Conventional Modding

no description available
754 Topics 7.1k Posts
  • Shield Piercing

    Locked
    10
    0 Votes
    10 Posts
    7k Views

    Explosions can deal damage, but they don’t bypass shields. Only radiation zones bypass shields, and they cannot be “spawned” by a gun. You’ll need FLHook either way, except spawning a zone is a hell of a lot more complicated and convoluted 😛

  • Extract infocard from DLLs in Linux

    Locked
    3
    0 Votes
    3 Posts
    4k Views

    I still have Cshake’s PHP script for parsing infocard DLLs and dumping the data to MySQL. I’ve added you on Skype and will send you it.

  • Sun Safe Zone

    Locked
    3
    0 Votes
    3 Posts
    4k Views

    Will do. Thanks.

  • Mapping thruster exhaust to engine exhaust

    Locked
    4
    0 Votes
    4 Posts
    5k Views

    Right, apologies for misunderstanding the question.

    I’m not aware of any way to do it as you ask.

  • Mass

    Locked
    6
    0 Votes
    6 Posts
    6k Views

    Bobthemanofsteel wrote:
    Equip Mass adds both the mass of Equipment AND Cargo to the ship’s mass.

    Thanks Rita ;D

    I think I was editing the wrong file for commodity mass. I saw that they all have volume= but none of them (or very few of them) have mass= declarations. I tried editing it in but didnt get any noticeable results, now I think I might have been editing the wrong file.

    Anyway I dont think its important. Mass is not significant for what I’m looking at. The ranges are too tight. Thanks though

  • Ramming and flipping solutions

    Locked
    4
  • 0 Votes
    29 Posts
    22k Views

    :lol: :lol: :lol: :lol: :lol:

  • Creating a generic ID

    Locked
    2
    0 Votes
    2 Posts
    3k Views

    The easiest solution is always he best. I used DS Account manager to give us tractor beams. doh!

  • Regarding Discovery 4.86

    Locked
    3
    0 Votes
    3 Posts
    6k Views

    You need a docking module mounted in your ships.

    Docking modules are normally manufactured in Player Owned Bases.

    You can also buy them from the Lost Battlestar admin base.

    Use the flhook .beam command to get there.

  • Capships hanging up on undocking

    Locked
    27
    0 Votes
    27 Posts
    19k Views

    If docking is not an issue, move the HpMount on the ships that exhibit this behaviour 200m below the ship, as suggested earlier in the thread. This will cause the ship to undock 200m above the base, likely well clear of it.

    If you had been using FlHook, the “moors” plugin by Adoxa is an option - it makes capital ships using medium and large moors undock in reverse, like the vanilla transports do.

  • Hitbox Mesh Complexity

    Locked
    5
    0 Votes
    5 Posts
    6k Views

    What’s the recommended limitations on hitboxes though? In DiscoveryGC we’ve got some issues with lag once we hit 150+ players and get a couple of groups fighting eachother - and I’m half wondering if the hitboxes are the issue.

    Method used for creating hitboxes:

    Import CMP into Milkshape Reorganize the model into more or less convex shapes which follow the model skin. Use ConvexTool to wrap a convex shape around each group. This ensures that every group in the hitbox is convex. Delete the original groups afterward Export the entire model as OBJ. Use Obj2Sur by SmackBolzen to convert it into a hitbox. The only hardpoint we list is the HpMount one for ships - for equipment, we use none.

    This results in SURs of about 10-60 KB in size, with group counts ranging from 8 to 60. All groups are assigned to root, we don’t use destructable or moving components at this time. I have searched, but can find no recommended limits on SURs. Only “try to keep them as simple as possible”, which is not helpful.

  • Engine Class

    Locked
    3
    0 Votes
    3 Posts
    4k Views

    Yup!

    [Good] nickname = ge_bwe2_engine_01 equipment = ge_bwe2_engine_01 category = equipment price = 1 item_icon = equipment\models\commodities\nn_icons\equipicon_engine.3db combinable = False ids_name = 263679 ids_info = 264679 shop_archetype = equipment\models\commodities\crates\crate_grey.3db attachment_archetype = equipment\models\commodities\crates\crate_grey.3db
  • Interface mod

    Locked
    11
    0 Votes
    11 Posts
    12k Views

    Anyone else seeing an issue when hitting F1 to access the menu or also when opening a chatbox? I’m getting occasional crashes in Freelancer.exe at 0x00018b93 when using the RimShot Interface mod but so far no crashes after deactivating it.

  • Nomad Worm model?

    Locked
    4
    0 Votes
    4 Posts
    4k Views

    The glowing eyes are special effects. I think its not possible to attach them to the character without any THN script.

    His mouth is maybe fixed because a Nomad is coming out of it, so they changed it.

  • Changing thruster acceleration?

    Locked
    3
    0 Votes
    3 Posts
    6k Views

    You could use my tool found in the tools section to setup all the values you want for your ship.
    To just give you the formulae (which are not made up but the way the work in FL):
    thrust_force (of [Thruster]) or max_force (of [Engine]) is F;
    mass (of [Ship]) is M;
    linear_drag (sum of both [Ship] and its [Engine]) is k;
    maximum velocity is v;
    F = M * A;
    v = F / k;

    Also, you probably want to keep the ship’s linear_drag at 1.0 if you want to dogfight as used to.
    The purpose of my tool is to release you from annoyingly numerous usages of the conventional calculator or excel table you would 😉

  • Effects, HpFx

    Locked
    3
    0 Votes
    3 Posts
    4k Views

    Thanks sumanuti, I totally forgot that step.

  • Asteroid LODs

    Locked
    8
    0 Votes
    8 Posts
    7k Views

    @Xarlok:

    Yes, that is exactly what I was looking for. Thanks!
    Just recognized it is the same as the zone_shell at clouds.

    @w0dk4:

    Can we export asteroids from ms3d to cmp? We might be able to set the LODs then.

  • Faction issue

    Locked
    7
    0 Votes
    7 Posts
    6k Views

    Not corrupted exactly, it’s just that initialworld.ini is copied into the save

    Yes indeed. I opened with save editor, new faction wasn’t there. I don’t get why autosave and restart cannot recognize new inputs when starting new game though.
    If I start new game and save after docking that would be the new autosave too, so it’s quite weird.

    old save wouldn’t have had your new faction

    It has, even old saves without having new faction could handle this by adding automatically neutral (0) value to the faction but initialworld has to contain that (also newplayer.fl and the rest have to), saves don’t. In this case there is no need to start new game.

  • 0 Votes
    7 Posts
    7k Views

    About the sur mesh for ships/shield bubbles:

    I was testing a lot for Schmackbolzen’s obj to sur converter.

    I also tested the usage of shield bubbles and weapon sur-meshes on the ship.
    I found out: A shield bubble works like the mesh for a weapon.
    These additional meshes are always solid for players flying the ship. This means, if a player uses this ship, you will always have collision with your shieldbubble, even if you don’t have any shield on your ship. Same with weapons.

    Just NPCs (including stations) can toggle these additional HP-sur-meshes.

    About the shield-objects:

    shield_link works like this:
    shield_link =
    shield_object (defined in select_equip),
    Hardpoint where the hp_child (defined in select_equip) is attached to (means teleported to the same position and rotation),
    Hardpoints for shields using this object.

    [Shield] (shield link object) uses “empty” 3db files that just contain the hp-point defined at hp_child.
    The sur file of these 3db files is now used, because a 3db/cmp file always connects to a sur file of the same name in the same directory.

    For example:
    shield_link = l_freighter_shield01, HpMount, HpShield01
    The object “l_freighter_shield01” has one HP, called SpConnect. This one is the hp_child.
    The whole object will be moved and rotated until SpConnect has the same position and rotation as HpMount
    Shields using HpShield01 will use this shield bubble.

    For me it always seemed like the object defined in shield_link is not used by the game (thats why your cruiser gets always hit on the hull). Means: Use any standard shield-object there and everything will be finde.

    Correct me if I’m wrong.