Speciality Modding

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  • Disable the Auto cruise function

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    @Ruppetthemuppet:

    Um, Any way to grey out menu buttons buddy? I know it’s defined in the .exe 😄

    I dunno about greying them out, but I could probably help you remove them completely. 😉

  • Ship texturing

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    @Mini_Me:

    Here’s a link to some Gmax plugins and such, hopefully some help ya out. I haven’t used it but for like 5 minutes.
    http://www.davidhsmith.net/Essential_Tools.htm So I haven’t used the md3 exporter, sorry m8 =(

    Can’t find my links to UV unwrapping tutorials, but Google should come through, mainly gaming sites are most efficient on these. Unwrap, box, sphere, shrink wrap, cylinder; all just different ways of projecting an image onto your model.

    Remember you can select faces and apply mapping to only those, as well. Then collapse, select next faces, repeat.

    Thanks, I have already found that website before, and i downloaded all of plugins.
    I saw in milkshape to assign areas in the texture, and it wont put on the whole texture only that area. Is it possible in 3Ds max?
    When i convert from gmax to 3ds, what should i switch on? Shrink wrap in convert or else?

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    Yip Bejy’s dead correct!..

    Im still yet to see anyone rip a “working” model from a .dfm file…
    We can now however extract/replace the texture wrap for them… maybe a blank
    template model… rip the TGA/DDS out of the .DFM wrap the texture over in XSI

    Then alter the blank model to snug up with the texture wrap??

    I dare say that method will work… but will require ALOT of time and patience to wrap the
    HL2 models correctly… I’ll do some FL / Source texture comparisons tonight, will inform if i find anything
    of use… in fact… im basicly off to try this myself… Alex as Juni anyone??? hehe… got a fair lot of Alex replacement textures
    wont be that hard to compare em… 😛

  • FL bot

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    I’m afraid all sysops you ask to will tell you this is cheating.

    As such, I can’t allow a discussion like this on these forums. You’re free to try figuring it out elsewhere, but not here. Like Legion, though, I seriously hope you don’t succeed. We don’t need more nearly undetectable means of cheating.

    I suggest you try making not so controversial things instead, there are a LOT of possibilities with FLHook and client-side hooking; why not do something everyone would appreciate, you included?

  • Removing "automated" infocards?

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    M0tah… Seriously I love you!  ::)

    Thanks alot… Now I can stop being annoyed by those infocards! 🙂

    Oh… And here yo go M0tah!

  • Effects_types.ini

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    !@ Xarian Prime…Excuse me but that is “All Hair My Royal Buttocks” Times have changed.

  • To M0tah - Multicruise.dll

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    Yeah, playing with those values is how I got Flak’s engines to kinda “flicker” like a real flame, though to be honest I haven’t played with them since 1.23 or so… Hell, a few years ago. XD

    I know one of them, if set too high, makes normal throttle apply the cruise animation - I think it’s MAX_DELTA_FX_THROTTLE, but I’m probably wrong.

  • # of guns/turrets and Torpedoes Allowed

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    @HazardFN:

    @FriendlyFire:

    I don’t think it’s a visual problem. It might be something hardcoded (an arbitrary limit), it might be something about aiming, it might have to do with how FL handles hardpoints/weapons/equipment/whatever. It could be a LOT of things…

    If it was a hardcoded limit then they wouldn’t simply let FL crash surely it would be handled and there would be an error message, or the extra guns would simply not show up or not fire etc.

    Surely. We aren’t speaking of Freelancer, the game where certain bugs are considered as features ::)

  • Logging what Freelancer.exe is reading

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    Regmon too 🙂

  • Glowmaps + envmaps?

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    @Lancer:

    To make the transparency work properly you need to add an alpha channel to your texture. FL is a little weird about that, if you don’t have an alpha channel sometimes the Ot will work and sometimes it won’t, usually it won’t.

    As you wrote in the last row: “usually won’t”. I spotted some texures with existing Oc, but these are crows and galaxies based on black transparent layer. Could i import vanilla textures (walker/cloud mainly) into photoshop and make them transparent somehow (by default the transparent box is gray when i import into photoshop so i cant set it) or i have to make a new in photoshop then export into tga?
    I tried many methods without success so far i’m new in this part of modding so please help me in this.

    thanks,

  • Sidequests: Are they actually possible

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    Someone else versed in Factions should be able to clarify whether this idea is plausible:

    Depending on the limits of how many factions, and how cluttered it ends up…
    At least part of this could be done through Rumors and Faction changes.
    It would take up IDS nums pretty quickly I suppose, having numerous items only used during the quest:

    Some number of custom NPC’s with no other Rumor entries but for the quest (and hidden entirely until initiation)

    Supporting new rumor entries

    However many factions to cover each step of the quest

    Custom missions eek

    More one-use Pilot entries, plus perhaps unique pilot / ship names and titles

    One-use loot sections

    Hidden faction entries to keep down the clutter (think original Nomads)

    Probably more in there I’m failing to recall, but that might accomplish a basic quest without digging into scripting.

    One rumor leads to the location of a Storage Container (been a while since I looked around in that directory, sorry).
    Player destroys container -> custom faction 1 raises -> next Rumor is unlocked at next NPC or same one -> next Container / unique NPC kill / etc drops the previously changed faction back to 0 & raises next, etc.
    As the end payoff, a unique NPC kill on a custom, faction locked mission could drop whatever end item, and faction-lock the starting NPC so it would be non-repeatable.

    On mission pay; I don’t remember ever seeing any option but cash as the reward.

    Anyhoo, just a thought. Either way, good luck 😃

  • Remote Control FLHook through SSH

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    @tai:

    @Helloween: If I understand that right, the port 41555 on my local machine would lead to FLHook Socket Connection? If it is like that, It’ll be great!

    Yep 🙂

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    Will try to do some tests now, will post results if any noticeable

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    I’m not 100% sure on what this variable does and does not affect, however for the most part lowering the variable makes AI and player autopilot fly “tighter” routines - for example, if this number is set low and an object is in your path, autopilot will meticulously (and quite slowly) fly you around the object in a precise manner.
    In contrast, if the number is set high and an object is in your path, the autopilot will lazily guide you around the object, possibly smashing you into it.

    My best guess is that this value is some sort of “delay” for AI-related functions, seeing as low values make AI quite precise with their functions and flight patterns, while high values make them a bit more “lazy”. It could also be a distance multiplier of some sort, depending on the function, as using values that are too low will remove the ability for autopilot to cope with large objects such as planets, and NPCs will attempt to tractor items that are beyond their tractor beam ranges. Setting this number to a negative value yields extremely bizzare results with the AI that I am still experimenting with from time to time.

    88 Flak’s FLHook versions - found at http://the-starport.net/index.php?option=com_smf&Itemid=26&topic=1749.0 - feature the ability to modify this value on-the-fly for FLServer, meaning that (server-side) AI NPCs and (client-side) player autopilot can use two different values - this allows client-side player autopilot to use normal values while allowing server-side AI to use radical values (such as negative numbers).

    M0tah has done a little work in dissecting various functions to point to other variables instead of this single global “AI helper” value, so that individual AI functions may be tweaked more carefully along with other variables (see the “Unfinished” section of the Limit Breaking 101 topic).

    Finally, the FollowOp nonsense is a bit of a personal note, in reference to my AI Wingmen functions that have AI NPCs use the “FollowOp” directive to follow players. This variable has enormous control over the function, with negative values yielding 100% accurate follow behavior (they even follow your strafing patterns).

    Edit: So, in short, if you want a “lazy” AI that flies wide, stupid flight patterns (and crashes into stuff left and right), use large values like 2.0 or 2.5. If you want a meticulous AI that flies by-the-book patterns (and is generally rather slow at accomplishing tasks), use lower values like 1.0 or 1.25. Dipping below 1.0 has unpredictable effects, as does dipping above 2.0. 88 Flak uses an exact value of 1.34, as this yielded reliable routines while not screwing over AI distance checks. And they’re still fast enough to keep the hurt on.

  • Cockpits issue

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    Thanks Mini_Me and Bejaymac of help.

    After use you both of tutorials, finally I solved this issue.

    Thanks again for who all of my friends to give me guidance.

  • Freelancer Server restarting

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    @StarTrader:

    It is not clear what you mean exactly.

    Do you mean you don’t want to restart the FL Server at all?

    Or just delay the restart for a later time?

    Or are you asking what changes you can do server-side without restarting?

    Sorry for not understanding.

    Yep
    No
    Maybe

    Simply i think to change reputation of any station or object in freelancer without restarting server and kicking client for cheat
    Is it real?

    Must i use only file changing on server side or in cooperating with flhook?

  • How to make a big jumphold ?

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    Thanks Fox, thank you for your help has been.

    Now I can finally solve this problem.

  • In-game debug tool?

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    Well the cost of add-on software is manageable while we have OpenOffice.org, it’s free and does everything that MS Office does, except for macros which are a bit different, and the best thing is that it opens and saves MS Word, MS Excel, MS PowerPoint files.

    So you don’t need to go MS Office unless you areheavily dependent on MS macros.

    Eventually I will go entirely Linux with OpenOffice.

    Anyway, let’s give this thread back to its owner’s subject - 'scuse us, chaps.

  • Ship visibility (Long range visibility)

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    Second value of pbubble in [EffectType] is the range of effect’s visibility. It works without any hacks, however i still can’t see jumphole effect farther than ~20k from it. May be that’s where hacks must be used.

  • How to set the default value in Freelancer?

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    Lmao the offset hunter strikes again ;D