Tutorials

A variety of tutorials posted, and reference posts. Many taken from Universal Modding.
67 Topics 495 Posts
  • MP starting position

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    You need to edit the NewCharacter.ini in Data, Characters and change the info in there

    [Faction]
    nickname = new_player
    rep_group = co_ic_grp
    base = Li01_01_Base
    Package = ge_fighter
    Pilot = trent

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    Thanks for clarifying that. Also, hello from a fellow QLDer, haha. Small world (universe?).

  • 0 Votes
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    Sushi wrote:
    Now, I am by no means an expert on coding/modding, so please take that into consideration when you watch these videos. Here is the first patch that I’ve hosted. The introduction video isn’t as well done in terms of visual clarity as in the other video areas I was just learning how to use the program then. text to speech online converter  I’ll continue to host the videos and post them up here. If you guys think they’re actually useful for your mods, I’ll let FF and the SP admins do whatever they like with them (ie. host and what not) 🙂  What I thought you guys could use this for was an explanation of the all the different lines of code and how they relate to the game.

    All tutorials found here: http://hosted.filefront.com/fwsushi/2346914

    thank you so much for link, it is very useful for me…

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    Anyone has saved this tut?
    The Link is dead…

  • Make a Freelancer Clone in Unity

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    Okay you convinced me to drop Unity 3D for Android and get the personal edition for Windows. I’ll admit that I’d never seen the Windows outside of the Unity 5 remote programming console on my PC. You can’t program Unity 3D or Unity code inside Android you have to hook up your device to a PC or Mac by USB and program there on a console. I’d looked at the Windows version once. When I’d had to have paid for a commercial licence. However now I’m going to have to wait until my internet connection is restored as you can only download a “Download Assistant” that does an internet install. I liked your tutorial. I hope when I have the software running on my PC I can use my skills to code an import-export for CMP files.

    Thank you for opening my eyes to the Unity world outside of Android. It looks much brighter than I’d thought.

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    TY 4 your support.

    I just tried to send the last version to The Starport

    but anyway soe of those links will be not up2date.
    😉

    Good to see, there are still fellows working.
    😄

    F!R

  • Wanna Mod Discovery?

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    Yep. Always. V4.80 in this case.

  • Sushi's video tutorials ?

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    That’s good news… It would be grateful to upload it to the video tutorials or link it to the tutorial’s section for easy access and not in PRIVATE so that people can have references and guides to follow.

    Cause I searched the forum and I can’t access this thread named Modding Video Tutorials by Sushi of 2008/11/12.

    @cata123
    Could you kindly please upload or link the URL of all the video tutorials.

    Sankyu.

    -EDIT-

    Do you also have all the video tutorials by Dev ?

  • Change base reputation server-side. Again

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    No one has replied
  • How to run Freelancer on Linux using virtualbox

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    “Well, virtualization isn’t meant for gaming.”
    LDiamond is right! vGpu and cloud gaming already giving players with even old laptops fearures to play most modern games.

    Again i’m for LDiamond - OpenGL is more effective than DirectX.

    @LDiamond Proxmox is multihypervisor thing and supports windows since kvm supports it
    @LDiamond "Hyper V requires a Win Server to run, and it’s more resource consuming, have a lot of non required services running wich aren’t necessarily "
    It is not right totally because there is Hyper-V Server

  • [Information] Server Side Ini's

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    You could try this post: http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=4914

    You could also just install the server files when you install FL. Then you’ll know which files are needed.

    What is the purpose of your request?

    Anything controlling NPCs will be server side, anything controlling missions as well.
    mbases.ini is serverside and client side, and any encounters are server side.
    You could go into all of your system inis for example and remove every mention of an encounter and encounters would still happen on the multiplayer server. If you were playing single-player though you might have issues.

    Lessee…
    I’m looking through the DATA folder and there is so much crosstalk in these files it’s really hard to say which ones are NOT needed if you’re not running a server and which ones are dependent on the server only.

    Ships for example, the shiparch and the ship files need to match on both sides or you’ll have problems with the way ships appear and the built-in anti-cheat features in FL (very limited) might boot you if they don’t match on both sides BUT, there are some parts of the ship files that you can edit and it works server side. Movement for example, hardpoint placement, and the level of gun you can mount on a hardpoint. Any server worth it’s salt though will be running protection against those tweaks.

    Asteroid field files are server side. You could remove zone21 in New York for example on your client side and have clear space but if you tried to fly through that clear space the server would still see to it that you blew up.

    Some equipment can be changed on the client side and the server won’t catch it unless it’s running anti-cheat modules. For example you could increase the damage your guns do by changing values on the client side. Again, most servers run programs to catch that.

    I started modding by dissecting the ServerOperator2 mod by Chips. That gave a very good idea of what could be done by modding just the server side files. It allowed us to provide some features to enhance the server experience without requiring a client side mod. Our mod for example is optional. It’s 100% compatible with the vanilla player as long as that player stays in the vanilla areas of Sirius space. Running the mod opens up additional areas and features for the modded player that will not conflict with the vanilla player.

  • Commodity/Equipment Icon Tutorial

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    Huor wrote:
    You dont really need milkshape at all. An image editing tool to create your icon. When saved as DDS you need to flip the image, saved as TGA can remain normal order.
    You can use the model cloner tool to create a clone of an existing commodity icon, give it a unique new name, open up in UtfEditor, import the new icon and make sure the name and the node name match.

    I tried the model cloner tool as well, under w10 I kept having weirdo issues which prompted me to go back to milkshape.

    Though frankly with the template file it’s literally a 60 seconds job when you know where to click so I’m not too bothered about it anyway.

  • [General Tutorials] Coding Custom Weapons

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    _There is a lot of good info in the first post by Roo Avery so I decided to clean it up to make it a bit more readable, despite its age and subsequent findings.

    I didn’t check all the content for errors but just corrected the ones which were evident as I reformatted it.

    Here it is:_

    Files you will need

    All are in the DATA\EQUIPMENT directory of Freelancer:-

    weapon_equip.ini - all specifications of weapons
    weapon_good.ini - here you make the guns available for sale
    market_misc.ini - location of guns/stuff being sold

    A bit of theory:
    All guns and ammo types are specified in weapon_equip.ini.

    Sections are:

    [Motor] - this is the “engine” of the missile
    [Explosion] - this specifies if your gun has area effect. Only works if you also have a [Motor] section.
    [Munition] - this is the actual shot of your gun, damage values, ranges… are all defined here
    [Mine] - use this instead of [Munition] for Mines
    [Gun] - this is the gun/launcher mounted on your ship
    [MineDropper] - use this instead of [Gun] for mines
    [LOD] - defines LevelOfDetail ranges for bigger gun models

    [Munition] and [Gun] are required, the others are optional.
    You can make a missile without an explosion, a gun with an explosion…
    I’m not sure if you can change the order how they are defined, I would always keep it as they were.
    A simple weapon only needs the [Munition] and [Gun] sections.

    This example is based on the energy missiles I made. I added an explosion effect to make this tutorial as complete as possible. Below that you can also find a Mine example.

    Weapon_Equip.ini

    Explanation of all entries:

    [Motor]
    Optional, specifies if your weapon will have some form of “engine”.

    nickname=energy_missile01_motor
    lifetime=3.000000
    accel=200.0000
    delay=0

    nickname
    Reference for [Munition]. Pick a name of your choice that fits to the general scheme <gunname>_motor.

    lifetime
    Time in seconds where the engine will be active.

    accel
    Acceleration provided by the engine (not the gun).
    I think this is a meter/sec^2 value.

    delay
    Time in seconds after launch where the engine will activate.

    [Explosion]
    Optional, specifies if the impact of the projectile is followed by an explosion.

    nickname=energy_missile01_explosion
    effect=gf_piratestationexplode
    lifetime=0.000000, 0.000000
    process=disappear
    strength=100
    radius=50
    hull_damage=100.000000
    energy_damage=20.00
    impulse=0

    nickname
    Reference for [Explosion]. Pick a name of your choice that fits to the general scheme <gunname>_explosion.

    effect
    Visual effect of the explosion. You can basically use every impact/explosion effect in the game. Example: battleship explosions for guns-impacts.

    lifetime
    Two values, both in seconds - min max duration of explosion FX.

    process
    ??? always has ‘disappear’ as a value. I guess this is the effect after the explosion, i.e. it vanishes after blowing up

    strength
    ???

    radius
    Area effect of damage values in meters.

    hull_damage
    The explosion damage. This also adds shield damage, according to the [ShieldEquipConsts] HULL_DAMAGE_FACTOR=0.500000 entries in constants.ini.

    energy_damage
    Extra shield damage. Can have a negative value to make hull-only damaging weapons.
    The total shield damage is calculated by:
    total emp damage=energy_damage + HULL_FACTOR_DAMAGE * hull_damage

    See constants.ini for the entry.

    impulse
    Kinetic effect on the target. Depends also on target’s mass.
    ?
    Required. This will specify the projectile of your weapon.

    [Munition]
    Optional - Ammunition definition if used

    nickname=energy_missile01_ammo
    explosion_arch=energy_missile01_explosion
    loot_appearance=ammo_crate
    units_per_container=10
    hp_type=hp_gun
    requires_ammo=false
    hit_pts=2 hull_damage=400
    energy_damage=200
    weapon_type=W_Photon01
    one_shot_sound=fire_plasma2
    detonation_dist=2.00000
    munition_hit_effect=li_missile01_impact
    lifetime=3.0000
    Motor=energy_missile01_motor
    force_gun_ori=false
    const_effect=li_missile01_drive
    HP_trail_parent=HPExhaust
    seeker=LOCK
    time_to_lock=0
    seeker_range=2000
    seeker_fov_deg=35
    max_angular_velocity=5.000000
    cruise_disruptor=true
    ids_name=459791
    ids_info=459721
    mass=1
    volume=0.000000

    nickname
    Reference for [Munition]. Pick a name of your choice that fits to the general scheme <gunname>_ammo.

    explosion_arch
    Optional. Reference from [Explosion]

    loot_appearance
    Specifies how ‘dropped ammo’ will look like.

    units_per_container
    Number of ammo units in a container.

    hp_type
    Use hp_gun for guns & missiles, hp_torpedo for torpedoes.

    requires_ammo
    true/false - Specifies if the Gun uses ammo or not.

    hit_pts
    Damage required to shoot down the projectile. Only important for missiles and torpedoes.

    hull_damage
    The damage caused on impact. Same calculations for emp damage as in [Explosion]

    energy_damage
    Extra shield damage. Can have a negative value to make hull-only damaging weapons. same calculations for emp damage as in [Explosion]

    weapon_type
    Type of the weapon to create different affectivity against the shield types. See list below.

    detonation_dist
    Only important if the Weapon has an [Explosion]. At this distance (in meters) to the target the projectile will blow up.

    munition_hit_effect
    The visual effect of the projectile impact. See list below.

    lifetime
    The lifetime of the projectile in seconds. This combined with the speed will specify the range of the gun.

    motor
    Optional. Reference from [Motor]

    force_gun_ori
    true/false Specifies if the launcher is swivel or not.

    const_effect
    Visual look of the projectile. See list below.

    HP_trail_parent
    ??? is always HPExhaust

    seeker
    Optional, only for seekers. Set to ‘LOCK’ if you want to make a homing projectile. “DUMB” for nonseeking weapons.

    time_to_lock
    Optional, only for seekers. Changes have no effect here.

    seeker_range
    Optional, only for seekers. Within this range, the projectile will home in.

    seeker_fov_deg
    Optional, only for seekers. Field of view of the seeker where it will lock in degree.

    max_angular_velocity
    Optional, only for seekers. This is the “agility” of the projectile.

    cruise_disruptor
    Optional. The projectile will disrupt cruise engines on impact.

    ids_name
    ID reference

    ids_info
    infocard reference

    mass
    Mass of the projectile. You can increase this to have a kinetic effect on impact.

    volume
    Amount of cargo space the ammo will use in the cargo hold per unit.

    [Gun]
    This is the launcher/gun itself.

    Gun nickname=energy_missile01
    ids_name=459789
    ids_info=459790
    DA_archetype=equipment\models\weapons\li_rad_launcher.cmp
    material_library=equipment\models\li_equip.mat
    HP_child=HPConnect
    hit_pts=400
    explosion_resistance=1.000000
    debris_type=debris_normal
    parent_impulse=20
    child_impulse=80
    volume=0.000000
    mass=10
    hp_gun_type=hp_gun_special_7
    damage_per_fire=0
    power_usage=200
    refire_delay=1.000
    muzzle_velocity=300.000000
    toughness=2.400000
    flash_particle_name=ci_capgun_01_flash
    flash_radius=15
    light_anim=l_gun01_flash
    projectile_archetype=energy_missile01_ammo
    dry_fire_sound=fire_dry
    separation_explosion=sever_debris
    auto_turret=false
    turn_rate=90
    lootable=true
    LODranges=0,20,60,100

    nickname
    Reference for market_misc.ini. Pick a name of your choice that fits to the general scheme <gunname>.

    ids_name
    ID reference

    ids_info
    infocard reference

    DA_archetype
    Visual look of the launcher/gun. See list below.

    material_library
    Skin for the launcher/gun. You have to take one that fits to the DA_archetype you chose.

    HP_child
    ??? all guns have HPConnect here.

    hit_pts
    The damage the gun can take until it is destroyed.

    explosion_resistance
    Value 0-1. Explosion damage reduction. 1 means complete immunity, all built in guns have 1.

    debris_type
    ??? all guns have debris_normal here. Guess this is the remaining debris when the gun was destroyed.

    parent_impulse
    ???

    child_impulse
    ???

    volume
    Amount of cargo space the gun will need.

    mass
    Mass of the gun. This will be added to the total mass of the ship. Units are unknown.

    hp_gun_type
    This specifies the mount-type and/or level of the gun. See list below.

    damage_per_fire
    ??? Probably damage to the gun itself per shot. Didn’t work at first tests.

    power_usage
    Energy used per shot.

    refire_delay
    Delay between two shots in seconds.

    muzzle_velocity
    Speed of the projectile at launch. A [Motor] can change the speed after launch.

    toughness
    ???

    flash_particle_name
    The flash effect at firing the gun (can be deleted if not used), a list will be added later as this is not that important. Until then, look up the effect of your favourite gun.

    flash_radius
    Flash radius in meters.

    light_anim
    Flash animation.

    projectile_archetype
    Reference to the [Munition] that the gun will use.

    dry_fire_sound
    Sound the gun makes when it is fired but it cant fire (on cruise, in lanes)

    separation_explosion
    Explosion when destroyed.

    auto_turret
    Turrets have all true. Seems to be a part of a not-finished autoturret function. NPCs will use this as an autoturret if set to true.

    turn_rate
    The turn-speed of the launcher/gun in degree/second.

    lootable
    Is the launcher/gun lootable? true/false

    LODranges
    Level of detail entries for the launcher. Use the same values as a gun with the same DA_archetype.

    Very similar to [Munition] / [Gun]. Most have an [Explosion] section ahead, it’s the same as for guns, so i leave that away here. I will only comment the things here that are different to [Munition] or [Gun]

    [Mine]
    Almost the same as [Munition]

    Mine
    nickname=mine01_mark01_ammo
    explosion_arch=mine01_mark01_explosion
    loot_appearance=ammo_crate
    units_per_container=10
    requires_ammo=true
    hit_pts=2
    one_shot_sound=fire_mine_regular
    detonation_dist=4
    lifetime=10
    force_gun_ori=true
    DA_archetype=equipment\models\mines\r_plasma_mine.3db
    material_library=equipment\models\r_equip.mat
    ids_name=265165
    ids_info=266165
    mass=0.100000
    volume=0.000000
    owner_safe_time=4
    linear_drag=0.400000
    seek_dist=400
    top_speed=60
    acceleration=200
    const_effect=li_mine01

    owner_safe_time
    The time in seconds where the owner can’t trigger the mine.

    linear_drag
    This is the ‘agility’ of the mine.

    seek_dist
    The distance in meters where the mine will start to move.

    top_speed
    The top-speed of the mine. This is independent from the ships’s speed. (‘normal’ projectile speeds are added to the current moving speed of the firing ship)

    acceleration
    Acceleration of the mine in meters/secs^2 until it reaches top_speed.

    [Minedropper]
    Almost the same as [Gun]

    MineDropper
    nickname=mine01_mark01
    ids_name=263165
    ids_info=264165
    DA_archetype=equipment\models\weapons\li_cm_dropper01.cmp
    material_library=equipment\models\li_equip.mat
    HP_child=HPConnect
    hit_pts=400
    explosion_resistance=1.000000
    debris_type=debris_normal
    parent_impulse=20
    child_impulse=80
    volume=0.000000
    mass=10
    damage_per_fire=0
    power_usage=0
    refire_delay=1
    muzzle_velocity=20
    toughness=3.300000
    projectile_archetype=mine01_mark01_ammo
    dry_fire_sound=fire_dry
    separation_explosion=sever_debris
    lootable=true
    LODranges=0,20,60,100

    Difference to a normal gun:
    no ‘hp_gun_type=’ entry
    The hardpoint type is hardcoded in the section name, so FL knows that it is mounted on Minedropper hardpoints by the [Mine] section itself.

    Now the hard work is finished. To the easy part:
    weapon_good.ini

    [Good]
    The gun as an item on the market.

    Good
    nickname=energy_missile01
    equipment=energy_missile01
    category=equipment
    price=400000
    item_icon=equipment\models\commodities\n_icons\EQUIPICON_torplauncher.3db
    combinable=false
    free_ammo=energy_missile01_ammo, 10
    ids_name=459789
    ids_info=459790
    shop_archetype=equipment\models\weapons\li_rad_launcher.cmp
    material_library=equipment\models\ge_equip.mat

    nickname
    Name reference to market_misc.ini.

    equipment
    Weapon-nickname from weapon_equip.ini.

    category
    Location where it is sold: ‘equipment’ is equipment dealer, ‘commodity’ is the market.

    price
    Price of the gun. Note that the price of the ammo specified in free_ammo will be added to this.

    item_icon
    The icon of the weapon in the shop.

    combinable
    Stackable or not? true/false

    free_ammo
    Amount of ammo that comes with the launcher when you buy it.

    ids_name
    ID-reference

    ids_info
    Infocard reference

    shop_archetype
    Model of the launcher.

    material_library
    Skin of the launcher.

    ; energy_missile ammo (only needed if ‘requires_ammo=true’ in [Munition)

    [Good]
    The ammo on the market.

    nickname=energy_missile01_ammo
    equipment=energy_missile01_ammo
    shop_archetype=equipment\models\weapons\li_rad_missile.3db
    material_library=equipment\models\li_equip.mat
    category=equipment
    price=1000.00
    item_icon=equipment\models\commodities\n_iconsEQUIPICON_missiles.3db
    combinable=true

    It is getting easier and easier, now we just have to add it to a base that should sell the stuff.

    market_misc.ini
    Look up your favourite base, take Ca01_01_base for Ottawa.
    Add following lines under the listed items:

    MarketGood=energy_missile01, 0, -1, 10, 10, 0, 1
    MarketGood=energy_missile01_ammo, 0, -1, 50, 50, 0, 1

    To the format:
    MarketGood=<package>,<min. player=“” level=“”>, <min. reputation=“”>, < unknown >, < unknown >, <0=sell item>, <price multiplier=“”>To the < unknown >
    Set these to 10 if it is a gun, 50 if it’s ammo. I guess this specifies where at the equipment dealer it is sold (Weapons, ammo, equipment…)

    Now activate your mod, start a FLserver, start FL, join your server and enjoy!!!

    Very useful lists of variable values -
    A note to the format: <1-4> means enter a value here, in this case 1 to 4, i.e.: fire_photon1 is a valid entry for fire_photon<1-5>, while fire_photon6 is not.

    [Munition]
    ‘one_shot_sound=’
    This is the soundeffect used if you pull the trigger

    fire_missile_regular
    fire_missile_homing
    fire_missile_emp
    fire_cruise_disruptor
    fire_torpedo
    fire_mine_regular
    fire_mine_tracking
    fire_photon<1-5>
    fire_laser<1-5>
    fire_tachyon<2-5> (1 is never used)
    fire_particle<1-5>
    fire_neutron<2-5> (1 isnever used)
    fire_pulse<1-5>
    fire_plasma<1-5>
    fire_capship
    fire_capship_forward_gun
    fire_no1
    fire_no_cruise_disruptor
    fire_no_torpedo
    fire_no_capship

    [Munition]
    ‘munition_hit_effect=’
    This is the effect of the impact.
    These all can also be used in the [Explosion section in the ‘effect=’ entry.

    Pirates:
    pi_photon_<01-04>impact
    pi_laser<01-04>impact
    pi_tachyon<01-04>impact
    pi_particle<01-04>impact
    pi_neutron<01-04>impact
    pi_pulse<01-03>impact
    pi_plasma<01-03>_impact
    pi_capgun_01_impact

    Liberty:
    li_laser_<01-04>impact
    li_plasma<01-04>_impact
    li_capgun_01_impact

    Bretonia:
    br_tachyon_<01-04>impact
    br_particle<01-03>_impact
    br_capgun_01_impact

    Kusari:
    ku_neutron_<01-04>impact
    ku_photon<01-04>impact
    ku_capgun_01_impact
    Rheinland:
    rh_tachyon<01-04>impact
    rh_plasma<01-04>_impact
    rh_capgun_01_impact

    Civilian:
    ci_laser_<01-03>impact
    ci_pulse<01-04>impact
    ci_photon<01-04>impact
    ci_tachyon<01-04>_impact
    ci_capgun_01_impact

    Nomad:
    rtc_nomadtorpedo_impact
    no_capgun01_impact
    no_gun01_rank01_impact

    codenames:
    sp_annihilator_<01-03>impact
    sp_bloodhound<01-03>impact
    sp_destabilizer<01-03>impact
    sp_distortion<01-03>impact
    sp_doomsday<01-03>_impact

    [Munition]
    ‘const_effect=’
    This is the “look” of the projectile, mostly you will only notice this one in a firefight.

    Liberty:
    li_laser_<01-04>proj
    li_plasma<01-04>_proj
    li_missile<01-02>_drive
    li_empmissile_drive
    li_cruisedis01_drive
    li_torpedo01_drive
    li_mine<01-02>
    li_capgun_01_proj
    li_cruiser_maingun
    li_flakcannon01_proj

    Bretonia:
    br_tachyon_<01-04>proj
    br_particle<01-04>_proj
    br_missile<01-02>_drive
    br_empmissile_drive
    br_mine<01-02>
    br_gunboat_maingun
    br_capgun_01_proj
    br_flakcannon01_proj

    Kusari:
    ku_neutron_<01-04>proj
    ku_photon<01-04>_proj
    ku_missile<01-02>_drive
    ku_empmissile_drive
    ku_cruisedis01_drive
    ku_torpedo01_drive
    ku_mine<01-02>
    ku_gunboat_maingun
    ku_capgun_01_proj
    ku_flakcannon01_proj

    Rheinland:
    rh_tachyon_<01-04>proj
    rh_plasma<01-04>_proj
    rh_missile<01-02>_drive
    rh_empmissile_drive
    rh_mine<01-02>
    rh_gunboat_maingun
    rh_capgun_01_proj
    rh_flakcannon01_proj

    Pirate:
    pi_missile<01-02>drive
    pi_mine<01-02>
    pi_photon<01-04>proj
    pi_laser<01-04>proj
    pi_tachyon<01-04>proj
    pi_particle<01-04>proj
    pi_neutron<01-04>proj
    pi_pulse<01-03>proj
    pi_plasma<01-03>_proj
    pi_capgun_01_proj

    Civilian:
    ci_photon_<01-04>proj
    ci_tachyon<01-04>proj
    ci_laser<01-04>proj
    ci_pulse<01-04>_proj
    ci_capgun_01_proj

    Nomad:
    no_gun01_rank01_proj
    no_cruisedis01_drive
    rtc_nomadtorpedo_proj
    no_capgun01_proj

    Codenames:
    sp_annihilator_<01-03>proj
    sp_bloodhound<01-03>proj
    sp_destabilizer<01-03>proj
    sp_distortion<01-03>proj
    sp_doomsday<01-03>_proj

    [Munition]
    ‘DA_archetype=’(.3db files) and ‘material_library=’(.mat files)
    These are the icons for ammo in the stores. Don’t mix these!

    equipment\models\weapons\li_rad_missile.3db
    equipment\models\li_equip.mat

    equipment\models\torpedoes\ge_torpedo.3db
    equipment\models\ge_equip.mat

    equipment\models\mines\r_plasma_mine.3db
    equipment\models\r_equip.mat

    [Gun]
    ‘DA_archetype=’(.cmp files) and ‘material_library=’(.mat files)
    This is the model and skin of the gun. Don’t mix these!
    Note: one .mat file can contain skins for several guns!

    Liberty:
    equipment\models\weapons\li_rad_launcher.cmp
    equipment\models\weapons\li_cm_dropper01.cmp
    equipment\models\weapons\li_auto_cannon.cmp
    equipment\models\weapons\li_laser_beam.cmp
    equipment\models\weapons\li_smlturret.cmp
    equipment\models\weapons\li_heavy_ion_blaster.cmp
    equipment\models\weapons\li_plasma_blaster.cmp
    equipment\models\li_equip.mat
    equipment\models\turret\li_turret<01-04>.cmp
    equipment\models\turret\li_turret04b.cmp
    equipment\models\turret\li_turret05.cmp
    equipment\models\turret\li_turret05b.cmp
    equipment\models\turret\li_cruiser_gun01.cmp
    equipment\models\li_turret.mat

    Generic:
    equipment\models\weapons\co_proton_cooker.cmp , these have funny names
    equipment\models\weapons\co_raildaddy.cmp
    equipment\models\weapons\co_shock_therapy.cmp
    equipment\models\weapons\ge_shredder_shotgun.cmp
    equipment\models\ge_equip.mat
    equipment\models\turret\utility_turret<01-03>.cmp
    equipment\models\turret\prison_turret01.cmp
    equipment\models\turret\liner_turret01.cmp
    equipment\models\turret\weapons_platform_turret.cm p
    equipment\models\turret\weapons_platform_mturret.c mp
    equipment\models\ge_turret.mat
    equipment\models\turret\sp_turret<01-02>.cmp ;station turrets
    equipment\models\sp_turret.mat
    equipment\models\weapons\no_fighter_gun.cmp
    equipment\models\hardware.mat

    Bretonia:
    equipment\models\weapons\r_mass_driver.cmp
    equipment\models\weapons\r_railgun.cmp
    equipment\models\r_equip.mat
    equipment\models\turret\r_turret<01-04>.cmp
    equipment\models\turret\r_turret04b.cmp
    equipment\models\turret\r_gunboat_gun01.cmp
    equipment\models\r_turret.mat

    Kusari:
    equipment\models\weapons\ku_ion_blaster.cmp
    equipment\models\ku_equip.mat
    equipment\models\turret\ku_turret<01-04>.cmp
    equipment\models\turret\ku_gunboat_gun01.cmp
    equipment\models\ku_turret.mat

    Rheinland:
    equipment\models\weapons\rh_gamma_beamer.cmp
    equipment\models\weapons\rh_proton_blaster.cmp
    equipment\models\rh_equip.mat
    equipment\models\turret\rh_turret<01-04>.cmp
    equipment\models\turret\rh_gunboat_gun01.cmp
    equipment\models\rh_turret.mat

    Weird stuff:
    Equipment\models\turret\dyson_turret01.cmp ;now it’s getting freaky
    SolarSolar_mat_dyson_city.mat

    Solar\dockable\nomad_lair_turret<01-02>.cmp
    material_library=solar\nomad.mat
    solar\nomad.mat

    Hardpoints
    ‘hp_gun_type=’

    hp_gun_special_<1-10> ; ‘normal’ gun/missile hardpoints. You set level of the gun here. hp_turret_special_<1-10> ; ‘normal’ turret hardpoint. You set level of the turret here. hp_torpedo_special_1 ; torpedo hp_torpedo_special_2 ; cruise disruptor

    Weapon types
    ‘weapon_type=’
    This specifies as what kind of projectile your ammo will be treated. Important for different effectivity against different shield types.

    W_Photon01
    W_Laser01
    W_Tachyon01
    W_Particle01
    W_Neutron01
    W_Pulse01
    W_Plasma01

    Also a quick HP tutorial and the functions;

    HpMount - It’s for the height of the ship about this kind of hover pad when landed.
    HpContrails - It’s for this dust trails which are created when you fly through space.
    HpRunningLight - It’s for the blinking or glowing lights all over your ship.
    HpWeapon - It’s for the place where a weapon is attached to the ship ans the weapons orientation.
    HpTurret - Same as Weapons, but fpr turrets.
    HpShield - It’s to define the place where the shield generator is mounted.
    HpCockpit - It’s for the point where you look from if you are in cockpit view.
    HpHeadlight - It’s for the headlight on your ship.
    HpCM - This defines the place where a countermeasure dropper can be mounted.
    HpMine - Same as HpCM, but for mine layers.
    HpTorpedo - Defines the place where a torpedo or cruise disruptor can be mounted.
    HpCloak - Defines the place where a cloak generator can be mounted.
    HpDocklight - This is for the lights which only glows or blink when you dock to a base.
    HpEngine - This defines where an engine exhaust is.
    HpFX - Effects form effects.ini can be applied to this HP.
    HpPilot - This is where the pilot model is mounted into the ship.
    HpThruster - This HP defines the place where a thruster can be mounted.
    HpTractor_Source=This is the place, where the tractor beam is mounted. The graphical effect, when tractoring is also coming from here.
    HpBayDoor=This has something to do with Baydoors (animated?), but I’m not sure, what it is needed for. However in the shiparch.ini are also references to the HpBaydoors, so that they might be useful.

    The only other hardpoint, which the original FL ships have is a HpEngineGlow hardpoint, but I’m again not sure, what it is needed for.

    Most of the custom ships I know do not have HpBayDoor and HpEngineGlow hardpoints, but they function perfectly. Therefore it seems, as if these hardpoints are not absolutely necessary!

    One more thing: If you have ships with several parts, which can be destroyed partly (like flying around with only one wing, because the other one was blown up) need to have some Dpzzz hardpoints (For parts that can be damaged or blown off).

    Original by Roo Avery, 2008/5/16</price></min.></min.></package></gunname></gunname></gunname></gunname>

  • How do I destroy a Nomad Battle Ship

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  • [General Tutorials] Battleship Encounters

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    Well, moonhead made it easy for you.
    Just follow his directions and copy/paste the requisite file changes into the indicated files.

    It will take some work on your part but, that’s how I learned. I’m sure you can learn the same way as well.

  • SURs - How to: #5 - Example: Battleship

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    Awesome tutorial! Very easy to follow!

  • SURs - How to: #4 - Example: Fighter

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    Very well done, and thanks, Skotty.

  • Modding Teachers & Tutors

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    I am also willing to give everyone help or advice in Freelancer modding.

    I can help in:
    -everything related to conventional modding/ini work
    -modelling
    -sur creating
    -animation creating
    -textures

  • SURs - How to: #3 - The .OBJ to .SUR Converter

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    Good stuff, keep them coming.