Disappearing base - how to fix?
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Hiy’all,
I’m very new to this modding lark, but with the help of this forum I’m doing a lot better than I thought I would be. However, I’m completely stuck on this one, so hope you have the fix for me.
I added a base in California which works fine. Then I added a nebula to hide it further in the asteroid field. Problem is, when I undock the station was invisible so I tried changing various values, then returning them to as they were when that didn’t work, until I found that changing the fog distance to 12000 made it appear. However, it’s only visible below 36m. After that it changes to “silhouette” mode.
What do I need to change so it’s visible from 2k at least? And the fog distance at 12k seems like I’m finding the wrong way around the problem??
Cheers in advance, B -
Could you post the system ini entries for the base and nebula and the solararch entry as well, it should look like the text below
[Solar]
nickname = miningbase_small_ice
ids_name = 1
ids_info = 1
type = STATION
DA_archetype = solar\dockable\miningbase_small_ice.cmp
material_library = solar\asteroid_dock.mat
material_library = solar\ast_ice.mat
LODranges = 0, 7000
mass = 100000000
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = moor_medium, HpDockMountD, 50.000000
docking_sphere = berth, HpDockMountA, 2.500000, Sc_open dockA
docking_sphere = berth, HpDockMountB, 2.500000, Sc_open dockB
docking_sphere = moor_medium, HpDockMountC, 50.000000
docking_camera = 0
solar_radius = 500
shape_name = NNM_SM_DEPOT
hit_pts = 999999961690316250000000000000000000.000000
fuse = miningbase_small_ice_burning_fuse, 0, 0For a small asteroid base the LOD should be set to the level shown that is visible from 7000 m on in to 0.
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Cheers buddy, as requested here’s the info…
Base:
[Object]
nickname = Li02_07
ids_name = 260752
pos = 36600, 100, -57600
archetype = depot
ids_info = 65633
base = Li02_07_Base
dock_with = Li02_07_Base
reputation = fc_ou_grp
behavior = NOTHING
voice = atc_leg_f01
space_costume = sh_female1_head_gen, sh_female1_body, prop_mask_outcast_fem
difficulty_level = 6
loadout = depot_pi_02
pilot = pilot_solar_mediumNebula:
[TexturePanels]
file = solar\nebula\generic_shapes.ini[Fog]
fog_enabled = 1
near = 0
distance = 12000
color = 120, 50, 200[properties]
flag = nebula[Exclusion Zones]
exclusion = zone_Li02_Station_Li02_07_exclusion
fog_far = 6000
zone_shell = solar\nebula\plain_inner_sphere.3db
shell_scalar = 1.000000
max_alpha = 0.500000
exclusion_tint = 180, 105, 255[Exterior]
shape = generic_exterior1
shape = generic_exterior2
shape = generic_exterior3
shape = generic_exterior4
shape_weights = 1, 1, 1, 1
fill_shape = nebula_circle2
plane_slices = 2
bit_radius = 10000
bit_radius_random_variation = 0.400000
min_bits = 3
max_bits = 10
move_bit_percent = 0.500000
equator_bias = 0.500000
color = 180, 140, 220[NebulaLight]
ambient = 40, 60, 120
sun_burnthrough_intensity = 1
sun_burnthrough_scaler = 1.750000[Clouds]
max_distance = 600
puff_count = 20
puff_radius = 150
puff_colora = 255, 50, 120
puff_colorb = 255, 100, 160
puff_max_alpha = 0.700000
puff_shape = generic_cloud1
puff_shape = generic_cloud2
puff_shape = generic_cloud3
puff_shape = generic_cloud4
puff_weights = 1, 1, 1, 1
puff_drift = 1.000000
near_fade_distance = 125, 200
lightning_intensity = 1.000000
lightning_color = 65, 25, 85
lightning_gap = 17.000000
lightning_duration = 0.600000[BackgroundLightning]
duration = 0.650000
gap = 4.000000
color = 50, 60, 80solararch entry:
[Solar]
nickname = depot
ids_name = 261161
ids_info = 66150
type = STATION
DA_archetype = solar\dockable\depot_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 800, 1200, 2000, 15000
mass = 10000.000000
loadout = depot
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = berth, HpDockMountA, 4.500000, Sc_port dock open
docking_sphere = berth, HpDockMountB, 4.500000, Sc_starboard dock open
docking_sphere = moor_large, HpDockMountC, 5.000000
docking_sphere = moor_medium, HpDockMountD, 5.000000
docking_sphere = moor_medium, HpDockMountE, 5.000000
docking_camera = 0
solar_radius = 600
shape_name = NAV_depot
hit_pts = 999999961690316250000000000000000000.000000Just tried the LODranges, no change with that. Hope you spot the fault easily!
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The station code looks ok (standard vanilla entry) do you have the exclusion zone entry in the system ini?
All exclusion zones need a system.ini entry and an entry in the required asteroid field or nebula.If you’re doing some system mods I’d recommend using FL Mod Studio as the latest version displays the base models in it’s 3D viewer,
http://the-starport.net/freelancer/news/article.php?storyid=250
http://code.google.com/p/freelancermodstudio/downloads/list
The distance figure the scanner displays is to the base root Hp so essentially the ship is practically touching the base, unless you have an exclusion zone system entry the nebula won’t have a cloud free pocket.
Something like this, I’ve added your base name and location so play around with the size to get the effect you want.
[zone]
nickname = zone_Li02_Station_Li02_07_exclusion
pos = 36600, 100, -57600
shape = SPHERE
size = 3000
property_flags = 196608
property_fog_color = 10, 7, 30
edge_fraction = 0.500000
visit = 128
sort = 99 -
This is the exclusion entry in the system.ini
[zone]
nickname = zone_Li02_Station_Li02_07_exclusion
pos = 36600, 100, -57600
shape = SPHERE
size = 3000
property_flags = 196608
property_fog_color = 10, 7, 30
visit = 128
edge_fraction = 0.500000
sort = 99
toughness = 6
density = 9
repop_time = 10
max_battle_size = 6
pop_type = fc_ou_grp, single_base_unlaw
relief_time = 20
density_restriction = 4, lawfuls
encounter = area_bh_defend, 6, 0.130000gd_bh_grp, 1.000000
encounter = area_defend, 6, 0.220000
faction = fc_ou_grp, 1.000000I did have this in the system.ini but I’ve changed a couple of settings to match your sample, the lower part is a copy of the Willard Research Base exclusion only with the faction changed and difficulty level upped a tad.
I was hoping I’d done something wrong and couldn’t see the wood for the trees, but I’ll keep plugging at it.
I have been using the mod studio, makes it so much easier to place items in exactly the right place. -
Could you add a zip of your Li02 system ini on your next post? I’ll have a look at in FL mod studio, the exclusion zones should be visible inside the nebula or asteroid field.
Did you rename the new nebula correctly (I’m guessing you might have copied the Li02_Tahoe_ice_crystal_cloud in Li02, additional nebulae can use the same definition in SOLAR/NEBULA/…… but they need a new name in the system ini.
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However, it’s only visible below 36m. After that it changes to “silhouette” mode.
What do I need to change so it’s visible from 2k at least? And the fog distance at 12k seems like I’m finding the wrong way around the problem??
Cheers in advance, BI’d say that the fog distance is indeed not the cause of your problem. I’ve been trying to have a planet rendered beyond 36K (or so) in a Nebula with a very high setting for distance (240000) and it just doesn’t work. It resembles the vanilla blocking of planet beyond a certain distance in open space (what was it? 130 K?). But at least it’s not in Silhout mode, and about 1000 times more visible thn your base (about 36K to your 36m).
Like the other poster suggest, I’d assume there is some issue with your exclusion zone. Do you actually see the exlusion, like a sort of spherical hole in the nebula?
Maybe it could help to not place the excl.zone at the exact same place as the base, but slightly off? And what about changing the vertical coordinate to 0?
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I just throw in this parameter for the system file:
space_farclip = 60000
-> belongs to [SystemInfo] on top of the file.
I have a system covered entirely with nebula. In there I added a very big exclusion zone. I had the problem of disappearing objects inside the nebula. However, this command overwrites the disappear distance in there.
I can’t tell you if this is what you need, but maybe I helps someone.
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@Moonhead, I thought about changing the position too, no joy still. The exclusion is visible, no clouds or asteroids in the sphere, only the dynamic ones.
@ Skotty, That didn’t help either I’m afraid.
@CK, here’s the system file as requested. I’ve placed the new parts near the top of the file near where the sun object is.
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I’ll have a look in game tomorrow but some silly questions first.
In the SOLAR/NEBULA folder did you make a copy of the
Li02_Tahoe_ice_crystal_cloud.ini and rename it Li02_Daniel_cloud.ini? and is this the one containing the new exclusion zone?I think FL mod studio will display the system from an isolated system ini file (well it did for me!) so although the zones are visible in the 3D viewer they may not work in game unless all the referenced files are correct.
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Got your file up and running in game and I’m getting the same results (BTW this is in a mod I worked on a while back so for it to be repeatable it must be a fairly basic issue or even a bug).
I tried another base archetype with the same results and removing the nebula made the base visible so this would suggest the issue is the nebula, I’ll try a few more things and get back to you.
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First off, let me thank you for all your time and effort on this, it’s much appreciated.
I can’t recall for certain which cloud I copied unfortunately, but the one in use is a renamed copy with the exclusion zone listed. I’m nowhere near confident or knowledgeable to create items on my own yet heh! Best to copy items I know are working, then adjust them slightly.
I’m glad you’re getting the same result, means I’ll stop playing around with this one too much and move on to furthering my knowledge and adding more stuff.
Cheers, B.