Modifying the Navmap
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Hi all!
I wanna to start topic about editing of navigation map / universe map.As we know, it is located at <game>/Data/Inteface/Neuronet/Navmap/Newnavmap/nav_prettymap.3db
Picture can be simply replaced to custom by UTF Editor.Maybe somebody tried to do someting more?
For example, make another 3db (because texture position in default one really bad).
Maybe you have some ideas how to http://img839.imageshack.us/img839/2387/43537777.png ?Thx</game>
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I can’t help you with the 3db file, only confirm you can later the pic. Also, you can use decimals for System locations (FLScan might report this as errors but the game does not object) like 6.8, 10.7
See also Adoxa’s “Terrain” plugin for great enhancement of the NavMap (i.e. what is shown on the NavMap, not the borders or the model).
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Btw I notice that Bretonia, Kusari and Rheinland have the same name in Russian, but Liberty is called something like Swoboda?
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Nova wrote:
Yea, i know about decimals. But Freelancer Explorer doesn’t show such systems, and ini editing of system is extremely hardWorks fine in WordPad
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Try FL mod studio it has a universe map editor that allows you to position systems on the active mod.
I’ve uploaded an image showing the uni editor, to add additional systems just copy an existing one rename and edit the location coordinates.
The system editor can be used in a similar manner and remember with it you can build 3D systems.CK256
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I’m not sure what you mean is it how to plan a mod? if that’s the case pen and paper is a good place to start, I also use Google Docs for storing modding tutorials, concepts, images etc.
Storing you mod data safely is really important so make multple copies on different storage formats DVD/HDD and online using DropBox or something similar.
I couldn’t replicate your crash double clicking a system on the uni map just centralises the system in the 3D viewing window and right clicking allows me to open the system ini.
Have you got the latest version of FL Mod Studio? mine is 0 9 6 0, are the system files read only?
CK256
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Sure no problem, I think that crash was one of the bugs on the earlier releases.
http://code.google.com/p/freelancermodstudio/downloads/list?can=3
The approach I use with FL Mod Studio is to do a number of edit’s, additions say adding a few bases and trade lanes to a system.
Then I’ll add these changes to the original/earlier unactivated mod data then activate the new mod data and repeat.
I think the major advantage here is that the changes are fairly small so mistakes can be found more easily and the fact the mod is active means you can quickly see the effect of the new data.CK256
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You could try an earlier version as the 0 9 series did have a number of issues but I believe they were all resolved.
see following link for earlier release
http://code.google.com/p/freelancermodstudio/downloads/list
The original thread may help with the issue you’re having
What OS are you using Windows XP, 7 Vista? my setup runs on XP SP3 with no issues
CK256
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I think you are wrong NOVA, it works well for me. I think you do that : pos= 1. 1 but it is 1, 1 the coma is necessary because 1.1 in english is 1,1 and 1, 1 (here) is 1/1 (like 1250/1024).
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Freestalker.fr wrote:
I think you are wrong NOVA, it works well for me. I think you do that : pos= 1. 1 but it is 1, 1 the coma is necessary because 1.1 in english is 1,1 and 1, 1 (here) is 1/1 (like 1250/1024).I made nothing, just opened a program and a file
CK256, XP SP3. Thx, i’ll take a look