Conventional Modding

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  • Bloom Effects

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    Those envmap materials are basically cubemaps. I haven’t experimented with glass much, but I did see some extremely reflective materials in a few spots. Gibbon could answer better with that.

    envmapbasic is really nice in that it’s a cubemap that defines pseudo specular mapping. It does so by projecting a particular face of the cube depending on whether you’re looking at the model from

    the left angle

    the right angle

    the top angle

    the bottom angle

    the front

    an extreme angle from any side

    The thing is that by default it uses a grey color. That means you can alter overall ambient lighting just by toning that grey down. You can also fake shadows to a certain extent with that by darkening the side.

    There are plenty of nice things to do 🙂

  • Newbie help

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    Took slightly longer than I would’ve liked, but nevertheless I thought I’d do at least most of the Wiki’s page for [[MDB:weapon_equip.ini]] 🙂

  • Sound-bug fix?

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    Not really a non-intervention fix, but if in space chat to an NPC, if docked click the bar icon.

  • EdinBurgh Zone Crash

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    **@ F!R - all of my NPC ships are levelled out so that rules it out, I am still having a server crash in Sigma 19

    @ Dragnite - possible, I need to see if I can find the patrol crash in Sigma 19 and see if any go to miners that I didn’t add a room too**

  • Help with new addon with TNG

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    I would think no. Dynamic economy is as a matter of course dependant on what happens on the server, in the case of FLAC you have to have a special dll on the client for it to work. The client still needs the commodity files otherwise from the clients viewpoint, they don’t exist. Pricing is dynamic through the server plugin

    Not sure how FL Hook deals with it though

  • FLMM 1.5 beta

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    Sry to say, but it´s better to stay at 1.4.
    The 1.5 has some probs with installing itself, if there isn´t installed the original FL(1.0). If a mod is installed, than it hangs up and can be stopped with the task manager only.
    Also with unpacking 1.5 have some big probs

  • Widescreen Fix for 22" screens @ 1680x1050

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    I hope someone finds it useful 😄

  • Weapon equip new entry

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    Gibbon wrote:
    Is that right as i thought weapons damage is all based on this entry in Constants.ini as far as i’m aware

    [ShieldEquipConsts]
    HULL_DAMAGE_FACTOR = 0.500000

    This means that whatever you set your damage to

    hull_damage = 1000

    the weapon will always do 50% damage to shields.

    For some ppl this is fine but these days i prefer to do things differently and have proper shield weapons that only do damage to shields and defined hull weapons that only do damage to hulls. Redefines FL a bit but makes loadouts more interesting. If you set the entry in Constants to

    [ShieldEquipConsts]
    HULL_DAMAGE_FACTOR = 0

    then weapons actually behave like they should. Legion is quite right, you don’t have to define a weapon type. You can do but not always needed

    Thanks the tutorial Gibbon! It does look like the armor scale of the npc ships doesnt it? So if i want to make new entry in shields i should follow same method as in weapon entry.

  • Battleship Osiris in open sp?

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    Glad to help

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    Got it, thanks Tunicle, i will try this.

  • Attaching a hitbox to a .3db file

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    It’s seriously that easy? Wow :o. I’ll try it out.

    edit: Tried that. No joy.

  • Pop up atmospheres

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    They are set to 100k. If it was that then the planet wouldn’t appear at all. This issue is purely related to the atmosphere appearing LS. There might be a view range setting for it somewhere, trick is where? lol

  • Vanilla factions problem

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    @Forsaken:

    Look at the hex offset list in the forum…. I think BJ submitted the applicable offsets and provides guidance on how to change it. Good Luck

    I have found that topic:

    http://the-starport.net/index.php?option=com_smf&Itemid=26&topic=628.0

    common.dll v1.0 - offset = 143C58 - replace it with zeros to unlock it.

    use a hex editor to put 00 over each character of the <nn>_<nn>_grp
    entry in the .dll</nn></nn>

    But i cant rewrite the numbers, because its jumping then, and moved that number what i want to replace with 0s. EIDIT: Solved :) good old copy/paste still works instead of typing. Thanks m8 :)
  • Adding Neural Net Log entries in MP?

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  • Max number of [Object] types in a system?

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    Thread is here. Download here.

  • Unique ship textures in-game

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    @Gibbon:

    Why not just load the model into milkshape, rename the groups and texture and save it as a new model, takes 5mins

    A bad thing is i am by no means an expert on milkshape, except i imported ms3d files to 3ds, but it was a trial version, and it has expired.

    ^
    I
    If i could i will. 😞

  • Save Editor newplayer

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    @Bas:

    FLMM moves the savegames once a mod gets (de-)activated, so try with activated modification.

    Same result. Appears like:

    [Player] description = 0055007400610068005f0043006100720062006f006e00200042006100730065 tstamp = 30012684,2610347536 name = 005400720065006e0074 rank = 38 voice = trent_voice com_body = 3144214861 com_head = 2223155968 com_lefthand = 2479975689 com_righthand = 2264565644 body = 3144214861 head = 2223155968 lefthand = 2479975689 righthand = 2264565644 system = BW11 base = BW11_09_Base location = 2207009799 ship_archetype = 2796325837 equip = 2968894153, , 1 equip = 3166720004, , 1 equip = 2723858309, , 1 equip = 2265531853, HpHeadlight, 1 equip = 2470059588, HpRunningLight01, 1 equip = 2470059588, HpRunningLight02, 1 equip = 2470059588, HpRunningLight03, 1 equip = 2470059588, HpRunningLight04, 1 equip = 2494027655, HpDockLight01, 1 equip = 2494027655, HpDockLight02, 1 equip = 2799531210, , 1 equip = 2500775748, HpContrail01, 1 equip = 2500775748, HpContrail02, 1 cargo = 2911012559, 3, , , 0 cargo = 2596081674, 3, , , 0 equip = 2639905100, HpWeapon01, 1 equip = 2639905100, HpWeapon02, 1 equip = 2736156677, HpCM01, 1 cargo = 2211307011, 50, , , 0 equip = 2836941065, HpMine01, 1 cargo = 2502891087, 50, , , 0 equip = 3112104454, HpTorpedo01, 1 cargo = 2834217409, 50, , , 0 equip = 3161999886, HpTurret01, 1 equip = 2851656000, HpThruster01, 1 equip = 2962746376, HpShield01, 1 equip = 3176774988, HpWeapon03, 1 equip = 3176774988, HpWeapon04, 1 equip = 2487696717, HpWeapon05, 1 cargo = 3129734726, 50, , , 0 wg = 0, HpWeapon01 wg = 0, HpWeapon02 wg = 0, HpTurret01 wg = 0, HpWeapon03 wg = 0, HpWeapon04

    I dont get it. In the save editor it appears like a block., not like here.
    Anyway, i have no clue what are these numbers instead of names at the ship_archtype, cargo, equip, etc…
    Im affraid, if i want to make new factions, i’d must modify the newplayer.fl, and its turn back after deactivation by flmm, then how can i make it?
    Many modder here made new entries for new factions as i saw at the tutorial part, so it can be done somehow.
    I really need a hand.

    Thanks in advance

  • Interesting Ship Bug

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    You found/made an alliance Cruiser?? 😮 Oh wow…
    I would be very interested in seeing that monster 😉