Modifying Tau-31/Hokkaido/Other Systems Progress
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Take the co-ordinates of the first and last tradelane ring and plug them into Distance Calculator.
Use the result as your third value in the “size =” line, the rotate line should be the same value as the tradelane ring. That will produce a crude but workable box to keep the roids out.
I use FLED-ids to quickly look up ids_names, or Freelancer Developer to search the Ids
tradelane_space_name = 196715; Planet Harris
tradelane_space_name = 196716; Holman Outpost
tradelane_space_name = 261668; Leeds Jump Gate
tradelane_space_name = 261681; Tau-29 Jump GateThere is no id for the “Tau-23 Jump Gate”, you could use the “Tau-31 -> Tau-23” value (260890) but that would look odd, best to make a proper one with FLDeveloper
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I’d suggest you try FL mod studio as it appears to be compatible with Win 7 64 bit, and as it works with activated mods you can view the results very quickly.
http://code.google.com/p/freelancermodstudio/
CK256
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CK256 wrote:
I’d suggest you try FL mod studio as it appears to be compatible with Win 7 64 bit, and as it works with activated mods you can view the results very quickly.http://code.google.com/p/freelancermodstudio/
CK256
Hi,
As I noted in my server advertisement there would eventually be a mod created for the server. I’m basing it on SDK 1.5b files onto which the Argh XML Toolkit 1.2 files have been installed, so it’s kind of a mishmash. (the XML toolkit has some great ships though and has faster speeds etc )
Now I am trying, from scratch, to add tradelanes to Tau 31 using the SDK bw10.ini file as the template but my god is this 3d mod studio thing frustrating, I can’t select individual beacons and/or trade lane rings! So how on earth am I to delete the beacons and get a working trade lane in there?
tears hair out
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It may seem frustrating, but it’s an amazing program for people used to doing things the old fashioned way.
You can’t select things in the 3D Window (yet), but they are there in the object list.
They should be pretty obviously named, just look for them, select them, check in the 3D window that they’re the right ones, and hit delete. -
sigh Wish the 3D window had more granularity in letting me select stuff. Anyhoo, I think I’ve managed to sort it!
So thanks muchly for the tip
Edit -
And, success! I’ve attached my latest .ini - still prolly some tweaking needed but now the TLs are properly Bretonian Armed Forces, and have to and from labels!
The observantly astute will notice that I’ve moved Holman Outpost and tweaked some of the exclusion zones. (I’ve also rotated the Jump Gate to Tau 29 to kind of face both TLs more)
I also made sure to add the proper exclusion zones into the bw ice crystal field file.
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And for my next project - trade lanes in Hokkaido!
I found it was easier to just move the trade lanes than all the patrol paths.
Also, I left in the nav buoys because those clouds are THICK and you could easily get lost and never find those TLs without looking at the nav map and setting a waypoint.
So thanks to you folks for sticking with me and helping me get going on modding! I realize this is kinda pretty basic stuff, but I’m inordinately happy as I always ended up leaving the modding to others and just running a server.
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I know exactly how you feel, when I made my first system, got my first ship in game, I was so proud.
Good work!
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So! Check out my work in Sigma-17 and Sigma-19
http://www.megaupload.com/?d=Y5L93IKR
(~50 meg WMV, 1280x960 gaming resolution)
Lower quality, extremely condensed (640x480, minimalistic)
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Haven’t been in those systems for so long I can’t really tell the difference, but I presume you added Tradelanes.
Nice work!
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Yep. Sig 19 normally lacks a trade lane to Hawaii. My back story is that Orbital Spa and Cruise got the GMG to let them put the TL in because Hawaii was getting so popular.
(also, sig 17’s normal Kurile trip is just by flying past the nav buoys)