Easy way to change textures??
-
For the asteroids:
data\solar\asteroidarch.iniThere you will find a entry for each asteroid used in fields. They look like this:
[Asteroid] nickname = rock_asteroid90 DA_archetype = solar\asteroids\models\ast_rock_90.3db material_library = solar\ast_rock.mat
nickname: the name under which this asteroid is referenced
DA_archetype: pathe to the used model
material_library: the material file that is usedSo to change the texture which all of the rock asteroids use you have to export/import the textures from this material file with the utf-editor. You can edit them with any program you like.
You find the asteroids that are used in the field you want to edit by opening it’s file in data\solar\asteroids\
For the docking ring it’s nearly the same, exept that you have to look into the solararch.ini
[Solar] nickname = dock_ring ids_name = 261158 ids_info = 66141 type = DOCKING_RING DA_archetype = solar\dockable\docking_ringX2_lod.cmp material_library = solar\Solar_mat_ring.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic LODranges = 0, 2000, 15000 mass = 10000.000000 loadout = DOCKING_RING open_sound = ring_open_sound close_sound = ring_close_sound docking_sphere = ring, HpDockMountA, 40, Sc_open dock a docking_sphere = ring, HpDockMountB, 40, Sc_open dock b solar_radius = 600 shape_name = NAV_dockingrings hit_pts = 999999961690316250000000000000000000.000000
The first material_library is the one you have to edit.
Note: if you want to use the old texture and your new one at the same time, you also have to change the texture’s name and clone the model with different group names and referencing the new textures to avoid conflicts.
Note2: As far as I know all asteroids in one [cube] block have to use the same material file.
-
it not work i did….look
in the file```
\Freelancer\DATA\SOLAR\ASTEROIDS\LI12_erieicefield_01i found the asteorid i searched for
[DynamicAsteroids]
asteroid = DAsteroid_ice_crystal_small1
count = 10
placement_radius = 150.000000
placement_offset = 90.000000
max_velocity = 10.000000
max_angular_velocity = 3.000000
color_shift = 0.700000, 0.700000, 0.700000now i searched **DAsteroid_ice_crystal_small1** in the file _asteoridarch_ there i found
[DynamicAsteroid]
nickname = DAsteroid_ice_crystal_small1
DA_archetype = solar\asteroids\models\ast_icecrystal_dynamic.3db
material_library = solar\ast_ice.mat
explosion_arch = dast_badlands_explosionso i opened the ast_ice.mat with the UTF [![](http://s10.directupload.net/images/101020/temp/m2pwpysy.jpg)](http://s10.directupload.net/file/d/2318/m2pwpysy_jpg.htm) i export the ast_icecrystal.tga/MIPS and edited it with gimp. i just made it all blue, then saved it, by the side i got an error message [![](http://s10.directupload.net/images/101020/temp/ext4cyxb.jpg)](http://s10.directupload.net/file/d/2318/ext4cyxb_jpg.htm) and in the end i oversaved the file, but i copied the original and it dont work, i see the same texture on the destroyable Asteorids??! wheres the mistake ??
-
in general, it pretty much depends on whether you have edited the texture you think you have edited. probably some asteroids you have not checked yet are changed now. but also, you see, there are multiple maps, layers for the texture. you only edited the largest which you see when the asteroids are nearest to your camera. from certain distances defined in your asteroid archetype file you see the smaller images. to see the asteroids blue always you’d have to edit all of the layers.
-
you have to look into your system file, which asteroid field file it uses. than you have to look in the field file, which dynamic asteroid it uses. in your asteroid archetype file you have to find, which mat file your dynamic asteroid uses and there you have to seek for the right texture… yes, sometimes not everything is like it seems in Freelancer. some things are not obvious and have to be found the classic, manual way.
good luck -
This dynamic asteroid use the texture ast_icscrystal.dds for sure, so it’s quite strange that it does not appear in plain blue after your edit…
-
-
you can actually delete the dt_flags and dt_name nodes within the material node in the mat file and make a single Dc node where you enter four floats of your color (the last one being 0.0 always). like this:```
0.000000
0.000000
1.000000
0.000000btw: Dc = Diffuse Channel Dt = Diffuse Texture (to use with _flags and _name due to it obviously refers to a texture) Et = Emissive Texture (to use with _flags and _name due to it obviously refers to a texture) Ec = Emissive Channel Oc = Opacity Channel so, you can edit surface properties independently from the cmp creation.
-
His goal was not to make them plain blue, that was just for testing I think.