At a Loss
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Xalrok wrote:
The crash could be caused by equipment bundled with the ship in the ship’s package in goods.ini. Try having just a tractor beam, scanner, powerplant and engine sold with the ship, eg:[Good]
nickname = yourship_hull
category = shiphull
ship = yourship
price = 7900
ids_name = 12002
item_icon = EQUIPMENT\MODELS\COMMODITIES\NN_ICONS\li_freighter.3db
[Good]
nickname = yourship_package
category = ship
hull = yourship_hull
addon = ge_lf_engine_01, internal, 1
addon = li_fighter_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1Thanks for your responses,
I just tried that, but it still crashed instantly.
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1. If you are using DDS textures they must be square (64x64, 128x128, 256x256, 512x512, etc)
2. if you are using tga textures, they must be flipped (In photoshop and similar programs it is flip vertical)
3. If you specify a specific FL ship (shiparch) make sure your Hardpoints on the model match them (If not, remove them from both the goods.ini and shiparch.ini).
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I’d have a look but an .obj file is no good without the materials (.mtl) file. What’s the .mb file for, not familiar with them?
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I noticed you want it to be free to buy, In FL you need to have a price of at least 1
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Should probably also post your .ini entries too, the problem may lie there.
I’d recommend checking your flspew (FL’s log file) and looking at the last entries leading up to the crash. There should also be a little tool here in downloads, just a simple VBscript which makes reading flspew a bit more use friendly. The script is editable in Notepad or whatever text editor you are fond of, so you can look within at the path it is using and find flspew to look at raw also. Either way, it’s good to know where that file is, especially for modders introducing new models, as it often shows what part in the model is causing problems, or what texture is missing, etc…
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first thing to check is to ensure that your texture is in either tga (uncompressed) or dds image format.
It is rather easy to put in the wrong texture format. When i make models for fl i use jpg and png images, then convert them to tga later when i am ready to dump the model into fl. Sometimes i forget that little step and end up with jpg or png in the mat file. Sometimes even when i do have tga textures i sometimes import accidentally the wrong file into the mat file.
Also ensure that your texture and material nodes in the mat file are spelled/named correctly.
if any of these apparently simple things are out of place FL can act pretty touchy over it.
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Nightstalker wrote:
1. If you are using DDS textures they must be square (64x64, 128x128, 256x256, 512x512, etc)2. if you are using tga textures, they must be flipped (In photoshop and similar programs it is flip vertical)
3. If you specify a specific FL ship (shiparch) make sure your Hardpoints on the model match them (If not, remove them from both the goods.ini and shiparch.ini).
the texture is a 512x512 square, ive used many kinds of file type sadly no luck with any so far, but im not gonna give up.
Timmy51m wrote:
I’d have a look but an .obj file is no good without the materials (.mtl) file. What’s the .mb file for, not familiar with them?oh, i think ive lost the mtl file somewhere as it didnt seem to have a purpose, or i couldnt import it into milkshape so i think i deleted it.
Nightstalker wrote:
I noticed you want it to be free to buy, In FL you need to have a price of at least 1ooh… well thats at least another thing to fix, does it still count if the equipment on the ship make it worth more than 0, i.e. the ship price is 0, but it has a 200 credit countermeasure dropper, so the ship is now worth 200 credits.
Mini_Me wrote:
Should probably also post your .ini entries too, the problem may lie there.Goods.ini
[Good]
nickname = plane_hull
category = shiphull
ship = plane
price = 10
ids_name = 12003
item_icon = Equipment\models\commodities\nn_icons\li_elite.3db[Good]
nickname = plane_package
category = ship
hull = plane_hull
addon = plane_engine, internal, 1
addon = plane_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark02_hf, HpShield01, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = contrail01, HpContrail03, 1
addon = contrail01, HpContrail04, 1engine_equip.ini
[Engine]
nickname = plane_engine
ids_name = 263688
ids_info = 264688
volume = 0.000000
mass = 10
max_force = 180000
linear_drag = 599
power_usage = 0
reverse_fraction = 0.000000
flame_effect = gf_li_smallengine02_fire
trail_effect = gf_li_smallengine02_trail
cruise_disrupt_effect = gf_li_cruisedisruption
trail_effect_player = gf_li_smallengine02_playtrail
cruise_charge_time = 5
cruise_power_usage = 20
character_start_sound = engine_li_fighter_start
character_loop_sound = engine_li_fighter_loop
character_pitch_range = -50, 25
rumble_sound = rumble_h_fighter
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
engine_kill_sound = engine_li_fighter_kill
cruise_start_sound = engine_li_cruise_start
cruise_loop_sound = engine_li_cruise_loop
cruise_stop_sound = engine_li_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 60
outside_sound_cone = 180misc_equip.ini
[Power]
nickname = plane_power01
ids_name = 263721
ids_info = 264721
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 800
charge_rate = 1
thrust_capacity = 1000
thrust_charge_rate = 100
lootable = falseshiparch.ini
[Ship]
ids_name = 237034
ids_info = 66570
ids_info1 = 66571
ids_info2 = 66608
ids_info3 = 66572
ship_class = 0
nickname = plane
LODranges = 2000, 2000, 2000, 2000, 2000, 2000
msg_id_prefix = gcs_refer_shiparch_Liblf
mission_property = can_use_berths
type = FIGHTER
mass = 100.000000
hold_size = 25
linear_drag = 1.000000
fuse = li_fighter_gas01, 0.000000, -1
fuse = li_fighter_smoke01, 0.000000, -1
fuse = intermed_damage_smallship02, 0.000000, 400
fuse = intermed_damage_smallship03, 0.000000, 200
max_bank_angle = 35
camera_offset = 6, 22
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
nanobot_limit = 12
shield_battery_limit = 12
hit_pts = 1300
DA_archetype = ships\liberty\plane\BiPlane01.cmp
material_library = ships\liberty\plane\BiPlane01.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_fighter.ini
pilot_mesh = generic_pilot
explosion_arch = explosion_li_fighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 24000.000000, 24000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
num_exhaust_nozzles = 1
HP_tractor_source = HpTractor_Source
shield_link = l_fighter_shield01, HpMount, HpShield01
hp_type = hp_gun_special_1, HpWeapon01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01Mini_Me wrote:
I’d recommend checking your flspew (FL’s log file) and looking at the last entries leading up to the crash. There should also be a little tool here in downloads, just a simple VBscript which makes reading flspew a bit more use friendly. The script is editable in Notepad or whatever text editor you are fond of, so you can look within at the path it is using and find flspew to look at raw also. Either way, it’s good to know where that file is, especially for modders introducing new models, as it often shows what part in the model is causing problems, or what texture is missing, etc…that’d be useful it seems.
J.Walker wrote:
first thing to check is to ensure that your texture is in either tga (uncompressed) or dds image format.It is rather easy to put in the wrong texture format. When i make models for fl i use jpg and png images, then convert them to tga later when i am ready to dump the model into fl. Sometimes i forget that little step and end up with jpg or png in the mat file. Sometimes even when i do have tga textures i sometimes import accidentally the wrong file into the mat file.
Also ensure that your texture and material nodes in the mat file are spelled/named correctly.
if any of these apparently simple things are out of place FL can act pretty touchy over it.
After reading this im pretty sure i would have missed some of those important things, i will try the texture thing again to see if it works any differently.
F!R wrote:
Try if this one works=> Bi-Plane
that was very strange…
i connected your files into freelancer instead of mine, and the ship was not on the dealer floor or in the UI window, BUT, i could buy the ship without it crashing now, (i think maybe because i did some tweaking based on everyones feedback here in this thread)
the strange thing was, when i bought the ship and exited manhattan, it showed manhattan relly close up for about 4 second, (like so close you couldnt see anything but a blurred blue texture) and then i was thrown 37k away from the planet into one of the debris fields with no shield or anything and i can only move sideways too i get no forwards or backwads move speed.
I dont know if this is progress, but at least i can get into space now.
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Did you use the FL model tool?
http://the-starport.net/freelancer/download/singlefile.php?cid=2&lid=2618
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I thought on this some more, sorry if someone already mentioned this. I had the same problem, it was casue I used Hardcmp and added a mount: HpMount01. FL didn’t reconize it and made the same thing happen to me. Once, suish* or FF, noy sure who, looked at my model, they fixed it in UTF and removed the “01” at the end of the the HpMount. After that it worked fine and showed up in the seller area and in space. Hope this helps you mate.
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Maybe you should upload the model as now used in the game.
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LODranges = 2000, 2000, 2000, 2000, 2000, 2000
just use:
LODranges = 0, 5000
Should be able to see the damn thing then!
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Thanks people.
due to your feedback, and help from Sushi -one on one, ive managed to be able to get the model textured in game and stuff. from start to finish.
http://www.youtube.com/watch?v=oHVUEmdbEAE
here is a short video of the progress ive made after all your help.
my questions now are, how do i get the Pilot model to be displayed? so that its not just a ghost plane with nobody flying it.
and
how do i get the ship to be displayed on stations and planets, and in the UI window?
after that i will start looking into the creation of the information ID for the ship, so that it doesnt have the stats page of a Patriot.
thank you all again for your help and feedback
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Did you use a stripped down total conversion mod for this?
You need this entry to be at the top of your shiparch.ini:[Simple]
nickname = generic_pilot
DA_archetype = equipment\models\pilot\ship_pilot.3db
material_library = Equipment\models\pilots.mat
LODranges = 0, 150
MinSpecLOD = 2Check it’s there.
Then all you should need is to add the hardpoint to the ship. HpPilot from memory I think, but opening another ship cmp file in hard cmp or something will confirm it’s name.
If you can’t see the ship on bases and what not try making an entry for the ship in rtc_shiparch.ini, look at other examples of entries to point you in the right direction.
Did you alter the LOD range for the plane in shiparch.ini like I mentioned in my last post? Use LODranges = 0, 5000 if you didn’t change it, can solve a lot of problems when it comes to visibility.
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Timmy51m wrote:
Did you use a stripped down total conversion mod for this?No i didnt, well not yet at least.
Timmy51m wrote:
You need this entry to be at the top of your shiparch.ini:[Simple]
nickname = generic_pilot
DA_archetype = equipment\models\pilot\ship_pilot.3db
material_library = Equipment\models\pilots.mat
LODranges = 0, 150
MinSpecLOD = 2Check it’s there.
aye, it was right at the top just as you wrote it. however the thing that helped me was when you said
Timmy51m wrote:
Then all you should need is to add the hardpoint to the ship. HpPilot from memory I think…I remembered that my pilot hardpoint may actually have been called HpPilot01, and it was, so i redid the hard point and it is now all correct.
so, thanks Timmy51m my ship now has both a pilot, and can be seen on the planets and bases.
brofist