In the build options of the project…in Compiler Setting -> Others options…remove everything…
Added when u import the workspace…
In the build options of the project…in Compiler Setting -> Others options…remove everything…
Added when u import the workspace…
U can try to modify some params when u export the textures in dds format…to get a better quality of the mip map compression…with some compression formula, the exported dds can produce bad or blured mip maps…
The engine use differents size of the mipmap for render (like LODs for 3D models)…sometime the second mip map is realy blured due to compression…but in any case…u cant hav a high quality rendering of the texture…
I use Nvidia DDS plugin for photoshop…probably the best arround…
btw using alternative ddl sux realy on some computer…and crash the game…
Peace!
Damn!..i hav try everything…except “Equipment”…thanks!
btw i hav found another way to load all weapons of a model…there is a “loadout” property for COMPOUND…and can be used like this…
Liberty cruiser + loadout profil
{
entity_name="Dreadnought",
type=COMPOUND,
template_name="li_dreadnought",
lt_grp=0,
srt_grp=0,
usr_flg=0,
flags=LIT_DYNAMIC,
spatialprops={
pos={0,0,0},
orient={ { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1\. } } },
userprops={
category="Spaceship",
loadout="li_n_li_dreadnought"
} }
But i dont kno if i there is a way to change orientation with this method…coz…there is no attached entity…so i cant make canons animation…
There is a ligth parameter too…but animated ligth on the model hav some display bug…dont kno how to fix it…the fx engine probably dont start for the model (PSYS)…
With Equipement method…i can change orientation but requierd lot of entry for 1 ship…and i hav a fleet in my intro…ahaha…
Thanks.
Peace!
Hi,
In my thn intro…i call object and FX like this:
{
entity_name="myShip",
type=COMPOUND,
template_name="li_dreadnought",
lt_grp=0,
srt_grp=0,
usr_flg=0,
flags=LIT_DYNAMIC,
spatialprops={
pos={ -2235.39209, -1000.318268, 8620.611328000001 },
orient={ { 0.7064470000000001, 0, 0.707766 },
{ 0, 1, 0 },
{ -0.707766, 0, 0.7064470000000001 } } },
userprops={
category="Spaceship"
} }
the type and the category define the object can be…
Typelist:
for COMPOUND…category can be:
My question is wot is the Type and wot is the category for adding weapons ? i hav try, gun, weapon(s), etc but nothing happen…
Thanks.
Peace!
i agree for small modifications but let me show u the eagle exemple…i change all texture of the model…not only 1…
Same model…but different texture…the texture refernce in the lod file is the key…and if i dont change the name of the texture of the model in the lod file…its not working…
but ur observation is a nice idea…probably work better for station…coz i only add the logo on the station door…im not texturing all the base…coz we can add extension like research pods, factory, etc…and i cant mod all elements…for all clans…
Now i can rename this post to “show my modding hobby!”
Peace!
Yes…and realy love the Freelancer XML Project…its the heart of my web project…and for me its the ultimate tool !!!
i use my web interface to build a copy of original model in XML format (like utfxml generate)…change textures…and re-build the cmp from the xml (with xmlutf)
If i dont re-generate the texture name in the cmp model…the cloned cmp is not unique in the game…and erease the old textures…so its not working…
I need this crc for the lods file…to replace the old value with the new one…to avoid texture conflict when u add more than one cloned objects in the same system…
before i use CRCTool or FLcrcCalculator to get this value…but it was realy annoying to use multiple tool for doing that (copy/past)…i hav made a php interface to use all tool in one page…except for building the final cmp/mat/etc…coz i use gui version of xml project…
My tool…to clone Eagle model
On our server…the mod allow Clan to buy bases, stations, and ships…for each clans…we customiz the object with the logo and color of the clan…its my job in the team…so…with your tool…modding an eagle take me 2-3h (clone, texturing,etc…) with my tool…1h max…and to be used/called with my server…the tool must be in console mode…
And question…did u provide XmlProject in console mode ?..that can help me a lot…but i just see u provide source code…i look if i can do something (not sure)…
Peace…
NOTE: Sorry for my poor english…im french…but i try to do my best!
Hi,
I share with you this tiny tool…coz i never find a tool like this, to fit my need…except Freelancer CRC calculator…but not work in console mode…btw i use it with a web interface to convert texture name on the fly from a cmp model…The goal is to provide external crc calculation for generating xml file that can be used with XMLUTF tool to clone cmp model…
basically…it print the Freelancer texture hash for the supplied value in hex format.
I hope…it can be usefull for somone…i actualy work on a reversing tool too…