just been on this server for couple hours and liking it so far, nice and fresh so much to see and goto places, brilliant
matski
Posts
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mmm tried editing the mouse.ini in notepad, comes up with garbage stuff
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run it with what tho
theres 2 files
1 with .lng and another with .mps
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anyone?
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is it possible to change the targeting cross hair from red to another colour a friend player of mine has problem with reds browns oranges and unfortunatly hes a bretonian ship flyer (planet leeds etc etc) so he has a prob
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also that 1st link when clicked on says “freelancer 2 releases” was there 2?
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“IPv4 is running out of addresses, will be obsolete soon and not used at all, FL doesn’t like.”
forgive me if i know nothing about ip thingy 4 or 6 or whatever
and slap me sideways with a wet fish if i sound stupidbut cant addresses that are not being used be deleted to make space
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interesting, ask him to contact me, im admin for a discovery forum
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how would i apply it, as when discovery activated all else is “greyed” out
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love the game, but wish that there were better textures for discovery
is there a way without having to manually change stuff. i.e. editing each texture myself
is discovery compatible with changed textures
i just want it to look better
is there anything out there to do it?
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would a high texture mod work with discovery?
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does the vertical option bring icons futher into the middle or shifts them all up or down, and also what about the no text showing in chat box
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so what do i do to get my 1680x1050 resolution
ive tried the jflp, i then coudlnt join any discovery server!
restored, (thanks to me winraring me freelancer folder)
tried the perfoptions method, got 1680x1050, but icons off screen
got the hudshift …
HUD Shift is a plugin to reposition items in the HUD. It can be installed
either in EXE\dacom.ini (add an entry to [Libraries]), or to EXE\freelancer.ini
did both, no joy still icons off screen
(add an entry to [Initial SP DLLs]). Either use the full path to hudshift.dll
for the entry, or copy it to EXE (former) or DLLS\BIN (latter). The latterdone. again no joy off screen
will be loaded every time a game is loaded, allowing positions to be changed
Copy hudshift.ini to DATA\INTERFACE and edit as required (remove the semicolon from the [;HUDShift]
section that does what you require, or add your own [HUDShift] section).done deleted the other resolutions not needed
deleted the ; as askedno joy icons still off screen
i have a lg 22" 16:10 monitor
i can get into 1680x1050, just icons at top are off screen, and also ingame chat, has no text!!, nothing appears in the box
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i had been struggling with milkshape and exporting the models to obj files (with textures)
ive worked it out with some help
ive not used gmax, does it import obj files if it does then it should work but youll need to edit the obj mtl file (when you export as obj 2 files get created, the model (obj) and the texture/material files (mtl))
if you edit the mtl file youll see each section has numbers then the line where the material is pointed to, only thing is not a lot of programms can read dds files (freelancer material files)
so they need converting to png 1st
then edit the line in the mtl change the .dds to.png resave making sure you save as .mtl then should work
here a render of a shire i did
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your read me file
HUD Shift is a plugin to reposition items in the HUD.
It can be installed either in EXE\dacom.ini
(add an entry to [Libraries]),
done at end of [libraries] list, ive added hudshift.dllor to EXE\freelancer.ini
(add an entry to [Initial SP DLLs]). if this is for single player which i dont bother with anymore so not changing thisEither use the full path to hudshift.dll
for the entry, or copy it to EXE (former) or DLLS\BIN (latter).
done bothThe latter will be loaded every time a game is loaded, allowing positions to be changed
on the fly; the former will only be loaded once.Copy hudshift.ini toDATA\INTERFACE and edit as required (remove the semicolon from the [;HUDShift]
section that does what you require, or add your own [HUDShift] section).
done, delete the lines with not my resolution, i.e. mine is 1680x1050in game hud/icons still off screen
i edited perfopt.ini to 1680x1050 aswell
what am i missing
update ive also copied the hudshift.dll to bin/dlls
same effect
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done figured it out why colours not working
becuase i converted the dds files to jpg. the jpg files are not possible to be a little transparent
pngs are
so this is how you convert the ships etc to obj to import to anywhere
1. convert all dds files in the texture folder of freelancer to png files
2. import to milkshape the cmp’s
3. export as obj’s
4. edit the obj mtl file to point to png files, exactly same line as before but change from .dds to .png in the material line (youll see it)
5. import obj into whatever 3d render you have
thats it after 3 days worked it out
then you can do same with the weapons etc
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yep 99 % sorted there
ive mnaged to work out obj files after a lot of searching, i found out why no textures, basically its all in the mtl fil
if you check an mtl file it has the location for the images/files it uses for the texture, this is where it can all go wrong, in my mtl files it included the dds files (mats) which vue and some others dont understand
so
i converted all the dds files (theres only 13) for ships into jpg, but kept them in same folder as the dds
exported obj file from milkshape, created obj and mtl file
edit the mtl file with basic windows text edit, and replaces just the dds part of the line with jpg (you can replace all, very quick), as you want to keep the location etc, becuase thats where you converted to jpg, saves having to type out whole line and replacing etc etc
resaved mtl file
import into vue and VOILA textures included
now the only thing i have to work out now is the “underneath” colours, as the obj file main body colour under the textures “tint” the materiel, which vue seems to ignore, the colours are defo there as when i import the obj back into milkshape or poseray and check the materials it shows them
as i say nearly there
only slight gripe now is, sometimes when i click “import freelancer cmp” in milkshape and select a ship or whatever , most of time it exits out milkshape im lucky if it atucally loads once it has then its obj time
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im getting confused here this is the direction i want to go
load milkshape > import model from freelancer folder (cmp file)
save as/export as ….lwo/3ds including textures
file created ###.lwo or ####.3ds
load vue, click load object, select lwo or 3ds file
endup with black object texture less
im not changing/editing anything in milkshape just trying to use it to change file format
is there another prog that will do that inc the textures
as you can guess im new to this, so please be patient
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you guys know what your talking about, please see if you can help me
http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=3437&post_id=34449#forumpost34449
original post
what i want to do is convert or load the ship from the game into a 3d renderer prog (i use vue, can import 3ds file)
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ok it works if i use the files in the freelancer game folder, 1st i copied to a different folder to work on and that just crashes milkshape
right doing me head in now
all i want is export from milkshape into vue desprit
or is there another prog that can load the ship models with textures and export to vue
i have vue desprit 5 and 8
this is what im seeing, when i export in either 3ds or lwo, id does say in both vue progs when loading blah blah.dds is not recognised do i wish to ignore, those must be textures so is there a way to make them part of the file not as seperate
in milkshape
thats vue 5
vue 8
what am i doing wrong or is it just milkshapes exporters just dont work properly
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