Starlancer Ship Packs
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Obviously as one is star wars and the other is…. er not. The two aren’t even connected.
I have my own version of Starlancer/Freelancer going on and there’s a million ways to work out the story between the two.
Yes to anyone who wants to use that gate. Be nice to get a mention where you got it from
And before i forget, if someone can make a decent sur file for it, would be nice. I used the sur maker by LS but it only does wrap round surs, would like a form fitting one if possible. Would save me having to use the phantom physics command lol
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In the spirit of sharing Starlancer stuff, I re-did the old Starlancer Fort Bush dustbin model and its damaged conterpart a while ago, stations completely reworked, freelancer textures.
Included both models in the .zip, solar arch as below, both dockable with cams. One of these days I’ll get round to putting animated doors on them.
[Solar]
nickname = base_old_01
ids_name = 60219
ids_info = 60220
type = STATION
DA_archetype = solar\dockable\old_base_01.cmp
material_library = solar\solar_mat_mbase.mat
material_library = solar\solar_mat_dockable02.mat
material_library = solar\solar_mat_dockable03.mat
LODranges = 0, 20000
mass = 10000.000000
docking_sphere = berth, HpDockMountA, 5.000000
docking_sphere = berth, HpDockMountB, 5.000000
;docking_sphere = moor_medium, HpDockMountC, 5.000000
;docking_sphere = moor_large, HpDockMountD, 10.000000
docking_camera = 0
solar_radius = 500
shape_name = NNM_SM_DEPOT
hit_pts = 999999961690316250000000000000000000.000000[Solar]
nickname = rogue_base_01
ids_name = 60219
ids_info = 60220
type = STATION
DA_archetype = solar\dockable\rogue_base.cmp
material_library = solar\solar_mat_mbase.mat
material_library = solar\solar_mat_dockable02.mat
material_library = solar\solar_mat_dockable03.mat
LODranges = 0, 20000
mass = 10000.000000
docking_sphere = berth, HpDockMountA, 5.000000
docking_sphere = berth, HpDockMountB, 5.000000
;docking_sphere = moor_medium, HpDockMountC, 5.000000
;docking_sphere = moor_large, HpDockMountD, 10.000000
docking_camera = 0
solar_radius = 500
shape_name = NNM_SM_DEPOT
hit_pts = 999999961690316250000000000000000000.000000both use a loadout similar to this
[Loadout]
nickname = base_old_pi_01
archetype = base_old_01
equip = infinite_power
equip = ge_s_scanner_02
equip = LargeBlue, HpRunningLight01
equip = LargeBlue, HpRunningLight02
equip = LargeBlue, HpRunningLight03
equip = LargeBlue, HpRunningLight04
equip = LargeBlue, HpRunningLight05
equip = LargeBlue, HpRunningLight06
equip = LargeBlue, HpRunningLight07
equip = LargeBlue, HpRunningLight08
equip = Small_station_turret, HpTurret_S2_01
equip = Small_station_turret, HpTurret_S2_02
equip = Small_station_turret, HpTurret_S2_03
equip = Small_station_turret, HpTurret_S2_04
equip = Small_station_turret, HpTurret_S2_05
equip = sfx_rumble_trading_depotIf anybody wants to make some nice .surs for these they would be most welcome. As always, If you want to use them give credit where its due
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quite right, off topic. removed
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Do you want SL capital ships? I’ve it in shp files. http://www.filefront.com/17475522/Sl-shp.zip/
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@ Xarian: I tried to PM you but I assume you got that disabled…
What I wanted to ask, whether you:
1. had Gibbon’s Starlancer ships hardpointed (and SURed); and
2.are willing to share these.If not, it’s totally okay. You don’t owe me anything or what.
It’s just that I really like the ships (as they look like stock FL ships, not too exotic) and hardpointing is far from me atm. I guess I could learn it, but I don’t think I’ll find the time for it in the next few months. (The reason I ask you is that Gibbon modified his own versions to fit his mod, and he thought you might have some more generally setup models - if I understood him correctly, that is)
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C’mon man, hardpointing is easy with HardCMP, it’s not rocket science.
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Timmy51m wrote:
C’mon man, hardpointing is easy with HardCMP, it’s not rocket science.I’ve been taking my first steps in HardCMP. It’s a nice proggy indeed. Thanks for the encouragement
For now I will concentrate on altering existing ships. When I’m more familiar with the program, I can do the Starlancer ships.
Btw - what about the SURs for these ships? Can I just generate one SUR or will it be more complicated (destructible parts and all). And I do remember there was an issue with ships disappearing from view as soon as their centrepoint was off-screen, and that this can be avoided by doing the SUR properly. So I guess I will be asking that when I’m on it
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Gibbon wrote:
For the surs just use the sur builder by LS. The models are all one group anyway so much easier to generate them with that.You’ll probably need FLmodeltool to resize the models anyway as they are on the small side atm
Thanks for the advice!!
Right now I’m taking a course in HardCMP and shipmodels, working on a CSV (taking both yours and Argh’s version as examples). I thought this to be a necessary evil, but actually it’s much more fun than I’d expected
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A little while ago i released the Alliance fighter ship pack which to be fair had already been done by others but i released it anyway. Soon after, i released the Coalition fighter ship pack.
Now surs are not that difficult to do anymore with two excellent sur making utilities around by LS and Smackbolzen so doing surs isn’t an issue.
I had a little dig through the SL textures and models again and came across the Alliance 45th SQN textures which are different from those already released by others and myself and these are for the Alliance fighters only. Was thinking if these would be of interest to anyone.
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I would be, dunno what I’d do with them, but I would like to see them. Havent played Starlancer in years. Not since my joystick gave up the ghost.