Help and Request

no description available
694 Topics 6.4k Posts
  • Q: What are

    Locked
    12
    0 Votes
    12 Posts
    9k Views

    ids_name is in NameResources.dll
    ids_info is in InfoCards.dll

  • Q: Showing Ships in animation sequence

    Locked
    11
    0 Votes
    11 Posts
    9k Views

    Regarding the THN files, FLThorn to decrypt them, Notepad to view them, FLScan to fix them if they need fixing which very few of them ever do but it does happen. Been using those tools for a while and never had an issue. Not tried the newer ones to edit them

  • Animation control.

    Locked
    7
    0 Votes
    7 Posts
    7k Views

    Cool, got it to do what I wanted, but now have to figure angles and why the rest of the cmp isn’t showing up. Thanks mates.

  • Newbie Q:

    Locked
    21
    0 Votes
    21 Posts
    15k Views

    I suppose double docking while it would be cool is not that important to me but it would be nice to be able to fly into the ship and dock and have the force field effect from the outside a material thats slightly tinted so that cosmedically it doesnt look like a hole. Possible??

  • Need Help Tool Q's

    Locked
    28
    0 Votes
    28 Posts
    17k Views

    YW bud. My modding knowledge is limited in comparison to others here at TSP, but I am happy to share what I do know.

    Fus

  • Price Factor modifier

    Locked
    7
    0 Votes
    7 Posts
    8k Views

    rename “listez-moi” to readme, and look at same folder as the program for the folder output…

  • Help with lights

    Locked
    3
    0 Votes
    3 Posts
    6k Views

    tried my own suggestion, did not work… doesn’t look like there’s a way to do it as equipment actually refers to archtypes… Though I guess it still possible if you do some work between the misc_goods.ini, misc_equip.ini, light_equip.ini, goods.ini and of course, you have to have the light’s nickname listed in the market_misc.ini else you won’t find it for sale anywhere.

    Still can’t sell running lights because different ships have different numbers of running lights. The above suggestion would be for headlights and docking lights only.

  • Looking for freelancer mod please help

    Locked
    18
    0 Votes
    18 Posts
    15k Views
  • A certain weapon >-<

    Locked
    11
    0 Votes
    11 Posts
    9k Views

    wow this seems really cool… thanks. i’ll keep these handy.

  • 0 Votes
    2 Posts
    4k Views

    Tradelane initializing a jump between systems? no

  • Need help with custom planet rings

    Locked
    3
    0 Votes
    3 Posts
    4k Views

    sweet, tyvm… I was getting there… found both the first two to manipulate the width and radius of the rings, last one manipulated the height or volume of the rings…

  • Small help :) [fixed- all done]

    Locked
    7
    0 Votes
    7 Posts
    7k Views

    StarTrader wrote:
    So what you mean is the initial model was not made of triangle faces (3 vertices each) but from other shapes, like cylinders and quadrangles, etc?

    If this is right then we won’t have that problem in MilkShape as all shapes are made of triangle faces?

    well… i dont know how it works in other programs converted to obj then added to milkshape. but from Maya, if you dont hit that Triangulate button on your mesh before you export the model to OBJ, you will have loads of trouble later down the line.

  • 0 Votes
    5 Posts
    7k Views

    What mod?? sometimes FLMM isn’t needed at all… but its rare as only I and a few others pack our mods in a non FLMM fashion, other mods without a mass of .xml (just the activation/name script… no alterations) can also be installed without FLMM like so…

    1. Copy Freelancer to new Directory, making sure the file your copying from is a fresh install
    2. unpack mod somewhere, normaly just changing the .flmm extension to a .zip or .7z will work as that’s all we do in reverse.
    3. carefully “hard patch” your Freelancer copy with the mods files… pretty easy, anything in DATA goes in DATA (whole) same for BIN & EXE main folders… there’s no need to go any deeper than that… copy/move these 3 to your new Freelancer.
    4. having already cleared your savegame as posted above, now browse to your modded EXE folder and make a shortcut from the main .exe to your desktop… for vista do the funky things to that desktop shortcut ie: admin/run in 98/disable themes

    I’ll say again… this only works with a few less .xml intensive mods… for say. it wouldn’t activate arghs toolkit as that’s all .xml

  • From Nothing to a working model in game.

    Locked
    7
    0 Votes
    7 Posts
    8k Views

    A while ago I wrote a little guide,
    which covers most of those steps:

    => F!R’s Guide 2 fast + dirty model conversion (rev.2b)

    Seems it vanished during a upgrade of TSP.
    😉

    PS: It doesn’t cover the creation of SUR files
    with the new tools, cause I didn’t test/use these by now.

  • At a Loss

    Locked
    18
    0 Votes
    18 Posts
    16k Views

    Timmy51m wrote:
    Did you use a stripped down total conversion mod for this?

    No i didnt, well not yet at least. 🙂

    Timmy51m wrote:
    You need this entry to be at the top of your shiparch.ini:

    [Simple]
    nickname = generic_pilot
    DA_archetype = equipment\models\pilot\ship_pilot.3db
    material_library = Equipment\models\pilots.mat
    LODranges = 0, 150
    MinSpecLOD = 2

    Check it’s there.

    aye, it was right at the top just as you wrote it. however the thing that helped me was when you said

    Timmy51m wrote:
    Then all you should need is to add the hardpoint to the ship. HpPilot from memory I think…

    I remembered that my pilot hardpoint may actually have been called HpPilot01, and it was, so i redid the hard point and it is now all correct.

    so, thanks Timmy51m my ship now has both a pilot, and can be seen on the planets and bases.

    brofist

  • A Clean Slate.

    Locked
    2
    0 Votes
    2 Posts
    4k Views

    Probably the best you’re gonna get.

    It’s got three systems.

    FL needs a bunch of that ‘useless stuff’ to uh… Work.

    If you don’t wanna search through everything, put everything at the end of inis, so you can scroll straight to the bottom to get to your mod content.

  • Question about SP File

    Locked
    4
    0 Votes
    4 Posts
    4k Views

    Thanks! 🙂 And is there a writeup for the stuff in a player’s .fl file generally? 🙂

  • Just one question

    Locked
    9
    0 Votes
    9 Posts
    6k Views

    I appreciate your having taken time to attand to my question 🙂

    Once again thank you so much

  • Widesrceen question.

    Locked
    2
    0 Votes
    2 Posts
    4k Views

    I think its only client side adjustment. Latest release I think as by default has automated hudshift adjustment, but if doesnt work (like at me where hud elements stay in middle - they not touch edges of screen), option to set ur preferred is left. It also needs fl restart so that in game set resolution take effect.
    This is all without me using JFLP server/client side.

  • [Help Wanted] Tides of War: The Clone Wars Mod

    Locked
    1
    0 Votes
    1 Posts
    4k Views
    No one has replied