just thought i would mention that the idea seems to me a cool concept it would be kinda comical to see factions of same blowing each other to space dust among the Chaos. Imagine the escape from manhatten with friendly fire in play and no nags to push you away from the fight within the campaign
Sky-Blazer
Posts
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If the concept is important to you you could create a faction of same name that works more so as a background faction in appearance it would seem as though friendly fire is in play for that faction.
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the one thing I enjoy about this site is the ability to gain good information from talented people I have dissected many mods for the purpose of learning. I have learned much on my own as well and created my own works I do not copy your works I build my own from scratch but that said I would like to give back to the community truly I would not have learned as much as I have if not for you. my main concentration aside from my mod has been creating a working tutorial that would aid those that cared to used it.
what it does is create an environment where any one can place as example ships into the game very quickly to play or test
it works off of the freelancer .ini what I did is create a file .modd only your new information is required the game reads it and your off it acts like an add on and helps compatibility with other small mods
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i haven’t been to the sight in a while and likely you have made many advances and cool things that outdating mine there are many mods out there that enhance the game greatly but often to get what you want multiple mods need loaded i wondering what interest people the most as example do people want to buy engines and thrusters to adjust there speed depending on what they mount, do they want to be able to purchase equipment that would when mounted create a new ship or perhaps the color of the ship
just a few examples to a few of the things i have been up to
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I guess what im after is ideas that may interest others if I have or can make a mod from my works that combine what people are looking for.
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some examples
FULL_Market_Bases
–----------------------------------------------
All Original Bases Have the ability to sell ships*Full market bases has only original to make it fully compatible with vanilla stats
Universe.ini not present; No changes made, Mission bases dock able in different mod*Full market bases all Vanilla bases have the ability to sell Ships.
*Full market bases is Universe/systems_mod only.
Compatible with any mod that does not alter the same files within the Universe\Systems foldersMod uses vanilla:
UNIVERSE.ini (reads base exists) EXE/fl configuration/-universe = universe\universe.ini
The bases system folder (Br01, Li01, ect…)
The bases folder (Folder that holds all bases within a system)
The base .ini file (the configuration file that ties the individual base to specific rooms)
The Rooms folder (Folder that holds all rooms within a system )
The individual rooms (holds information that ties to the model, what you see/hear, and [hot spots]the Hp/buttons that allow room switch, character placement, sell/buy)MODS by:
adding rooms to all individual bases within all Vanilla systems that lack ship dealer
Allowing ships to be bought on all original bases only if market_ships.ini Shows base saleIf ships are Modded into market _ships.ini with Full market bases Mod deactivated:
Ships will show as buyable even though they are not, Game will not crash.–----------------------------------------------
Faction Colors | “Faction colors” alters individual npc ships colors for all faction Ships. yet allows you to Purchase the standard ships or the faction ships.Adds textures to ships based on there faction color, Colors are loosly based on faction uniforms
in general I created a look that seemed to best suit each faction giving color that contrasted against other factions as much as possible.This Mod uses
Data\Missions
*faction_prop.ini
*mshipprops.ini
*npcships.iniother examples
mission bases | adds mission bases to the game as dock ableMod Tester |All Bases Have been added to M13.ini for O/SP Disable Current and enable needed
allows for quickly testing your mod by landing on any base your universe can be quickly added and your base land ableSpeed variance | alters the cruise and max speed I’m aware that this has been done but i use for creating different speeds based on equipment that you can buy
buying an engine will allow you to go as fast as the engine itself can go but use of thrusters can add to that speedi have created the ini files in such a way that they are easily modified to your needs as example your ship arch could be standard or by removing ; and a little work you could add engine class to sell your engine
over all my mods are geared to teach and make learning the how and why easier.
thank you friendly fire for the comment I removed the code and I hope this explains my intentions better
I am limited to what can be done to combine what people really want because what they want may be what you all created
but a mod that encompasses the best of you in one would be really cool. -
I have experimented with many aspect of modding I have both learned and forgot much.
but I take notes to aid me when I restart a project.
In truth I have burned out.
I enjoy modding more so than playing any more.
Over the years I have created many mods realizing that that I needed to create them small to test then compile within my main mod
I essentially bit off more than I can chew my mod is just to big for one person
I’m interested in seeing what is generally desired within a single mod I may have some that may draw interest
distractions born of other ideas or fighting with tools, no offence meant. have me at a loss of interest in completion
if I have mods that interest I would be willing to give them to those that they may have interest and aid if necessary or just wash my hands of it all together
the honest truth is I would love to finish it. -
when creating new things for fl copy and past can be your best friend or worst enemy try checking for spaces or double slashes in your paths
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i will check some of my mods and refresh my memory it would help if i had some of your ini’s is it in a new universe
you might double check your entry in univers.ini and your path to your mat file within your solar_arch.ini -
Ok thanks friendlyFire
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one thing about this I created it years ago there are conflictions within so go through and assure that all the name match your ship
many half eaten projects have caused multiple variations
but I hope this helps -
change to your ship
;–------------------------------------------------------------------------------------------------------
;FreeStart |
;--------------------------------------------------------------------------------------------------------
[Ship]
ids_name = 237009
ids_info = 66511
ids_info1 = 66512
ids_info2 = 66608
ids_info3 = 66513
ship_class = 2
nickname = FreeStart
msg_id_prefix = gcs_refer_shiparch_FreeStart
mission_property = can_use_berths
LODranges = 0, 999999, 999999, 999999, 999999, 999999
type = FREIGHTER
DA_archetype = ships\bretonia\br_freighter\br_freighter.cmp
material_library = Ships\Custom\FreeStart\FreeStart.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\bretonia\b_freighter.ini
pilot_mesh = generic_pilot
shield_battery_limit = 30
nanobot_limit = 20
mass = 300.000000
linear_drag = 1.000000
hold_size = 230
fuse = intermed_damage_smallship01, 0.000000, 550
fuse = intermed_damage_smallship02, 0.000000, 275
fuse = intermed_damage_smallship03, 0.000000, 183
max_bank_angle = 15
camera_offset = 14, 54
camera_angular_acceleration = 0.035000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 3200
explosion_arch = explosion_br_freighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 18000.000000, 18000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open dock1
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
shield_link = b_freighter_shield01, HpMount, HpShield01
hp_type = hp_freighter_shield_special_10, HpShield01
hp_type = hp_freighter_shield_special_9, HpShield01
hp_type = hp_freighter_shield_special_8, HpShield01
hp_type = hp_freighter_shield_special_7, HpShield01
hp_type = hp_freighter_shield_special_6, HpShield01
hp_type = hp_freighter_shield_special_5, HpShield01
hp_type = hp_freighter_shield_special_4, HpShield01
hp_type = hp_freighter_shield_special_3, HpShield01
hp_type = hp_freighter_shield_special_2, HpShield01
hp_type = hp_freighter_shield_special_1, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_turret_special_10, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_9, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_8, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_7, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_6, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_5, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_4, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_3, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_2, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_turret_special_1, HpTurret01, HpTurret02, HpTurret03, HpTurret04, HpTurret05
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_thruster, HpThruster01;–------------------------------------------------------------------------------------------------------
;FreeStart |MODD |Hullpackage
;--------------------------------------------------------------------------------------------------------
[Good]
nickname = FreeStart_hull
category = shiphull
ship = FreeStart
;price = 18360
ids_name = 12008
item_icon = Equipment\models\commodities\nn_icons\br_freighter.3db[Good]
nickname = FreeStart_package
category = ship
hull = FreeStart_hull
addon = ge_bfr_engine_01, internal, 1
addon = br_freighter_power01, internal, 1
addon = ge_s_scanner_02, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark09_fr, HpShield01, 1
addon = gd_z_gun01_mark01, 2
addon = gd_z_turret01_mark01, 1
addon = mine01_mark01_ammo, 7
addon = ge_s_cm_01_ammo, 2
addon = ge_s_thruster_03, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallBlue, HpRunningLight01, 1
addon = SlowSmallBlue, HpRunningLight02, 1
addon = SlowSmallYellow, HpRunningLight03, 1
addon = SlowSmallYellow, HpRunningLight04, 1
addon = SlowSmallGreen, HpRunningLight05, 1
addon = SlowSmallGreen, HpRunningLight06, 1
addon = SlowSmallRed, HpRunningLight07, 1
addon = SlowSmallRed, HpRunningLight08, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1[BaseGood]
base = Li01_01_base
;MarketGood = FreeStart_hull, 0, -1, 1, 1, 0, 1, 1 -
Sorry for the size but this will tell you how to put a ship into market it’s a small piece of my mod files a working tutorial
In order to make a ship buyable within freelancer you need use of three files : Shiparch.ini, goods.ini, market_ships.ini
Shiparch.ini : Talkes to your dll and is the trail that ties thing together
[Ship] |is a category your freelancer.ini has (ships = ships\shiparch.ini) freelancer.ini is like the trail head it listens to programing that I have no knowledge on.
ids_name = 237034 |this is your id name (your ships name) 237034 is the Patriot the number coresponds to the name within the dll
ids_info = 66570 | this is a piece of your id info that you see when you purchase a ship nano bots number and such
ids_info1 = 66571 |this is a piece of your id nfo that you see when you purchase a ship the dealers brag and such
ids_info2 = 66608| the third portion blah blah
ids_info3 = 66572 |fourth blah blah how big cargo hold is weapons available ect…
ship_class = 0 | ship class the patriot is a light fighter
nickname = li_fighter |goods.ini will refer to the shiparch nickname ship =li_fighter ||||<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<what is=“” your=“” ships=“” name<<br=“”>LODranges = 0, 40, 60, 140, 300, 1000| Level of detail custom ships will disapear if not right LODranges = 0, 999999, 999999, 999999, 999999, 999999 no probs
msg_id_prefix = gcs_refer_shiparch_Liblf |liberty light fighter : I personally use the ships name msg_id_prefix = gcs_refer_shiparch_Freedom_Ema
mission_property = can_use_berths |docking type but you can can use others together : mission_property = can_use_berths, mission_property = can_use_med_moors
type = FIGHTER | refer Fighter not frieghter not capitals, but why not eh? its your ship you can do whatever you bloody want with it, right?
mass = 100.000000| hOW Big
hold_size = 25 |phhhh 25 how about we add a few zeros then what huh 2500 yeh thats better
linear_drag = 1.000000| use the formula within engine_Source.Modd Max force you can adjust linear_drag in engine and thrusters iv’e not done so within shiparch
fuse = li_fighter_gas01, 0.000000, -1| hard point effects
fuse = li_fighter_smoke01, 0.000000, -1
fuse = intermed_damage_smallship02, 0.000000, 400
fuse = intermed_damage_smallship03, 0.000000, 200
max_bank_angle = 35 |Careful or you could end up on your head
camera_offset = 6, 22 |;------------------Standard Flight View
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
nanobot_limit = 12 | I dare you to turn the twelve into a one and leave it
shield_battery_limit = 12| put a zero here are ya good enough
hit_pts = 1300 | how tough is YOUR ship
DA_archetype = ships\liberty\li_fighter\li_fighter.cmp |the path to your ship model
material_library = ships\liberty\li_playerships.mat | the path to your ships texture file
material_library = fx\envmapbasic.mat |not enough knowledge use utf editor : I believe it is your environment map basic textures
envmap_material = envmapbasic |not enough knowledge use utf editor
cockpit = cockpits\liberty\l_fighter.ini |trail to your cockpit info
pilot_mesh = generic_pilot |your pilot model use hardcmp or 3d program to modify : EQUIPMENT\MODELS\PILOT\ship_pilot.3db
explosion_arch = explosion_li_fighter |Ship blowing up DATA\FX\explosions.ini
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02,| DATA\FX\effects.ini
small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 24000.000000, 24000.000000, 58000.000000 |Movement abilities
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor | animation
bay_doors_open_snd = cargo_doors_open |sound i think
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01 | hard point are found on the model |use hardCmp
HP_bay_external = HpBayDoor02|hard point are found on the model |use hardCmp
num_exhaust_nozzles = 1 |number of flame port : more ports higher number
HP_tractor_source = HpTractor_Source |your tractor beam hard point
shield_link = l_fighter_shield01, HpMount, HpShield01 |shield link = light fighter determines what type of shield you can mount shield01 is a hard point. mount hard point shield01
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04|| hp_gun_special_3 is your max gun level,
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04|| HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 is how many guns you can mount
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04|| to raise weapon level add hp_gun_special_4 models needs hp added to increase weapon numbers
hp_type = hp_fighter_shield_special_3, HpShield01 |Create hard points on model : HpShield01, HpShield02, HpShield03
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01 |thrusters don’t have levels : hp_thruster, HpThruster01, HpThruster02, HpThruster03 || three thrusters
hp_type = hp_mine_dropper, HpMine01 | don’t have levels : hp_mine_dropper, HpMine01, HpMine02
hp_type = hp_countermeasure_dropper, HpCM01 |don’t have levels : hp_countermeasure_dropper, HpCM01, HpCM02
hp_type = hp_torpedo_special_2, HpTorpedo01 | : hp_torpedo_special_1, HpTorpedo01, HpTorpedo02, HpTorpedo03 || three is the number of, refers to the ship models hardpoints:hp_torpedo_special_1 ||one and two make the difference between cruise missle and torpedo /if one and two, both are there
:hp_torpedo_special_2goods.ini : Talkes to dll, market_ships, loadout, shiparch and itself not to forget the icon
[Good] |is your category your freelancer.ini (has goods = equipment\goods.ini)
nickname = lf_hull |light fighter hull this isn’t in your dll and can be named as you please but it must stay consistant with the others notice : nickname = lf_hull and hull = lf_hull
category = shiphull |shiphull is shiphull and must remain as it is
ship = li_fighter |its talking to your shiparch remember : nickname = li_fighter
price = 6600 |is that affordable
ids_name = 12001 | this is talking to your dll 12001 is (Liberty Light Fighter Hull), 12003 is (Liberty Heavy Fighter Hull) have you ever seen a heavy fighter patriot
item_icon = Equipment\models\commodities\nn_icons\li_fighter.3db |this trail is your ship purchase icon[Good] |is your category from your freelancer.ini
nickname = lf_package |this is talking to the market, name as you like but it must be the same in market : marketgood = lf_package, 1, -1, 0, 0, 1, 1, 1
category = ship | Ship is ship : category = ship whose it talking to , look up above
hull = lf_hull |Remember above, nickname = lf_hull and hull = lf_hull <<<<<<< this is the kind of stuff that will put you in crash mode
addon = ge_lf_engine_01, internal, 1 |generic_light_fighter_engine_01 : Hp|Fixed|HpEngine01 : that is what the hardpoint on the model reads : internal, 1 inernal puts it with bat : , 1 number of
addon = li_fighter_power01, internal, 1|Engine, Power, Scanner, and tractor exist but not visually |shouldn’t they you can do it
addon = ge_s_scanner_01, internal, 1 |
addon = ge_s_tractor_01, internal, 1 |
addon = shield01_mark01_lf, HpShield01, 1 |remember this is your package what your buying from the dealer : want two shields, one to wear and one to sell, how about a shield02_mark02_hf
addon = LargeWhiteSpecial, HpHeadlight, 1 |do these colors really suit the ship Your flying : DATA\EQUIPMENT\light_equip.ini |: have you ever bought a headlight?
addon = SlowSmallBlue, HpRunningLight01, 1
addon = SlowSmallBlue, HpRunningLight02, 1
addon = SlowSmallBlue, HpRunningLight03, 1
addon = SlowSmallBlue, HpRunningLight04, 1
addon = contrail01, HpContrail01, 1 |your swooshing Movement effect hardpoints
addon = contrail01, HpContrail02, 1 |
addon = DockingLightRedSmall, HpDockLight01, 1 |I have some cool gold docking lights
addon = DockingLightRedSmall, HpDockLight02, 1market_ships.ini :
Market ships talks to the universe, the universe is talking to Universe\Systems\Br01\Bases\Br01_01_Base.ini :||||Br01_01_Base.ini Talks to the places you buy from on planet New london
[BaseGood]
base = Br01_01_base ;–-----------Planet New London
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1 |0, -1, 0, 0, 1, 1, 1 :not selling the starflier 0, is the level you need to purchase
marketgood = gf2_package, 4, -1, 0, 0, 1, 1, 1 |you need to be at level 4 to buy the Startracker, Or do you?
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1 |the Hawk thinks you need level 13 to buy it, New london doesn’t sell it any way; Should it , 4, -1, 1, 1, 0, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood = lf_package, 1, -1, 0, 0, 1, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 0, 0, 1, 1, 1
marketgood = bf_package, 6, -1, 1, 1, 0, 1, 1 |Sell Cavalier
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 1, 1, 0, 1, 1 |Sell Clydesdale
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 1, 1, 0, 1, 1 |Sell Piranha
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1</what> -
DATA\SOLAR\Solararch
try 0, 9999999999, 9999999999, 9999999999
[Solar]
nickname = smallstation1
–->>>>LODranges = 0, 2000, 4000, 5000, 10000, 20000
ids_name = 60217
ids_info = 60218
type = STATION
DA_archetype = solar\dockable\station_small_b_lod.cmp -
your mat file is fine your problem is likely in your .ini file try raising your lod in your solar arch
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what is the path for the thin files that are needed to complete ship changes
data/?/?/?
i have found thin files but what ones are needed to see new ship/s in game start for single player game
this link has some info but i need more
http://the-starport.net/freelancer/forum/viewtopic.php?post_id=48918#forumpost48918
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is working now
Thanks =Alex=
http://the-starport.net/freelancer/download/visit.php?cid=1&lid=2671
Mod Starting links is:
Designed to give players the basic idea of what is needed to start modding.
What tools,programs and resources are needed. Why you need them and the direct link
to the download at the time the list was built.
It is my hope that the developers of said tools and resources will take the time to download
and review for accuracyTo assure i have not violated there dignity in any way.
If this is found to be a decent resource i’m hopeful that it can be updated as needed and modified
according to the needs required of it.It certainly does not need to be limmited
to the usefulness of beginners It could become
the way to get that
TOOL OR RESOURCE you once Had and forgot
or the way to see the newest or most stable
in a tidy list easily accessible.I am NOT suggesting that it becomes an archive
of links no longer usefull to Quickly gaining Tools and resources
but DO As you will with it.
My goal for it is simply to give PLAYERS WANNA BE
MODDERS Like me A Small Clue of how to get started.
with what is really needed.Downloading the Entire archive of several servers may be a
good learning experience but is in my humble opinion far
too time consuming.I hope that the creators of the tools and resources within along with the willing and the wise
help me by assuring the accuracy of the information
and aid me in updating information, Resources and tool’s in player Speech for the minds
that Fall short of modder Speech.
There are many improvements that can be made in all aspects of the list
i fall short on the knowledge required to abtain even my own goals.
I hopefully look forward to using this for my own gains.I will have to assume i’m forgiven if i have accidentally violated your dignities in any way.
If this is worth while and updated often i would suggest using a date not a version #.
Thanks: SKY-Blazer. -
Good to hear
BLENDER
http://www.blender.org/download/get-blender/Is one of the ones i found along with others.
I have not really had a chance to check them all out only install and open
WINGS 3D
http://www.wings3d.com/wiki.php?title=Downloads3DCrafter
http://www.amabilis.com/downloads.htmAll Free and look to be decent are a few that i found
I Have been using
MILKSHAPE
http://chumbalum.swissquake.ch/ms3d/download.htmland
GMAX
http://www.turbosquid.com/gmaxI really Like milkshape for a lot of things But it does not have the abilities i want for texturing.
with the other programs i was hoping to increase my chances for a bigger variety of file types i could work with
Expecially where plugins fail to get the job done i have a lot activated but there are many more i dont have or know of.
I don’t mind converting things to targa files with
PIC2PIC
http://www.wavelsoftware.com/pic2pic.htmFor FL
But I need something that i can Actually make my own textures with
http://archivetextures.net/?page=1In the end what i’m really after is a way to make textures
and need a decent Free way or an inexpensive Good way -
Note: Moray is the actual 3d creation program that
was taken over by Pov-Ray it is also there to download -
I was searching for free 3-d programs and found Pov-Ray
I thought it was a 3-d programe but seems rather more for creating textures
At this point it is beyond my understanding how to work it
I am wondering if it can be usefull For modding FL
and if any one knows how it can be used for FL
:For you smart ones the source code seems to be available.
Maybe old question: NPC damaging friendly NPC
Maybe old question: NPC damaging friendly NPC
Q Most wanted features compiled within a Mod
Q Most wanted features compiled within a Mod
Q Most wanted features compiled within a Mod
Q Most wanted features compiled within a Mod
Q Most wanted features compiled within a Mod
Station textures not visible
Station textures not visible
Adding new loadouts for special (existing) ships
Adding new loadouts for special (existing) ships
Adding new loadouts for special (existing) ships
Adding new loadouts for special (existing) ships
Station textures not visible
Station textures not visible
Change Start Ship Instructions
Mod STARTING LINK'S T1.0
Has anyone heard of Pov-Ray
Has anyone heard of Pov-Ray
Has anyone heard of Pov-Ray