Conventional Modding

no description available
754 Topics 7.1k Posts
  • Locked_gate code for Li06_to_Li01_jump hole

    Locked
    4
    0 Votes
    4 Posts
    5k Views

    Don’t forget, once you have created a new char, it is stored in the player file. You will need to edit it out of the file or create a new char.

  • Character/Account Item Limit

    Locked
    2
    0 Votes
    2 Posts
    4k Views

    There’s no limit really, there’s just some point at which you’ll encounter bugs 😉

    I have limits of 250 equip+cargo items per char and 350 per key on my server, this does it for me.

  • Upgrade Patch

    Locked
    11
    0 Votes
    11 Posts
    15k Views

    While perks are nifty and bring a different style of play to the table, I don’t think they are a necessary element in freelancer. Developers drop those in to give their content lacking games some replayability.

    We all know that freelancer isn’t missing any content, at all really. Not with the community it has. Don’t get me wrong though, taking the time to do it, and making it work, I’d like to see it, I think it would be pretty cool.

    For now though, I recommend focusing on just beefing up the graphics, making them look improved, detailed and VERY appealing, and the easiest task to do on your list.

    Make an extension mod after for your perk system if you can get it figured out, that way its an optional feature.

    Also, for compatibility for those server hosts, use the SDK as a base for everything. Build up from that as I know the majority of vanilla servers use it for improved stability. More incentive for people to use your Enhanced Graphics.

    Good luck!

  • Shield Bubble

    Locked
    13
    0 Votes
    13 Posts
    11k Views

    Load the shield sur into FLMT, click resize, select the scale option you want & set the scale to 2, make sure the type still points to scenery and hit OK.
    You will now have a shield bubble sur that’s double the size of the original.

  • New key for extend wings?

    Locked
    28
    0 Votes
    28 Posts
    20k Views

    Arvis Taljik wrote:

    Azureus wrote:
    So if its possible to animate the wings extending from a ship, say for example relating to stargate, would we be able to animate the jumpers drive pods extending out from the sides?

    As far as I’m aware, you’d actually be animating them RETRACTING, where the ship model has them already in the deployed position. The retraction animation would then be triggered by such things as docking and cloaking.

    cruise too?

  • Custom planets textures

    Locked
    3
    0 Votes
    3 Posts
    5k Views

    Azureus wrote:
    Quick search on google:

    http://baro.deviantart.com/art/Tutorial-Craters-78901918

    Thanks.

  • [SOLVED,CLOSED] A simple mod…

    Locked
    19
    0 Votes
    19 Posts
    17k Views

    I did have a backup, but it wasnt the correct version, I found one on the internet. It works now, TY.

    Now this topic can be closed.

  • Really strange error.. need some advice ;)

    Locked
    10
    0 Votes
    10 Posts
    7k Views

    Forsaken wrote:
    I use 010 editor for hex editing. I just jump to the address and with the quality of info provided by our hex gurus its pretty obvious what to change. But, if you’re uncomfortable making the edits, email me your server.dll and I’ll do it for you. I’d send you mine, but IIRC ours is edited a bit and would possibly cause you to have to make some changes to your ini’s to work for you.

    you are correct lol 😄

  • Decoding factions

    Locked
    8
    0 Votes
    8 Posts
    7k Views

    I made use of its blank name and neutrality for Hostile Universe’s Hyperspace jump gates, since the reputation line is needed to show the proper name.

  • Missing weapon FX

    Locked
    55
    0 Votes
    55 Posts
    44k Views

    “Why’s Guide to duplicating FX”… Search for that… it should get ye started… everything else is pretty straight forward if ye know how DirectX works… or have played with any ID Tech (doom3)…

    Basic principles really, most is pure trial and error 8-)

  • Model weapon help

    Locked
    2
    0 Votes
    2 Posts
    4k Views

    Ok I gave up on the custom weapons, and are going with the current weapoins in game. It seams that there is an error in the model of the triple turret, might be too big, or it might just be the tree of them combined i just don’t know.

    But I’m going to use the curret weapons of 88flak and just move on. Once I have the ship finished I’ll spend some time working out my bugs. I will post my finding once i find out what was casuing the crashed incase someone else is having the same trouble.

    Lonestar out.

  • NPC and missions problems

    Locked
    25
    0 Votes
    25 Posts
    17k Views

    but still, thanks alot for that tool

    now if you’ll excuse me, i go crash to sleep on my keyboard

    good night mates, if there is anything ^^

  • HpFire Number Limit

    Locked
    3
    0 Votes
    3 Posts
    5k Views

    Yeah, found out from Devast8or that the limit is 7 per weapon.

    This means I may have to get a bit creative with how I try to handle weapon sounds (I’m going to try re-defining effects as different types which handle sounds better)

  • Singleplayer leveling crash

    Locked
    6
    0 Votes
    6 Posts
    6k Views

    Apparently it was a pathfinding issue. I suggested it, and Digdug tested it, and the crash quit. I’ve yet to do it on my end and see how it works.

    To fix this, there are two options:

    Modify the SP to lock all of the stuff which was unlocked for multiplayer at the start of M01.

    Modify each of the missions to remove the waypoint function at the start of the mission.

    At any rate, I’m really glad this is sorted. Hopefully the singleplayer guys will be able to play the full SP storyline using the additions and improvements of Shattered Worlds :: War-Torn

    Many thanks to those who replied. 😛

  • Interface Editing Info

    Locked
    5
    0 Votes
    5 Posts
    5k Views

    Thanks mr cheese 🙂

  • Editing Suns

    Locked
    18
    0 Votes
    18 Posts
    13k Views

    Oh? Do enlighten us Mr Solurus 🙂

    PS: Hilarious signature SolCommand

  • Editing Tools

    Locked
    7
    0 Votes
    7 Posts
    9k Views

    Thanks Xarian!

    The reason I ask guys is I’m creating a very very stripped down version of XP (so much so that its size is about a 100mb or so on disk) with all the tools necessary for modding freelancer.

    Call it a sort of Freelancer Editing Kit if you will.

    People wishing to use it would just download a file, and then load it into a free “player”, and be able to use it without needing to install anything, as it will already be configured.

    Files from the “host” or regular PC can be dragged and dropped right into the window of the editing kit, and dropped back out again to your desktop.

    The main ability of this is it will allow those with Vista/7 etc (such as myself) to use programs that don’t work in them.

    You can also use it as a side effect to browse safely, as if you did contract any malware etc it would be limited to the virtual environment.

    So what I needed was a full list of tools, Xarian if you could create a pack then I can get to work on getting them all included, except the larger tools that is.

    Anyone that would like to help, is also welcome to do so!

    Including any suggestions for content, as it is will be a custom windows xp install, so it will mainly be designed for that, the start menu will only reflect editing tools etc.

    So it won’t be used in place of a true operating system.

    Got it up and running with a bare minimum XP install and Notepad++, my favourite editor for modifying ini files

  • Two questions on big planet ring

    Locked
    5
    0 Votes
    5 Posts
    6k Views

    Sorry for the delay, and Thanks guys, but no idea to fix it. i change

    – 3f in freelancer.exe, 0x210530, 0x210530 to 1 and
    – 250000f in freelancer.exe, 0x210534, 0x210534 to 1250000,

    The rift not disappear, and actually it move to other place lol~humm :-?

    I will keep trying on this.

  • Edit draw distance

    Locked
    4
    0 Votes
    4 Posts
    7k Views

    There are more than just the ini LOD’s.
    Most vanilla cmp models got a internal lod limit saved inside the CMP, this must be edited (for example the battleship stations, whatever u set in the ini the bs station draws away at 10k.

    Than there is a lod limit for the different solar object types in one of the dll’s or exe files.

    So u need to do alot more than just changing the lod in the ini’s.

    Greetz Mind

  • Prefered Versions of Milkshape

    Locked
    4
    0 Votes
    4 Posts
    5k Views

    One side note, there are some older model formats in FL that use an entirely different layout and no importer yet made will open them. You’ll know if you open it up with UTF editor and see “openFLAME 3D N-mesh”, “Rigid body”, etc. Then there’s the UI models, which don’t have a VMesh in the same file. That’s going to be a very long process piecing them together 😕 seeeriously.