New Total Conversion mod in the Works
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OutCast wrote:
Awesome! Now make an Amarr ship, pleaseSorry I’m going to finish up the Caldari side first, then I’ll go from there. Most likly I’ll work on the weapons. That way I can release a beta with liberty replaced with all Caldari ships.
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Wow ! I have always loved these ships !
Pure joy ! -
Looks awesome, keep it up.
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eagleclaw wrote:
Looking good lonestar.
When will you have the beta up and running?I’m hoping to have the Caldari side finished and up and have a working beta by July, But i’m wondering what to use for the bounty hunter ships. Maybe I’ll use the Jove ships for the bounty hunters and use the Sleepers, and rouge drones for nomands since some already look buglike.
Maybe I’ll do a few rouge drone models so you all can look at em. As with the sleepers/jove/concord. The Jove have like maybe three ships, as with concord.
Anyways, I’m off to do more editing and stuff.
Lonestar out.
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I have to say I’m pretty impressed. Nice work on getting all these ships imported. I know you say you have all the legal stuff covered. I really hope you do, because I would hate to see this work go to waste.
As a side, how are you handling scale? The size differences between the ship classes can be truly immense. Keeping frigates at the vanilla fighter size scale and using that as a base is not too bad an idea. Are you going to keep all the ships scaled relative to the frigates you have imported right now? You shouldn’t have a problem with stuff getting too big if you do that. (At least on a sub-capital level. Capital ships in EVE can get stupidly big.)
Pic semi-related. It’s how EVE ships compare to Freelancer ships in size. Click here for more EVE-FL scale pictures.
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Why485 wrote:
I have to say I’m pretty impressed. Nice work on getting all these ships imported. I know you say you have all the legal stuff covered. I really hope you do, because I would hate to see this work go to waste.As a side, how are you handling scale? The size differences between the ship classes can be truly immense. Keeping frigates at the vanilla fighter size scale and using that as a base is not too bad an idea. Are you going to keep all the ships scaled relative to the frigates you have imported right now? You shouldn’t have a problem with stuff getting too big if you do that. (At least on a sub-capital level. Capital ships in EVE can get stupidly big.)
Pic semi-related. It’s how EVE ships compare to Freelancer ships in size. Click here for more EVE-FL scale pictures.
Heh What i’m doing is exporting the models at .0.5 from milkshape, put them into flmodeltool resize it twice at 10, then resize it at 0.5 twice and it appairs to be at the right size for the game. I mean look at the pics of the frigates, the look about the right size. And i have the Dreadnaught the Phoenix slipping thought the docking ring with only the turrets going thought the ring.
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If you’d make a vid with some of these ships … would be cool ! Caldari is probably my favorite faction, I mean the “Drake” was the only ship I used for like 1 year, every day, for everything, from missions to pvp, guard, wormhole explore … etc. Most likely my all time favorite ship.
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eagleclaw wrote:
@lonestar
Is there anyway I could get some eve online ships from you.
If you could some some fighters to me I would like that very much.
By the way your mod is looking good keep up the good work.Also what are you using to create your mod?
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Yea, I pulled both the fighters and bombers out of the Caldari, I just need to finishe them I thik they are in obj format now.
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I’m using a program called Triexporter to pull the ships from eve-online. And then using Milkshapse 3d, FLModeltool, FL Sur Builder Beta, DDS convertor, and HardCMP. Then use FlScan to look for errors, and it has solved a few headaches already.
I think that was the list of programes I use for this.
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eagleclaw wrote:
I actually meant are you using a SDK, Quickfix or JFLPUm not sure, but it is modifacation of FoxBoxes 88flak witch I’m using as a base, and will credit him for his work. BUT I’ll make a freash install that is not dependant on 88-flak also just in case.
Condor pics are up go back and take a looksee.
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Heh What i’m doing is exporting the models at .0.5 from milkshape, put them into flmodeltool resize it twice at 10, then resize it at 0.5 twice and it appairs to be at the right size for the game. I mean look at the pics of the frigates, the look about the right size. And i have the Dreadnaught the Phoenix slipping thought the docking ring with only the turrets going thought the ring.
My math is not the best admittedly, but if you export from milkshape at 0.5, would you get the same end result if you then resize once at 25 in flmodeltool.
Come to think of it, if milkshapes scaling works the same way, then could you just export from milkshape at 12.5 and not need to resize at all I wonder. Worth a try maybe if it speeds you on your way.
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Ok sweet I’ll try it, I’m currently trying to get the current ships in the NPC hands. But I’m running into troubles.
Ok I have two custom ships sitting in the manhatten ship dealer, they BOTH appair to be the same ship but are not. And I’ve set up the Nookbill, Condor, and Kestrel all to be flown by NPCs The Kestrel and Condor by liberty police, and the hookbill by liberty navy.
However I’ve seen that no matter what of the two messed up ships that I pick All liberty police ships appaer the same even though its supposed to be the kestrel or the condor. I have repeted the error with my ibis ship also.
Any ideas what is going on here?
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I’m having trouble grasping exactly what it is you’re saying.
You say you have 2 different custom ships sitting in the ship dealer that appear to be the same, but in what way do they appear the same, in name? description? image? icon?
Are these 2 ships in the ship dealer the same 2 ships that you are trying to get the police to fly?
If they look the same then maybe you are calling the same cmp and mat file in shiparch for both ships, or you actually have duplicate cmp and mat files in both ship folders but under different names.
In terms of NPC ships that’s a bigger can of worms, check faction_prop.ini, npcships.ini and the relevant universe/systems .ini aswell. It would help if I had a more accurate description of the problem so let’s clear that up first.
Standard freelancer format usually only has one ship of each class per difficulty level. In a mod that can be completely different.
Anyway, when you call an encounter in universe/systems whatever.ini such as the one below:
[zone]
nickname = Zone_Hi02_Tenereife_campo
pos = -5740, 0, 20939
shape = ELLIPSOID
size = 8000, 1500, 5000
property_flags = 66
spacedust = asteroiddust
spacedust_maxparticles = 75
sort = 6
toughness = 18
density = 5
repop_time = 20
max_battle_size = 4
pop_type = nonlootable_ast_field
relief_time = 35
faction_weight = fc_c_grp, 10
encounter = area_scout, 18, 0.670000 –-----------> difficulty 18
faction = fc_c_grp, 1.000000 ----------------------------> faction
Music = zone_field_debrisFreelancer now looks for the faction in faction_prop.ini
npc_ship = fc_c_co_fighter_d1-6
npc_ship = fc_c_co_fighter_d7
npc_ship = fc_c_co_fighter_d8
npc_ship = fc_c_co_fighter_d9
npc_ship = fc_c_co_fighter_d10
npc_ship = fc_c_co_elite_d11
npc_ship = fc_c_co_elite_d12
npc_ship = fc_c_co_elite_d13
npc_ship = fc_c_co_elite_d14
npc_ship = fc_c_co_elite_d15
npc_ship = fc_c_co_elite2_d16
npc_ship = fc_c_co_elite2_d17
npc_ship = fc_c_co_elite2_d18 ------------------------> here it is 18
npc_ship = fc_c_co_elite2_d19Which calls these entries in npc_ships.ini
[NPCShipArch]
nickname = fc_c_co_fighter_d1-6
loadout = fc_c_co_fighter_loadout01
level = d6
ship_archetype = co_fighter
pilot = pilot_corsair_med
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d1, d2, d3, d4, d5, d6[NPCShipArch]
nickname = fc_c_co_fighter_d7
loadout = fc_c_co_fighter_loadout01
level = d7
ship_archetype = co_fighter
pilot = pilot_corsair_hard
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d7[NPCShipArch]
nickname = fc_c_co_fighter_d8
loadout = fc_c_co_fighter_loadout01
level = d8
ship_archetype = co_fighter
pilot = pilot_corsair_ace
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d8[NPCShipArch]
nickname = fc_c_co_fighter_d9
loadout = fc_c_co_fighter_loadout02
level = d9
ship_archetype = co_fighter
pilot = pilot_corsair_hard
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d9[NPCShipArch]
nickname = fc_c_co_fighter_d10
loadout = fc_c_co_fighter_loadout02
level = d10
ship_archetype = co_fighter
pilot = pilot_corsair_ace
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d10[NPCShipArch]
nickname = fc_c_co_elite_d11
loadout = fc_c_co_elite_loadout01
level = d11
ship_archetype = co_elite
pilot = pilot_corsair_med
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d11[NPCShipArch]
nickname = fc_c_co_elite_d12
loadout = fc_c_co_elite_loadout01
level = d12
ship_archetype = co_elite
pilot = pilot_corsair_hard
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d12[NPCShipArch]
nickname = fc_c_co_elite_d13
loadout = fc_c_co_elite_loadout01
level = d13
ship_archetype = co_elite
pilot = pilot_corsair_ace
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d13[NPCShipArch]
nickname = fc_c_co_elite_d14
loadout = fc_c_co_elite_loadout02
level = d14
ship_archetype = co_elite
pilot = pilot_corsair_hard
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d14[NPCShipArch]
nickname = fc_c_co_elite_d15
loadout = fc_c_co_elite_loadout02
level = d15
ship_archetype = co_elite
pilot = pilot_corsair_ace
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d15[NPCShipArch]
nickname = fc_c_co_elite2_d16
loadout = fc_c_co_elite2_loadout01
level = d16
ship_archetype = co_elite2
pilot = pilot_corsair_easy
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d16[NPCShipArch]
nickname = fc_c_co_elite2_d17
loadout = fc_c_co_elite2_loadout01
level = d17
ship_archetype = co_elite2
pilot = pilot_corsair_med
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d17[NPCShipArch]
nickname = fc_c_co_elite2_d18 –---------------------> difficulty 18
loadout = fc_c_co_elite2_loadout01
level = d18
ship_archetype = co_elite2
pilot = pilot_corsair_hard
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d18[NPCShipArch]
nickname = fc_c_co_elite2_d19
loadout = fc_c_co_elite2_loadout01
level = d19
ship_archetype = co_elite2
pilot = pilot_corsair_ace
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d19Make sure you are not using any duplicate entries in these 3 files. If the answer is not here let me know some more and I’ll help if I can, if not sure someone else will. Only other thing you can do is upload your file somewhere and either pm a link to it or post it up here if you want the files public and we’ll find the problem for you no doubt.
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ok I’ll take a peek at it and then see what I’m doing worng here. And to clearify
At Li01_01 I’m trying to get ca_condor, ca_merlin, and ca_kestrel to work there, and for a time it was showing only one of the ships there as the display ship, It WAS the right stats for the differant ships. And then shiparchs where not the same.
As for the npc stuff I can get the Liberty navy to fly the navy hookbill with no trouble, but I’m only letting them use that one ship. However the Liberty police I’m trying to get the Condor, Merlin, and Kestrel to work with them. But only one is showing up, But I think what is going on is that there levels are all the same. I’m going to look around at the three files for the same stuff, as I just copy pasted and edited for the ship names, maybe I messed up somewhere.
On a side note I’m thinking of ripping out the new eve-related code I’m working with and put them into txt files with the same name as the ini they appair in and then zip them all up so I can upload it and have others look at it.
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I just had a quick look at the file you uploaded before for the hookbill and I can see what you’ve got going on now. You’re dropping these ships directly into the 88Flak mod.
I think part of your problem may be that you are trying to add multiple fighters per faction at the same difficulty level.
I have a feeling that you probably need to have a new shipclass in order to pull off what you’re trying to do. I can’t explain this very well because I don’t know enough but in faction_prop you have an entry in li_n_grp like this:
npc_ship = Ca_Nv_Hookbill
which links to this entry in npcships:
[NPCShipArch]
nickname = Ca_nv_Hookbill
loadout = ca_nv_fighter_loadout01
level = d3
ship_archetype = Ca_nv_Hookbill
state_graph = FIGHTER
npc_class = lawful, class_fighter, d1
pilot = pilot_defaultI think that the problem might have to do with the line:
npc_class = lawful, class_fighter, d1
If you have 2 different ships in the same faction both having the same difficulty level and ship class then one will probably not work.
I think you need to do something like this:
For your 1st ship have npc_class = lawful, class_fighter1, d1
For your 2nd ship have npc_class = lawful, class_fighter2, d1then in shipclasses.ini you need to add new shipclass entries to cater for it, such as:
[ShipClass]
nickname = sc_fighters1
member = class_fighter1[ShipClass]
nickname = sc_fighters2
member = class_fighter2then in encounters folder you might have to create a new encounter.ini to use the new shipclasses you’ve created.
For instance take the area_assault.ini, it looks like this:
[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 2, 3, sc_fighters, -1
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -object_jump_gate, -tradelane
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infiniteYou’re interested in the ship_by_class entries, you see they call sc_fighters.
You can copy this ini, rename it area_assault1.ini, change the entries for sc_fighters to sc_fighters1 and you have a new encounter you can use for your new ships, have I lost you yet? You can then make another one called area_assault2.ini, change the entries to sc_fighters2 and you have yet another yes.
I can’t guarantee you it’s 100% correct, someone who knows more might be able to offer better insight and tell me I’m talking crap, but this is the feeling I’m getting with what you’re telling me you’re trying to do.
You could make all this much easier on yourself by not trying to find your way through someone else’s much altered code, but at the same time you will probably eliminate the problem you’re having if you simply do not use 2 different ships at the same difficulty level.
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Here is the data that I have done now, I’m going to forgo the npc part right now and move on with the ships. Once I get the ships don’e I’ll go in and edit them to work in 88 flak . But Yes I see what you are talking about.
The files in the above link ONLY contain the ini file infomation that is to my mod. There is no cmp, mat, or sur files just ini infomation.
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There are two problems or more here…
1. Ship is the same as the other one:- If you mean that the icon of the ships sold at the ship dealer is the same or wrong, that is because you have to make a ship icon for each ship, and each must be given a different unique internal name so the hash is unique!
Find Osprey’s guide to making ship icons for that, it’s the best:-
Search, pals, search!
http://www.swat-portal.com/php/wbboard/portal_database.php?action=view&id=439&sid=d7ddcc2727900a4326cf0ca22f8d949a (thanks to Swat)!
http://the-starport.net/freelancer/download/singlefile.php?cid=5&lid=400
2. If you mean the ship itself is looking like another ship, then as Timmy51m says you must check the shiparch entry and the goods.ini entry
Ship rank and encounters problem:-
Well Timmy51m, OK it can be done as you describe above but that way is too complicated, adding new shipclasses is a bit tricky and not necessary as this is a quick and simple fix.
Just to clarify…
The difficulty levels should be d1 for one ship and d2 for the second, d3 for the third, d4 for the 4th etc.
If the npc_class = lawful, class_fighter, d1
the d1 means ship difficulty (Rank) = 1, so if the encounter asks for rank 1 ships then your ship will not appear, it is only a rank 1 ship…
Your encounter difficulty must be asking for 1, e.g.
encounter = area_scout, 1, 1.00000 - the 1st (1) is the ship rank, the second (1.000000) is chance out of 1 of this encounter happening, so 1.000000 = 100% = every time.
and set the factions that will appear in this encounter:-
faction = li_n_grp, 0.500000 <– half chance of Navy wing
faction = li_p_grp, 0.500000 <— half chance of Police wingTo allocate ranks to your NPC ships, first rename your npc_ship = entry in faction_props.ini with a rank component in the name, like this for clarity:-
npc_ship = Ca_Nv_Hookbill_d1 <— Hookbill for difficulty (rank) 1
npc_ship = Ca_Nv_Kestrel_d2 <— Kestrel for difficulty 2Then in your npcships.ini:-
[NPCShipArch]
nickname = Ca_Nv_Hookbill_d1
loadout = Ca_Nv_Hookbill_loadout01<– the weapon loadout
ship_archetype = Hookbill <-- the ship type
…
level = d3 <-- the pilot’s rank - note below d5 they won’t fight much!
…
pilot = pilot_military_ace <-- pilot behaviour tactics
npc_class = lawful, class_fighter, d1 <— ship difficulty = rank = 1[NPCShipArch]
nickname = Ca_Nv_Kestrel_d2
loadout = Ca_Nv_Kestrel_loadout01
ship_archetype = Kestrel
…
level = d5 <-- pilot rank
npc_class = lawful, class_fighter, d2 <— ship difficulty = rank = 2Simple when you understand it. We have covered this before in more structured detail.
Unfortunately this forum doesn’t lend itself to easy finding of posts, but do a search and it should come up:-
http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=2604http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=2635
http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=2863