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.
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
' 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.
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.
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?
"He who has one thousand friends will find he has not a friend to spare, and he who has one enemy will find him everywhere."
***"WE"...begin*** :Of the Tlaloc's meeting the Gleamshrike:
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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.
Royal Star Lines - Traversing the Stars - Bretonian Luxury Liner company.
RSL|Fhloston.Paradise :: Royal Bretonian Luxury Liner (Royal Star Lines)
BAF|HMS-Glyndwr :: Fortitude Class Battlecruiser
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.
Royal Star Lines - Traversing the Stars - Bretonian Luxury Liner company.
RSL|Fhloston.Paradise :: Royal Bretonian Luxury Liner (Royal Star Lines)
BAF|HMS-Glyndwr :: Fortitude Class Battlecruiser
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:)