Tutorials

A variety of tutorials posted, and reference posts. Many taken from Universal Modding.
67 Topics 495 Posts
  • [Sur Tutorial] Hitbox from 3DSMAX to Freelancer

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    http://files.filefront.com/Modular+Station+V2zip/;13615864;/fileinfo.html

    all scale to the original size
    all with custom sur

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    1.```
    $line)
    {
    if(strpos($line, ‘locked_gate’)===0)
    unset($ex[$num]); // deleting lines beginning with ‘locked_gate’ from array
    }
    $FLChar = implode(“\n”, $ex);
    save_flchar($charpath.$path, $FLChar);
    }
    ?>

    :P it takes about 10 minutes to write such progs, so php is very useful here :)
  • [SUR Tutorial] Making SUR's without splicing

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    Has anyone made some progress on this?
    I still dont get the sur’s to work with this way doesnt matter if I use only boxes or only spheres, the ship to ship collision detection wont work.

    Greetz
    Mind

  • [General Tutorials] Modular Station Tutorial

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  • [General Tutorials] Giant Suns

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    Worked after all.
    Thank you for your help 🙂

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    FLDev actually came out on April 17, 2008 😉

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    Randomly working, dunno why…
    I use Ioncross on one server and cdfull131 on other…
    I use flhook config that decrypts users files*
    Results are the same: when i starting new char i may go through Maggelan gate (for ex).
    Then when i try to go trough it in other way (on next connect) i see that in my user file added info as strings locked_gate = after mplayer section.
    Duno what to do…

    *it is a source a probem or not?

  • Exporting a Custom Weapon

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    This is very good info, many thanks for the clarifications Bejaymac.

    One comment:-

    This is what this gun looks like in UTF Edit, notice the last 2 nodes, yep that’s the 2 components for this gun, a “base” & a “barrel”. Although there is no actual mesh data in these nodes, they do hold the “rigging” info that FL needs to make the gun work.

    My game was freezing and crashing and I spent days thinking you meant that there was no weapon mesh data after exporting the model.

    Nope, it is complete at this stage. The sur file I had made was the cause of my problems. The weapon model itself was fine after export in 2 groups, even when I made a test model with many component parts for each group.

    Warnings:-

    One!
    When you export anything, the scale is always 1/92 until you click on SAVE Settings or LOAD Settings. Even when you move the slider to 1! So save yourself a lot of frustration - set your scale to 1, set Orientation “back-to-front”, and CLICK SAVE Settings, save them as weapons.ces and you should be in business, just LOAD settings next time and set your name and groups and groups quantities.

    Two!
    If you want a gun with several barrels, ensure there is only one part named xxxx_barrel. List any barrel-bits under it. Then for your second barrel call it something like “barrel2” and call its bits “barrel2bit1” etc. Like this…

    xxxx_base
    basepivot
    basepin
    basespigot
    xxxx_barrel
    barrel1bit1
    barrel1bit2
    barrel1bit3
    barrel2
    barrel2bit1
    barrel2bit2
    barrel2bit3
    barrel3
    barrel3bit1
    barrel3bit2
    barrel3bit3

    Then export it as 2 groups (only 2 groups always!) and list the total number of components in each group in the Group Quantities windows. In this example that is

    Group 1: 4
    Group 2: 12

    Three!
    Your weapon HpConnect hardpoint must be attached to your xxxx_base (which becomes the root), and HpFire01 to your barrel.

    If you make your hardpoints in MilkShape and export them with the model, then they may be attached to the wrong bits! Mine were all attached to xxxx_base for some models, and when a couple of HpConnect hardpoints were attached to the xxxx_barrel the game couldn’t attach them to the ship and of course spewed out lots of red lines in the console window.

    In addition, the exporter can’t work out how to orient hardpoints and most of them end up tilted or turned or squashed, and you need to re-orient them using HardCMP anyway…

    So it’s better to not waste your time, just export the weapon model without hardpoints, and add them in HardCMP later. Only HpConnect and HpFire01 are obligatory, but for conformity as Bejaymac says, do please add the HpMount too.

    Four!
    When you do add the hardpoints in HardCMP, my version will not allow me to enter new hardpoint names. So I opened my HardCMP exe with a hex editor and changed a couple of existing hardpoint names that I won’t use to HpConnect and HpFire and that works. Just be careful to replace existing hardpoint names that are longer than these, or you will displace the exe and it won’t work!

    Five!
    Do NOT waste too much time creating custom sur files for your weapons. Even a simple long tapered box identical to several standard weapon surs was incorrectly exported by that blessed sur exporter plugin. If your game crashes or freezes, suspect any weapon surs that you made right away, and rename them to check. Unlike ship surs, where weird ships needed and justified the hours and days of hairpulling, it’s best to use an existing sur file from plain FL for weapons, (there are many) and just resize them to your weapon using FL Model Tool. Note that there are several weapon surs in plain FL that are upside down! Don’t use those, you can’t turn them right-way-up.

    Out.
    ;D

  • Exe Hacks

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    Another note, the ones I found are for the original NoCD version with the 1.1 patch installed.

  • [Coding Tutorials] NAIL BOMB / missile chunks

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  • [General Tutorials] Engine Colours

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    Nowadays, you can also simply design your own with the ALE Editor ;D

    Granted, it’s more complicated, but it has so much more power…

  • [General Tutorials] Mission Nodes

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  • A Basic SUR for a Basic CMP

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    I once read somewhere that you can build a SUR out of lots of triangles, making the correct mesh, which allowed you could add holes, such as the Shipyards in NY where you could fly through the Scaffolding, in the SUR file and then splice them all together, it requires a lot of time to export every triangle separately, but the overall results were amazing with a perfectly fitting SUR file, is that what you mean by a correctly structured SUR file?

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  • [General Tutorials] Dynamic Asteroids

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  • [General Tutorial] A Guide to HUD Editing

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    lol 😛 i forgot i done it aswell :-X

  • [General Tutorials] Giant planets

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  • [General Tutorials] Custom factions

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  • Adding Commodities

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    @Tunicle:

    No problem, it is to help new modders in the community feel free to add where you want.

    Your generousity is greatly appreciated.

    R.

  • Script.xml Basics

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    BigQ,

    Thank you very much for sharing. Much appreciated.