0 ab6)

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    I have, and I will. I wonder why it, FLModelTool, works occasionally for some folks SUR files, but not others…

    I guess I should have said “The reason it freezes upon loading some SUR files is that it can only handle a SUR file 64k or less.” (65535 anyone? :))

    Thanks for all the tools and plugins adoxa; they’re really helpful.

  • FL Player Cleaner 1.007

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    @Adoxa: Few! Have not tried “Clean Multiplayer Files”

  • FLE Error on Windows 7 x64

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    <cough!>FLE is Freelancer Explorer. It seems to have problems running under Win 7.

    :)</cough!>

  • FL Client Error Log Reader?

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    CreateID only works on the ini files; you’ll still have to run materials through CRCTool. Of course, if they really don’t exist, that won’t help either (the first doesn’t in vanilla; the second is shield_1). Hm, one way might be to run everything through XML Project, then search the files for 0x, to find which meshes weren’t decoded. That should at least tell you the which model is using the material.

  • 3ds max 9 CMP Exporter (Help Request)

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    Good work W0dk4

    I’ve not had time to get the SDK and compile it yet but I will asap.

  • Mass texture importing/exporting from UTF files

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    basically, yes. basically you can work with the utf editor just fine. because what the xml project does is translating the structure to one that might be more practical for people who are used to e.g. markup languages. the image extractor does read the image headings within the utf and copy the blocks to standalone files with a tga/dds extension. it is only useful if you need to edit them in a large amount within one utf and don’t want to bother to export them with the utf editor or copy them from a xml made of the utf.
    a matter of efficient time usage, actually, nothing else 😉
    probably something like this one will be coded once we start working on or replacing voices more frequently.

  • Anyone else still need a SUR generator?

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    Yes, correct.

    I don’t think it is MilkShape, it’s the Sur collision calculation algorithm - it does not know about concave shapes or shapes with holes because it uses extremities of the outer vertices surrounding the shape it is checking for collisions - these are being called “Bounding Boxes”. And it makes sense that the calculation is looking for penetration within the bounding box vertices.

    But no tool will be able to split for example a sphere with a docking bay or hangar in it into 4 or more parts automatically.

    We can do that, but then we also need to have cmp groups with the same name, so we may as well make the sphere in 4 pieces and give each one a name, and then sur exporter can easily make the convex sur parts for each piece.

    As we all know, the limit of 18 parts is a problem for the tools we have, but this next sur tool will overcome that problem.

  • Problems with making SUR files? Ask here!

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    another one

    built a model with the sur builder .3. besides it doesn’t detect all hits (though some it does and im sure its even on the same part o.o) once there is a collision with e.g. a station the game stops on frame and doesn’t react until i hit my computer to standby, back again and shut down the game via process manager which (the game) until then takes up over 200k of memory.

    when i open the spew there are error messages like this```
    E:\FL\Scratch\Source\Common\PhyArch.cpp(198) : *** ERROR: Error reading <problem sur=“” filename=“” w=“” directory=“”>. Duplicate part ids: <part ids=“” crc=“”>. Second used.</part></problem>

    did anyone had a similar problem or could even fix it?
  • FLNpcGen

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    Cool. I’ve used sites such as:
    http://rumandmonkey.com/widgets/toys/namegen/969/
    and
    http://www.fakenamegenerator.com/gen-male-gr-us.php
    in the past.
    I’ll give this a look-see.

  • Freelancer XML Project

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    adoxa wrote:
    RTFM!

    To assist with creating new audio entries, the hash attribute
    can be used - it generates the hash of its value, using that as the node name.
    For example:

    <msg hash=“gcs_refer_fc_new_short” …=“”>is equivalent to

    <_xBC3D4807 name=“0xBC3D4807” …/></msg>

    🙂

  • Thorn (*.thn) Decompiler

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    here you go.
    can’t remember though if its really all fine, maybe you’d have to repair some files with the FLScan. it’s been a long time since last time i used it (started making thn’s from scratch so).

  • CMP to SUR Conversion Tests

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    Don’t worry Schmackbolzen, my criticism is for the Sur Builder being killed off, not for your offer.

    I and many others will appreciate your sur exporter plugin when you are ready to try it, I know real life is always first for all of us. Adoxa also had an intention to write a new exporter plugin, maybe by working together you can succeed.

    Good luck and many thanks.

  • MsCMPImport v2.7 plugin By P1p3r -alt dl added

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    there you go, attached file.

  • 3D System Editor (part of Freelancer Mod Studio)

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    oZed wrote:
    What do you need help with? Wasn’t it about correctly ordering the lines in each block or something? Because i can write out how all the blocks are set out for you since i will be doing it anyway for the Modder’s Guide. There was also a file in the total conversion kit that outlined how to set out the blocks so maybe you should look into that 🙂

    BTW their is defiantly a demand for it!

    Ozed

    Yeah the block ordering and option ordering within an block is one thing I would like to have more information about. Can it be general for all blocks? Can blocks be sorted as it is currently done? Like having at first all object blocks, then all zone blocks.

    The second thing I need to know is how the rotation for paths works (as they work different than objects). To they rotate around the center of the path?

    Third: Is there a way to know the object size other than reading the solar_radius of the solararch.ini - because some objects become extremely small.

    greetings
    stfx