Conventional Modding

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  • Weapon enhancers?

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    i have heard of a way to do this with flhook.

    if i remember correctly it works by flhook seeing two items (in this case the enhancer and the weapon) and then a command being typed and it deletes them both and replaced it with a new weapon with the right upgrade. i suppose it would be like /enhance<enhancer><weapon></weapon></enhancer>

  • Equipment Audio

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    I think Strail is searching for the chick who says “mounted” oo er

  • EVE models in Freelancer

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    Heheheh…

    Glad my post is being taken with humour, as it was meant, don’t want anyone getting upset again!

    😄

  • Advanced Battleship Encounters

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    im glad i can help the master. by the way i am really loving your mod . its fun.

  • Tiles on planets

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  • PVP Ult

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    @Griffin:

    Oh hey, Dark Angel, thankyou. I can deffinetaly use large ships. If you want to jump on an instant messanger we can work out the details.

    I deinetaly like the idea of putting the entire ship’s information in the info cards. That way when you jump in a ship that you haven’t seen before you can look up the data and you can se what mod it’s from, who made it, and all the neet little things about it.

    Edit: I thought about what I said in another post about hyper balancing the sci-fi ships to what they origenaly were designed to be like, I think I will turn FL-PVP into a “nascar” sorta. In the idea of keeping all the data complete and to it’s true form from each creator. That way when you fly the ship, use the weapons, and read the info card data, it all points to it’s origen. Kinda like “sponcers” of the product. Hope that gets across the way I’m trying to say it.

    Sent you a PM 🙂

  • Making a mod

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    A quick tip:

    before you use flexplorer open your flmm mods folder and make a new folder (give it your mod name).
    When you use flexplorer choose edit an existing mod. that way the folders you need are all in one place. 😉

    then you can easily find the folder, zip it, rename it and send it, post it

    (hope that helps)

  • Best of FL part 2

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    that looks much better

  • 'moor_medium'

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    That’s what i d call a ‘feature’.
    The given stuff is just an other ‘undocumented restriction’.

    This would be a nice feature 2 balance bigger ships
    beyond the size of a VHF.

  • Freelancer Tool Kit

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    I was send PM to you on your forum with my server information.

    I meaning is that, I need to localization your FLSM Client to Chinese, but I can’t find any I can edit of English resource string in your FLSM Client.

    May you can help me that ?

  • Lightmaps - HELP

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    there are various material types which support lightmaps
    you have to change the alpha channel of the texture in order to get it to work

    the emmisive/glowmaps definitly glow even when its bright… you can test this by using different colored textures

  • Building a base

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    Both can be found here in the downloads section 😃

    But if you’re just attaching pieces together like on say Freeport 9 and such, you won’t need to modify the surs or anything like that. Possibly one of the system building tutorials might explain the finer details.

    But what you’ll be doing is attaching those parts via the \DATA\SOLAR\loadouts.ini An easy approach is to have a couple windows open: one in the \data\solar\misc which is where the connecting beams and many of those parts reside; the other the \data\solar\dockable directory, also contains shipyard addons, as well as the main bases.
    Have HardCMP handy so you can open up the .3db models in the misc directory and check what weapon mounts they have etc, as you’ll be adding the weapons mounted on them … under the main base’s loadout -if the hardpoints have unique names, or its own loadout entry -if they’re generic. Make your list of all the model filenames you know you’ll be using, then you can search through SolarArch.ini for their Archetype. Once you know the archetype, you can use that to mount it to the base via loadouts.ini
    While you’re looking at the models in HardCMP, note the locations of any HpConnectXX hardpoints, these are the points you “glue” together the station.

    Just rummaging through Solararch.ini should give you a nice idea of possibilities. Come tomorrow someone should have a link handy for a tutorial, personally I like digging through junk taking the long route and learning after many headaches ^_^

  • Nav Map Space Names Text - help!

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    Superb! That’s exactly what I was looking for thanks very much!

    Rik

  • My oxygen pckets dont deal damage

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    Cheers FF your an absolute star, The values in the explosions.ini were set miles too low and also the energy_damage line was missing so a bit of tweaking and hey presto they work again 😄

  • MOVED: 3D Model Showroom

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  • Error log

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    Thanks to both of you. Fixed 🙂

  • Adding space objects

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    Seems as.
    Found some crcs under the interface.generic-102.vms node
    Stuff seems 2 come with 3 values each, where 2 keep the same
    and refer 2 the material library of the spaceobjects
    as

    418499729 - nav_depot
    458752
    13369356

    204234302 - UI_NAV_playership
    196608
    13369350

    266105058 - UI_NAV_stars
    458752
    13369356

    91921497 - UI_NAV_sunwoglow010427112237
    458752
    13369356

    111153050 - nav_surprisex
    458752
    13369356

  • Lens flare

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    StarArch.ini (SOLAR), but never mind! After 15 minutes research I’ve discovered the truth 😄 ;D
    I post my knowledge here for you guys, maybe you will need it a day.
    [lens_flare]

    First the general (global) options for this lens-flare effect:
    nickname = nickname
    shape = texture to use for lens-flare-particles
    min_radius = if you look into the sun below this value, lens-flare disappears (fade, in degrees)
    max_radius = almost the same as above, set to (about) 90 (degrees) and lens-flare disappears when sun is outside screen

    The following entry is a lens-flare-particle, you can add more of this:
    bead = 0.100000, 0.900000, 0.900000, 0.100000, 0.100000, 0.800000
    The big load of numbers mean the following:
    bead = distance from center (0->1), size (experiment with this, 0<), red (0->1), green (0->1), blue (0->1), alpha (0->1)

  • CapShip Maneuverability

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