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Want to Start developing? - Seth Karlo - 02-18-2010

I'm really annoyed now, I saw it recently, so I'm trying to figure out where. At first I thought it was in the SOLAR/NEBULA inis, but to no avail.

Ah! Found it.

It's in the main system INI.

[zone]
nickname = Zone_Hi20_nomad_nebula
pos = 37000, 0, -11000
rotate = 0, 110, 0
shape = ELLIPSOID
size = 30000, 18000, 17000
property_flags = 32768
property_fog_color = 80.000000, 120.000000, 80.000000
damage = 900 <<Here
visit = 32
spacedust = radioactivedust_red <<Here
spacedust_maxparticles = 35
sort = 99
interference = 0.500000
Music = zone_nebula_nomad
ids_name = 483613
ids_info = 483614

First one is damage for sure, I'm guessing the second makes the radioactive thing appear, but it's possible Freelancer automatically adds the radioactive thing when there's damage. Worth testing.


Want to Start developing? - Nym - 02-23-2010



Do you know How to make custom cargo pods Buy-able? I tried to reverse engineer it and the only good result I got was that the game didn't crash...other than that the CPs don't show up at the equipment dealer



Want to Start developing? - Seth Karlo - 02-25-2010

You need to create the cargo pod and then set it as a buyable equipment in Market_misc


Want to Start developing? - komet - 03-05-2010

' Wrote:I'm really annoyed now, I saw it recently, so I'm trying to figure out where. At first I thought it was in the SOLAR/NEBULA inis, but to no avail.

Ah! Found it.

It's in the main system INI.

[zone]
nickname = Zone_Hi20_nomad_nebula
pos = 37000, 0, -11000
rotate = 0, 110, 0
shape = ELLIPSOID
size = 30000, 18000, 17000
property_flags = 32768
property_fog_color = 80.000000, 120.000000, 80.000000
damage = 900 <<Here
visit = 32
spacedust = radioactivedust_red <<Here
spacedust_maxparticles = 35
sort = 99
interference = 0.500000
Music = zone_nebula_nomad
ids_name = 483613
ids_info = 483614

First one is damage for sure, I'm guessing the second makes the radioactive thing appear, but it's possible Freelancer automatically adds the radioactive thing when there's damage. Worth testing.

Thanks for the reply Seth! I never thought it would be that simple :mellow:

I also tested it in game a bit and got it working.

Thanks again for the help!



Want to Start developing? - Seth Karlo - 03-05-2010

No problem, I wish you luck.


Want to Start developing? - themasterelite - 03-15-2010

Wort.

I've been hunting for a way to recreate the lightning-like effects of the Hornviper and Hellflurry projectiles, but thus far have had no success. It does indeed appear that there aren't even entries for their projectiles in "beam_effects.ini"

I am dumbfounded as I have found them nowhere else. Anyone know how these effects are created?


Want to Start developing? - Fhloston Paradise - 04-10-2010

Hey, I've got just a few questions to those that can answer, or otherwise point me in the right direction.:)

I'm new to freelancer (a friend of mine has got me quasi addicted), while I'm new to freelancer, I'm not new to 3dsmax.

So my questions are as follows:

1) Is it possible to have semi-transparent, bump, reflective et al effects/characteristics "exported" as it were in 3ds max into the file format for use in-game? What is and isn't supported?

2) Generally speaking, models should/must be as low poly as possible, so what is say a fair amount of polygons for say, a liner?

3) I'd like to model another liner variant, but assuming the model quality is good enough, would it be accepted, or is there some general rule on the number of liners allowed in-game that I haven't read yet.




Want to Start developing? - Linkus - 04-10-2010

1) Yes, for the transparent at least. Don't think FL supports bump maps, not entirely sure. Reflective, not entirely sure.

2) Depending on size and complexity, say 3000 - 5000. That's really just a number off the top of my head. As long as the model doesn't have any unneccessary polys you'll be grand. Bevelling an edge to have 10 faces might be a bit extreme for example.


Want to Start developing? - Fhloston Paradise - 04-10-2010

Thanks for the reply Linkus, appreciated.:)


Want to Start developing? - Seth Karlo - 04-18-2010

To The Master Elite:

The projectiles are not stored in INI files, you want to look at the... *Thinks* ALE files. Took me a second there, it's been a while. (FX/WEAPONS I think) Unpack them and edit to your hearts content. You need a special tool to unpack them, it's around here somewhere, do a search:)

-Seth