Newbie Q:
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Sky-Blazer wrote:
I have a few Q’s on the files. I have been poking around in the files, read me and tutorials long enough to make me understand that just when i Know somthing. I Know nothing.Q: is on the cmp.files verses sur, versus, 3db, vrs mat.
i don’t want to even suggest my supposed knowledge
but hope someone can give me a run down of there basic functions
i think it’s true that Cmp and Mat both have texture files associated with them but I’m certianly not aware of how they correspond to one another in the game.
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I would belive that the cmp is the main body that you see in space having the hard point’s to attach the stuff to.
it seems that the surs are the damagable parts and the 3db the repaired
i thinkk i read that the 3db where icons. that is that they would be what you would purchase from vender but it seems ive seen a variety of differences in each.Any way i was hoping that someone could fix my ignorance.
Thanks: Sky-Blazer
Blazer,
a Quick run down for your question.
CMP is indeed the model with the various HPs are attached. The model when it is created in the designer’s program of choice has the textures assigned to the desired faces before it gets exported to cmp format. These texture names are used in the .mat fileEvery Mat file has 2 branches, or nodes as its called in its file. The Material Library is the list of the textures used in the CMP file, and is the same name used in the texture assignment screen in the designer’s program of choice. Milkshape 3d calls it their Materials tab.This is where it somehow remembers where in the model those textures were placed. Each texture has its own 3 nodes of its own. They are:
\
material library
->Texture name
–>Dt_flags
–>Dt_name
–>TypeNot sure on the flags reference,but for our example there is a @ (Shift-2) in it. Dt_name refers to the name of the texture in the Texture Library. Type tells the mat file that the texture is either a .dds or a .tga file. The texture Library, where the actual file resides, has its own nodes. They are:
\
texture library
->Texture Name.tga
–>MIPSEven if the designer’s texture is a .dds file, Freelancer still requires the .tga reference every time. If the designer’s image was an actual.tga file, the -->MIPS would say MIP0(zero)
The .sur file, as you have guessed, makes the model a solid object where the weapons collision damage is registered. Without that .sur file you could fly through another object in space or be unable to damage it.
.3db files are indeed used for icons in game for anything. they are also the file format for the commodities’ physical model, and various other elements in the game.
Hope this helps reduce the confusion some.
Fus
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Yes it does and you answered some Q’s i had that I Neglected to ask about or rather did not see the associatian to. your response certainly help’s
Thank you [RIP]Fusion
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relating to the sur file.
some thoughts i was having for my ship.I was hoping to do a few things in particular that would directly relate.
1: I was thinking to keep my design as close to my ships character as possible which would mean that guns would not be seen.
my hope was to mount them inside the ship and when fired they would appear to be coming from somewhere on the ship. In short my ship is based on my book and it’s weapons fire through a proccess called Microscopic switching and are not limited to where they can fire. By building the surs to accomadate weapon movment and stratigicaly placing weapons i was hoping to do this. Q: the weapons fire Could go Through Then??
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although i need to make a lot of adjustments to accommodate freelancer i’m trying to make a mod that has some of the story aspects.
one major adjustment would be that the ship can be destroyed at all but i thought it would be cool to do my destruction a little differently then freelancer instead of a wing coming off i want to be able to have panels come off each panel having its distruction limit.
Q: How would a lot of groups that it would require effect the limitations of poly counts and the like? What adjustments would i have to make to the cmp file to make that work and would i in the end even see the holes of missing pannels.
when i build the panels for the venders would they require somthing unique for that to work?
Or would it even work at all?
I was also hoping to build my main ship dockable on a large scaled version but i want to build docks that seem solid or Glass like that you could fly through or dock through.
That is if you don’t enitiate the dock command in you go. Basically force field effect
once inside be able to fly around and possibly dock somwhere inside. -
Sky-Blazer wrote:
relating to the sur file.
some thoughts i was having for my ship.I was hoping to do a few things in particular that would directly relate.
1: I was thinking to keep my design as close to my ships character as possible which would mean that guns would not be seen.
my hope was to mount them inside the ship and when fired they would appear to be coming from somewhere on the ship. In short my ship is based on my book and it’s weapons fire through a proccess called Microscopic switching and are not limited to where they can fire. By building the surs to accomadate weapon movment and stratigicaly placing weapons i was hoping to do this. Q: the weapons fire Could go Through Then??
–-------------------------------------------------Weapon HP’s can indeed be place on the inside of your model. The energy/missile/Torp will fly through your cmp and .sur file to hit your target. I do it with one of my bombers in our mod. Think of the sur file as a one way mirror. You can see into another room, and someone in that room couldn’t see you. Once the fired object is on the outside (Mirror side of anology) of your sur, you will take damage.
Fus
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so i would not have to even leave a hole
I could make a sur section from a section of say a wing
from my model and it would treat it as no material until it cleared the mirror so to speak. -
Sky-Blazer wrote:
so i would not have to even leave a holeI could make a sur section from a section of say a wing
from my model and it would treat it as no material until it cleared the mirror so to speak.Basicaly (sp?) correct. The Hypothetical wing could be completely .sur-ed and the weapon’s discharged substance wouldn’t care. In fact, as I am aware, when making the .sur file in the first place, there is no material assigned to the surfaces of it at all. Can someone else plz confirm that?
Edit: Let me clarify a statement from my previous post.
Once the fired object is on the outside (Mirror side of anology) of your sur, you will take damage.
That statement should have read “Until the fired object is on the outside (Mirror side of anology) of your sur, you will not take damage.”
Fus
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is it possible to make a dock that shows as translucent and Fly throughable from the outside but gives the aperance of solid ao texture color (Glass)
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You lost me. you want to do what base related?
Fus
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i was hoping to for all apearences from the outside (cosmetically) look to be glass like see throughable
but not as a hole and still possibly be able to fly through at the point where the docks ore locatedthe ship that i fly would be a small version of the big ship but i wanted to put a scaled up version of the ship thats like a base like one of the battleships.
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The Ship is really Big
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also of all the downloads i seem to have i dont have Exporter 0.2. and have been unable to find it searching i tried exporting the starflier again based on reply i and as far as groups go the starflier has more than 18 i tried exporting by the number of groups Named and it tell me they dont match thought i would try
so i was hoping to get the sugested exporter and try it
i can import like a greedy fiend but it dont do me any good to import if i cant export
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The sur on the ship you are firing is ignored. This is because FL knows what weapons fire belongs to who and it simply does a check to make sure you dont shoot your own ship. It’s the exact same thing i did in my game engine since simply rotating the guns around would hit my own ship.
In other words, you can stick the guns dead center of your ship and it will come out without hitting you.
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COOL THANKS LancerSolurus
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Sky-Blazer wrote:
also of all the downloads i seem to have i dont have Exporter 0.2. and have been unable to find it searching i tried exporting the starflier again based on reply i and as far as groups go the starflier has more than 18 i tried exporting by the number of groups Named and it tell me they dont match thought i would tryso i was hoping to get the sugested exporter and try it
i can import like a greedy fiend but it dont do me any good to import if i cant export
I can fix that. Here is my Exporter 0.2 and my Importer 2.7.
Fus
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Thank’s a Milliion [RIP]Fusion
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Concerning the base question, I think I have an idea what your trying to, but since I’m at work as of this post, I will have to elaborate when I get home.
Fus
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Trader,
I will now elaborate on my suspicion. It comes to me that you are interested in putting your dockable battleship base basicly (for lack of a better anology) in a snow globe shell. This “globe” sphere would have no .sur file, so you could fly thru it and dock with the afore (sp?) mentioned battleship. Am I on the right track?Fus
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I actually do want the base ship to take a sold form but YES in just one area on both sides of the ship
looking at the avitar. On the top of the wing area i hid the material that was there you can see the area is the blue between the red i want to be able to fly through at least a portion of that area but i would also like to be able to initiate a dock command there as well that would take you directly to equipment dealer i dont know if its possible to have multiple docking features in one object but i thought to fly around inside like you can in the nomad lair but possibly dock within to like say a ship dealer Ect…
but i dont want it to look like there’s a hole there.
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Sky-Blazer wrote:
I actually do want the base ship to take a sold form but YES in just one area on both sides of the shiplwould also like to be able to initiate a dock command there as well that would take you directly to equipment dealer i dont know if its possible to have multiple docking features in one object but i thought to fly around inside like you can in the nomad lair but possibly dock within to like say a ship dealer Ect…
but i dont want it to look like there’s a hole there.
That’s the tricky bit. Setting the default room at a particular base is easy, that’s a .ini file setting, which is beyond the scope of my knowledge. Others here can give you the information on that detail better than I.
Docking at a specified HP to get a specific room I also don’t know about, I think that you are stuck with one docking HP sequence, and then the ini tells the game the default screen you end up at after the cinematics. (sp?)Fus
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I suppose double docking while it would be cool is not that important to me but it would be nice to be able to fly into the ship and dock and have the force field effect from the outside a material thats slightly tinted so that cosmedically it doesnt look like a hole. Possible??