Conventional Modding

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  • New nomad ships - Howto?

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    It should be not necessary to set any translucent value in any program. If you just use Nomad surface it should work without any trouble, because the texture includes its alpha.

  • Realistic Nebulas

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    Via txm-editing? I think so.

  • Questions about Asteroids and Mining

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    Skotty and FriendlyFire have already pretty much answered the question. On the animation front, the only people I’m aware of that reliably trigger animations are the FW:TOW team. I don’t think there is a non-hooked method of triggering animations. I think maybe the Procyon server has it also. I remember hearing about it, but I’m not sure if they actually do.

  • Help: Offset shield bubble

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    I’m on 1.1 and my computer can’t digest the Hitbox builder. :s

  • Engine ALE problem (Solved)

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  • Missions with new Fractions

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    w0dk4 wrote:
    In German, a word for faction is actually “Fraktion”, hence the often made mistake.

    Also what is funny is that the german word “Fraktion” also has the meaning of fraction in english, depending on the context.

    Isn’t “Faktion” also a German word? There is a wikipedia article on it…

    I can remember there was much confusion amongst Dutch newsreaders whether the terrorist group RAF was called Rote Armee Fraktion or Rote Armee Faktion. (These folks, also known as the Baader-Meinhoff Gruppe, were the 70s equivalent of the LWB)

    Members of a poltical party who are elected into Dutch congress, are called a “fractie”, but “factie” also exist. The Wiktionary article even adresses the difference between these two words (which is too vague and uninteresting to elaborate upon).

  • PCGamer Mini-Article

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    Well thats Just Awesome … But no thanks to me

    Dwn is the one who Busted his Hump removing errors for months to get those two Mod starter packs to the public …

    Well Done Dwn … you should be Proud

    im Showing Download numbers for the packs @

    Vanilla TCM Pack 122

    TCM Pack 85

  • Trade Lane Restrictions

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    Yep, I added it to the todo, but it can wait a while.

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    That’s a Developer issue, nothing to do with with the territory addon. You only add two files, the territory .dll and the territory.ini which you have correctly added.

  • Add Weapon on model in THN animations…

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    com wrote:

    But i dont kno if i there is a way to change orientation with this method…coz…there is no attached entity…so i cant make canons animation…

    There is a ligth parameter too…but animated ligth on the model hav some display bug…dont kno how to fix it…the fx engine probably dont start for the model (PSYS)…

    With Equipement method…i can change orientation but requierd lot of entry for 1 ship…and i hav a fleet in my intro…ahaha…

    You can make an custom loadout for the ship you wish to animate guns. You can make the loadout entry without the animated light hardpoints and that way eliminate the lights problem. You can also put some non animated guns into the entry, but leave place for the “big gun” you wish to animate in .thn.

    Do this on your whole flotilla and you’ll get an nice touch to your animation.

  • Non-Bases Bases

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    well, what you see being on a base is a thn rather than anything real. it calls for the player ship but it hasnt to. it also does define where the ship is, where charecters are, what shape the room/planetscape has etc etc. so, you can make your base rooms look absolutely custom, you could even see your ship outside of the bar, as if it were in space and in front of it the mooring satellite or whatever thingy you use to dock. it won’t be outside actually, you will be docked with the base, but you’d see your ship being still in space while your character “went through the corridor” outside into the rooms of the base.

  • Feature adding equipment

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    Forsaken and FriendlyFire?

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    adoxa wrote:
    If you use the latest UTF Editor (topic), it will highlight each part (you’ll need .NET 3.5 and a “recent” DX update). There are also tools on my site for translating nicknames & ids, as well as straight text files for vanilla system and base nicknames.

    Hah! Waddyah know. Thanks man.

    Edit: Whoa! this gives me a whole lot more info that I don’t know about! lol. Thanks 🙂

  • Some questions for the weapon modders.

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    has another one of those amusing I feel bright moments

    Yeah, try opening xml with notepad, works a lot better =p

    And those shockwave missiles… Heh I want to make one now, but it’d feel like copying someone else’s work so unsure there.

    The info inside is kinda helpful too for what I’m working on, and at first I was curious how Silverlight got the rocket pods to fire with right mouse. Helpful yes, it’s been bugging me trying to figure that part out.

    That and I noticed that weapon type was listed as W_rocket instead of W_laser01. Yet I couldn’t find any other reference to it in the script. Something that references a different weapons related file? Or just a way for an editor to keep track of his guns?

    But after a bit more study it seems like they’re really just a laser gun with missile graphics. As there’s no explosion tab attached with them, and no seeker = DUMB. Which I seem to need to get the explosion to behave right, but which still kills the ability to right mouse fire the gun.

    Though on a side note i did figure out one workaround by simply keymapping fire weapon 7 to E instead of it’s usual use. Hold it down and weapon will chain fire. But this seems like a bit of a band aid approach, not exactly fond of it.

    One other problem has cropped up that’s I’m fairly sure is also tied to adding in Seeker = The gun seems to fire any normal in game proj file just fine. But if I make it a custom beam effect I get no graphic at all. Thought my initial one had a typo or something was added in improperly so afterwards I tried using a custom effect from another gun which I’ve seen so I know it works. Still no graphic that way either.

    Any ideas what could be causing that?

  • Mod Idea : Modular ships

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    The thing is, I no longer accept that it can’t be done, or wouldn’t happen. 🙂

    The above posts mention some ways and there are cargo pods in Discovery that are different shapes and colours. So I know that things can be changed ingame. Recently Cannon came up with a light swapping idea (using the light hardpoints and attached light objects - or something), so I know FLHook can also do some amazing things too.

    I know this modular idea is possible, I just need to discover how. I might have a look at some of what the others have done.

    The animations idea is a good one, I may explore that later. I don’t think many people have used the animations for things, however, these also seems limited to one animation (as far as I know). So it wouldn’t do to only have one ship modification available.

    It’s branching some other thoughts though so, thanks for the idea. 🙂

  • 0 Damage zone in radiation area?

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    Not sure. I’ll save it for later, I should really finish the things I’ve started…

  • Pre-Modding Basics Questions

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    I’ve found Google docs invaluable for centralizing tutorials, concepts, images etc, if you’re working as part of a team the data can be shared and edited by all.

    As mentioned earlier keep multiple back ups of your data, burn a DVD every 2 - 4 weeks and put them somewhere safe, an online store/file syncing site like Dropbox (free 2 Gb storage) is very useful too.

    I’ve found FL Mod Studio very useful with it’s 3D system display and unlike FL Explorer works with an activated mod.

    A couple of tutorials I’ve used are “System building from scratch by Giskard”

    http://www.gamefaqs.com/pc/913966-freelancer/faqs/25096

    and “Trying to understand encounters” by Buck Danny

    http://the-starport.net/freelancer/download/visit.php?cid=5&lid=2420

    There’s lot more tutorials in the downloads section but as the previous posters said pick a mod topic that you find interesting and work your way through it, then try something else.

    CK256

  • Programs for modding

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  • Unable to find section (1 rep)….

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    Yeah, that’s why I suggested he use an unencrypted newplayer.fl file, because FLMM can and does modify it. Of course, being as old as it is, this has most likely been taken care of, but it never hurts to reiterate things.

    MK

  • FL ini file Hierachies (and command flow)

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    If you got any corrections for this, then dont hesitate to spill the beans…

    😄 Ras