Help needed!!
-
My Total Conversion Mod Starter Pack is here: http://freelancercommunity.net/viewforum.php?f=44
-
Sweet.
Iāll definitly give your tutorials a read and see what I can find out, thanks!
A general question for anyone to answer: Currently weāre using FLExplorer, Freelancer Mod Studio and FLDeveloper.
What modding tools do ye the modding community recommend for the novices?
-
Try this link for good collection of modding tutorials
http://www.gamefaqs.com/pc/913966-freelancer/faqs/25096
The section titled āSystem Building from scratch by giskardā covers system building really well.
Freelancer companion is essential for setting up trade routes
http://wiz0u.free.fr/prog/flc/
A good text editor like Notepad++ will make ini editing a lot easier than using Notepad
Thereās more tools like HardCMP for Hp editing, UTF editor for adding/editing textures but I reckon they fall into the more advanced category.
CK256
-
"Me and my friend "ā¦?
Where were you dragged up???!!!
It is "My friend and I "ā¦ !!!
Blurry Kidz!
-
For ships & solars (or any archetype really) ā¦ HardCMP is probably your best friend. It wont display everything (some .3dbās & very large complex models) but thatās pretty rare.
It will give you an exact look at what Hardpoints have been set & enable you to add moreā¦ take some awayā¦ learn this valuable tool 1st then move into tools like the model cloneing & resizing latter when you better understand how a .cmp / .3db is made. Ms3d is possibly the āgranddaddyā of them allā¦ but thatās a whole world in itself.
Iāll go look for the quick & dirty guide on convertingā¦ and anything else relevant and update below with linksā¦
Nowā¦ a quick word of advice (from someone thatās ābeen thereā ) If you really like some modelsā¦ PM/email the maker if you canā¦ or the closest you can get to them (some are no longer active or with us) i spent most of last year chasing permissions backlogged by about 2 yearsā¦ i started like youā¦ but mods have a tendency to growā¦ and get a following, even if just for a personal modā¦ its always good to have spoken to someone in the knowā¦ makes them happy & alleviates any problems should you actually want to release your mod in the future.
IE: cover your own ass at the startā¦ and it wont get kicked latter 8-)
-
go for a UTF editor. if you want to make voices, effect textures, effects, ships, materials, all of the graphical and audical stuff, the source files your codes will refer to - you wonāt get away without a proper UTF editor. search in our downloads section
and a side comment: starting modding with a total conversion will get you far beyond your abilities to wait and trial and error. its PRETTY much work. -
By āarchivedā do you mean older threads in this forum?
Exactly that. You have to know that we used forums threads before we started our wiki project.
Old forums area:
http://the-starport.net/freelancer/forum/viewforum.php?forum=26Maybe the newly-released FL Mod studio is also worth a try:
http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=2174&forum=10&post_id=32715#forumpost32715On a sidenote, FLE shouldnāt be used for professional mods. I have reads many complaints about it for not doing it job correctly plus you have WAY more possibilities by INI-Coding, afaik.
-
There are multiple forums for FL modding. 3 main ones that come to mind are:
Freelancer Community, Click here
The Starport, here too and
Lancerās Reactor here as wellFus
-
You may also find interesting information over at the archives, specifically the modding tutorials forum. While I believe most important tuts have been moved in here, there may still be some nuggets to be found in there.
As far as tools go, I think youāre pretty much set for the basics. More advanced modding would require things like UTF Editor and/or HardCMP (depending on which UTF Editor version youād be using), possibly the ALE Editor or UTF to XMLā¦
Valuable tools to come later on will be things like FLScan or FL Error Checker (unfortunately with Digital Brilliance down I donāt have a link for you just yet). These will help you look through your mod for errors that you might otherwise have missed. FLSpit is also a good utility that reads and prettifies FLās logs, though I canāt guarantee itāll work on Windows Vista and up as Iāve never used it on those.
Once you get into modelling, youāll have to either pick up Milkshape 3D with the CMP/MAT exporter or go for the brand new 3ds Max 2010/11 exporter, which is available on the Forge. I canāt recommend the latter enough over the MS3D one really, it does a much better job. Likewise, Schmackbolzenās SUR converter is far more robust than the traditional MS3D SUR exporter, though Lancer Solurusā SUR Builder (again, no link because DB is down) is an interesting alternative as it does the SUR for you instead of requiring you to do the mesh, with the tradeoff that it canāt do quite as optimized and fitting SURs this way.
Hope this helps and welcome to The Starport!
-
[RIP]Fusion wrote:
There are multiple forums for FL modding. 3 main ones that come to mind are:
Freelancer Community, Click here
The Starport, here too and
Lancerās Reactor here as wellFus
Appreciate the post but you get the epic gravedigger award. Last post was 6 months agoā¦
-
FriendlyFire wrote:
or go for the brand new 3ds Max 2010/11 exporter, which is available on the Forge. I canāt recommend the latter enough over the MS3D one really, it does a much better job.
Just think I should point out, Iām working under 3ds max 9 with this, W0dk4 is using 2011 or 10 donāt remember, either way it should work for any version in between, it just needs compiled with the correct SDK.
-
Ya, just remember most people arenāt very familiar with recompiling sources and that finding Max SDKs is a real pain
As for dates, heh. It did make me think we really need a āhereās everything you might need to start moddingā page on the wikiā¦
-
-
FriendlyFire wrote:
Ya, just remember most people arenāt very familiar with recompiling sources and that finding Max SDKs is a real painAs for dates, heh. It did make me think we really need a āhereās everything you might need to start moddingā page on the wikiā¦
Oh, I think thatās a good idea.
-
FriendlyFire wrote:
Ya, just remember most people arenāt very familiar with recompiling sources and that finding Max SDKs is a real painThis is true, but as far as I know there isnāt a compiled dll of any version on the forge at all, other than the very first one that is very basic. So either way compilation is required.
But that wasnāt my point even though it may have sounded like it. All I was meaning when I pointed it out, was so people who donāt happen to have 2010/11 didnāt get dishearted thinking it was only gonna work in those versions.