3D System Editor (part of Freelancer Mod Studio)
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I just want to point out seeing as it looks like you have a system placer section, i’m pretty sure you can use a decimal for the positioning of systems so you don’t have to use straight 7, 8. Rather you can use more varied 7.5, 8. As in this picture ive just made:
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Igiss wrote:
That looks great.Even without editor the 3D viewer helps a lot in defining locations of things, and with the editor that generates clean code… wow. That could be an awesome improvement over Freelancer Explorer.
So, keep up with the good work, I guess there are quite a number of modders around waiting to test how it works!
Thank you =]
oZed wrote:
I just want to point out seeing as it looks like you have a system placer section, i’m pretty sure you can use a decimal for the positioning of systems so you don’t have to use straight 7, 8. Rather you can use more varied 7.5, 8. As in this picture ive just made:
Thank you for that hint. Well it was already working but I was not sure if FL supports it
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Some more things you could use - I’ve tried creating alternate backgrounds for Freelancer Explorer. Important info they contain are x/y coordinate directions, letter/number sectors, and border (dark red) where the ship is displayed as “out” of the system…
…and system grid with the border of navmap cutoff for the universe map. Even if you implement flexible system placement (which does work), you cannot place systems out of that border.
I think that info could be useful for the editor (as a display option).
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stfx, this is awesome. Being able to look at zones in 3D and make sure everything hooks up right is incredible, especially since you can’t physically see zones in Freelancer (unless they’re a nebula I guess, but that isn’t exact) and you always just had to assume your math was correct.
Very much looking forward to full release. This may be the tool that gets me to not hate system modding with a passion.
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Stfx, how’s it going?
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I might look into the code after that long break again … but currently a lot of stuff is broken which turned me really off a few months ago. Cant promise anything of course.
Though if there is big demand it might happen sooner
Greetings
stfxPS: Also I really need some people to talk to in irc about FL system coding stuff as dont know a lot about about it.
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What do you need help with? Wasn’t it about correctly ordering the lines in each block or something? Because i can write out how all the blocks are set out for you since i will be doing it anyway for the Modder’s Guide. There was also a file in the total conversion kit that outlined how to set out the blocks so maybe you should look into that
BTW their is defiantly a demand for it!
Ozed
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Tanjitsu wrote:
Is definatly a demand for itYep - confirmed!
(as if you had any doubts!)
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oZed wrote:
What do you need help with? Wasn’t it about correctly ordering the lines in each block or something? Because i can write out how all the blocks are set out for you since i will be doing it anyway for the Modder’s Guide. There was also a file in the total conversion kit that outlined how to set out the blocks so maybe you should look into thatBTW their is defiantly a demand for it!
Ozed
Yeah the block ordering and option ordering within an block is one thing I would like to have more information about. Can it be general for all blocks? Can blocks be sorted as it is currently done? Like having at first all object blocks, then all zone blocks.
The second thing I need to know is how the rotation for paths works (as they work different than objects). To they rotate around the center of the path?
Third: Is there a way to know the object size other than reading the solar_radius of the solararch.ini - because some objects become extremely small.
greetings
stfx