O.o Dumb Weapons o.O
-
Here’s a code:
; Cap Turrets [Munition] nickname = kos_li_fr_def_ammo hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 550 energy_damage = 0 weapon_type = W_Laser01 one_shot_sound = fire_laser1 munition_hit_effect = li_plasma_01_impact const_effect = li_plasma_01_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0.0 [Gun] nickname = kos_li_fr_def ids_name = 0 ids_info = 0 DA_archetype = Equipment\MODELS\TURRET\li_fr_def.cmp material_library = equipment\models\li_turret.mat HP_child = HPConnect hit_pts = 1000 explosion_resistance = 1.0 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 0.0 mass = 10 ha_gun_type = hp_turret_special_1 damage_per_fire = 0 power_usage = 300 refire_delay = 1 muzzle_velocity = 650 use_animation = Sc_fire toughness = 19.6 flash_practicle_name = li_laser_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = kos_li_fr_def_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 90 lootable = true LODranges = 0, 100, 100, 100 [Munition] nickname = kos_br_fr_def_ammo hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 555 energy_damage = 0 weapon_type = W_Tachyon01 one_shot_sound = fire_tachyon4 munition_hit_effect = br_tachyon_04_impact const_effect = br_tachyon_04_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0.0 [Gun] nickname = kos_br_fr_def ids_name = 0 ids_info = 0 DA_archetype = Equipment\MODELS\TURRET\br_fr_def.cmp material_library = equipment\models\br_turret.mat HP_child = HPConnect hit_pts = 1000 explosion_resistance = 1.0 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 0.0 mass = 10 ha_gun_type = hp_turret_special_1 damage_per_fire = 0 power_usage = 300 refire_delay = 1 muzzle_velocity = 650 use_animation = Sc_fire toughness = 19.6 flash_practicle_name = br_tachyon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = kos_br_fr_def_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 90 lootable = true LODranges = 0, 100, 100, 100 [Munition] nickname = kos_ku_fr_def_ammo hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 560 energy_damage = 0 weapon_type = W_Photon01 one_shot_sound = fire_photon3 munition_hit_effect = ku_photon_01_impact const_effect = ku_photon_01_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0.0 [Gun] nickname = kos_ku_fr_def ids_name = 0 ids_info = 0 DA_archetype = Equipment\MODELS\TURRET\ku_fr_def.cmp material_library = equipment\models\ku_turret.mat HP_child = HPConnect hit_pts = 1000 explosion_resistance = 1.0 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 0.0 mass = 10 ha_gun_type = hp_turret_special_1 damage_per_fire = 0 power_usage = 300 refire_delay = 1 muzzle_velocity = 650 use_animation = Sc_fire toughness = 19.6 flash_practicle_name = ku_photon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = kos_ku_fr_def_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 90 lootable = true LODranges = 0, 100, 100, 100 [Munition] nickname = kos_rh_fr_def_ammo hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 565 energy_damage = 0 weapon_type = W_Plasma01 one_shot_sound = fire_plasma3 munition_hit_effect = rh_plasma_04_impact const_effect = rh_plasma_04_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0.0 [Gun] nickname = kos_rh_fr_def ids_name = 0 ids_info = 0 DA_archetype = Equipment\MODELS\TURRET\rh_fr_def.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 1000 explosion_resistance = 1.0 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 0.0 mass = 10 ha_gun_type = hp_turret_special_1 damage_per_fire = 0 power_usage = 300 refire_delay = 1 muzzle_velocity = 650 use_animation = Sc_fire toughness = 19.6 flash_practicle_name = rh_plasma_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = kos_rh_fr_def_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 90 lootable = true LODranges = 0, 100, 100, 100
Now, tell me what is wrong with that???
My problem is that all those guns somehow have only the model of the 1st one in the list!! (kos_li_fr_def). I tried to change the DA_archetype entries but nothing changed. Maby the problem is with the nicknames? Or the problem is with the models or any other entry in the INI…?
Maby its just a thing I was to wacky to notice for the last few days… Please help me! -
1. I didn’t make goods yet.
2. LOD is not related to model switching, but to view distance. Problems like this are usually related to nickname confuse.
About the export: If this isbad exporting, then what is good? I tested every single model while I tried to fix it and it was perfectly exported. Only thing irregular is that they have no SUR, but this isn’t nescesary for a gun.
-
You have same group name for all models that exported from Milkshape.
Make uniquie group names for each model in Milkshape.
-
Is “Root” unique enough? Absolutely ALL of the models in Freelancer have a main group called “Root”. How is it that all the models in Freelancer aren’t same model?
BTW those turrets are capital ships turrets resized with Milkshape, so the group names stayed the same.
Just for details, the resized models are: br_turret04, ku_turret01, li_turret04, rh_turret03. -
TheDvDMan wrote:
Is “Root” unique enough? Absolutely ALL of the models in Freelancer have a main group called “Root”.Haha. Thats your error. FL groups doesn’t called “root”, “root” means something else not a group. If you read my ship creating tut carefully, you’d know what names must be unique.
-
any geometry is importable as freelancer VMesh with any size, even if the geometry is already present in the game. any VMesh can be defined as weapon as well, so there is a right way and only because some single people failed on re-importing a weapon model it doesn’t mean it is impossible or hard to realise. the solution is already here. you are free to stay back from it, if you don’t like the idea.
-
Feel difference between milkshape groups and cmp sections and all will be ok
-
Seems to be freelancer caches data in memory.
If you named material groups for different models with different materials in Milkshape like “material1” - all models in freelancer will be with same material.
The same with your models - somewhere at Milkshape you did used one name for different models.
Take li_fr_def.cmp into milkshape and name like this:
Tab Groups - Tab Materials
li_fr_def_gr01 - li_fr_def_mat01
li_fr_def_gr02 - li_fr_def_mat02
… etcOpen br_fr_def.cmp. Do:
Tab Groups - Tab Materials
br_fr_def_gr01 - br_fr_def_mat01
br_fr_def_gr02 - br_fr_def_mat02
… etcThe same for other models.