Freelancer Explorer: Raise/Lower bases?
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FF, he wrote that he changed all three values. seems to be the ini actually. however, the rotation values do not change anything on the position but only the orientation. if you want your base to move in heigh change the second value of the ini parameter position =
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Not really a good editor then…(well, it is…partly).
Ok then, thanks
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What file do I edit then? .ini file I mean.
For example, my Mooring fixture is level/overlapping my Docking ring, what file would i edit to fix this.
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Gisteron wrote:
.\data\universe\systems[system][system].ini if default.Follow this path. Let’s use Trenton Outpost in New York as an example, which is in \Systems\LI01\li01.ini
Trenton outpost is here as:
[Object]
nickname = Li01_06
ids_name = 196771
pos = -30642, 0, -29671
rotate = 0, 32, 0
Archetype = space_shipping02
ids_info = 65769
base = Li01_06_base
dock_with = Li01_06_base
voice = atc_leg_m01
space_costume = pl_male1_head, li_tilton_body
reputation = co_ss_grp
behavior = NOTHING
difficulty_level = 3
loadout = space_shipping01_co_01
pilot = pilot_solar_easyThe value you need to edit is the pos = -30642, 0, -29671 line, remember the co-ordinates are x,y,z and 0,0,0 is the centre of the system.
To move it “up” or “down”, you need to edit the y value to whatever you feel like. Hope this helps.
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FriendlyFire wrote:
(assuming X, Z, Y ordering)I hate to be that guy, but it’s common for space games to use Y as their “vertical” value (for example, X3’s horizantal map is arranged X,Z while the vertical map is arranged X,Y). This is probably from common mathematics coordinate systems (especially physics) using Y as their vertical.
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Thanks guys, all sorted now.
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yes, recognise that, too, that most of us use the Z variable in the middle. likely this is due to the universe map, where you have only X and Y where Y is actually Z but on a 2D map it is called “Y”. so for not to confuse beginners it is simplier in some cases either to explain that Y on the map is Z in real or, which is even simplier than this - to call Y in 3D “Z”
Fox, you mentioned the X3 game, that has at least two map views if i understood it correctly. now, here is a task to our gentlemen from the programming and hacking section: please, try to find a way to implement multiple map views depending on axis, so 3D systems make more sense
i think, if this is possible, Freelancer will be thrown to a completely new generation, where we can make a realistic space ambiences without having the issue, that players can only view all items compressed to one heigh on the map.
wow first time i am sad we can’t have the source code the legal way… such a feature is sure a lot of work even for an experienced programer without any sources. -
foxUnit01 wrote:
FriendlyFire wrote:
(assuming X, Z, Y ordering)I hate to be that guy, but it’s common for space games to use Y as their “vertical” value (for example, X3’s horizantal map is arranged X,Z while the vertical map is arranged X,Y). This is probably from common mathematics coordinate systems (especially physics) using Y as their vertical.
Actually, Z is vertical in both mathematics and physics 'round here