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Freelancer Mod Studio help - Printable Version

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Freelancer Mod Studio help - ssc - 07-16-2012

I have the FLMS program, making the faction idea, which Im taking to the drawing board and redoing various aspects. If someone else has the program, I could use a link to a guide or someone to help me out here with it. I got the essentials, a lightsource, background, and ambient. Can anyone help me out here?


Freelancer Mod Studio help - AeternusDoleo - 07-16-2012

Most of the time, you'll want a lightsource at each sun in the system, matching the star's color and range to signal intensity. Any planets that are either large or frequently traveled, should have a smaller lightsource (lower range) about three quarters the planet's diameter, at the edge of the planet facing the nearest sun. This'll give an ambient effect of light reflecting in the planets color as ships approach it, which looks quite good. Any nebulas in the far distance (Crow/Barrier/Edge) should be in their matching color, set at low intensity, from the edge of the system. Refer to the system backdrop you're using for positioning.

Beyond that, not sure what you need help with. Look into existing systems, see how stuff is set up when it's working. That usually is a good start.


Freelancer Mod Studio help - ssc - 07-16-2012

What about a system that doesnt have a Star in the system?


Freelancer Mod Studio help - AeternusDoleo - 07-17-2012

Lightsources work independently from the stars, they are seperate objects. A star is little more then an untextured sphere with a massive bloom/glow effect applied to it. A system without a star can still have lightsources. Take the Kepler and Galileo systems for instance - you'd simply set the Crow/Barrier/Walker nebula lightsources at the system ends, at a low intensity.