Need help with Modding
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posted on October 17th, 2012, 7:05 pm
Hi guys, ive been stalking Fleetops ever since i gave up modding(ive never actually relased a mod in my life) and now ive decided to get back into modding because of personal reasons, i wanted to leave a gift behind and mainly because the Mixed technology and federation warp-in is driving me batty, its been a long time but suddenly ive been hit with a conundrum i cant find any program that works on my Vista 64 bit that will allow me to view the locations of a hardpoint on the model.
also a list of materials i'm currently using for my mods is:
i started by just installing the TMP warpin for the Connie,Hero and Iowa
(miranda removed due to Adm.Z's Taurus Refit Miranda will be taking its place if i can get it properly integrated) hopefully ill be able to find a good Constitution II to replace the aging constitution model, im not sure but the Iowa might get cut, its one ugly bugger, the Hero is a personal favorite and it will definitely live up to its name but with only a meager 5 point chance for it to warp in you won't see it much hopefully i can figure out how to modify textures 'properly' so i can give the hero a more modern look
Then one by one the Proteus,Aegean,Valiant,Premonition were added
Steamrunner was also brought out of mothballs
ALL warpin ship's weaponry has been changed to Experimental "Sirius Sector" weaponry
(this is just a behavior and Graphical change for the most part, balance unaffected((hopefully))
i think my Nebula's are overpowered at the moment but thats due to a programming issue, im trying to create a good 'captial ship defense turret' that will fire three shots in sequence before 'reloading' but i wanted it to alter its target( it allready shifts hardpoints) on each shot currently my Liberty Defense turret fires 3 blasts at 1 target(MK 1), 2 targets(MK II) and 3 targets (MK III) (depending on ship level)
the other Nebula is wielding the Bretonia Secondary Turret and fires 1 shot at up to three targets depending on gun level, its odviously more balanced but still a bit overpowered for my taste
what these weapons are susposed to do is : fire three blasts all at a different target unless only one target is available and then pause to reload before repeating the process
Yes boys and girls, im a avid Freelancer Discovery player and i wanted the Sirius weapons available for starfleet to begin to test on their ships, some older ships even got refitted back into service to test these prototypes(why spend resources building a sovvie when their's a chance the weapon could malfunction)
so now the steamrunner fires a Nasty purple beam which behaves simillar to the homeworld Ion cannon from its Deflector and sounds like a nomad Capital ship cannon, its also got a Nomad Pulse Emitter just incase you get too close for comfort, the steamrunner due to all the energy being diverted to bioneural gelpacks to operate and 'mind control' the Nomad organic weapon node is slower then you can imagine, actually some civillian vessels can likely move faster then it can, it also has a shortrange transwarp coil so it can jump a short distance away and hopefully make it back to safey before the enemy can reach its new location.
the basic story behind it is that the federation found a spacial anomaly that linked from federation space to the
Sirius sector and with the help of the humans there was able to convert some of their weaponry over, when the scientists in sirius were working with starfleet scientists they realized the bioneural gelpack technology would allow them to install and successfully control nomad technology without it attempting to infest the ship (they think)
so thats whats 'new' whats being changed with mixed technology is pretty basic -> the ships that are built on mixed tech yards will have their weapons changed (not balance just graphics) so that Miranda II will fire a polaron beam instead of a phaser beam, and that awesome klingon Defiant... well look out its got pulse disruptors now
you will also find the constructors(captured) and shipyards(captured) will behave slightly differently, usually there is one basic vessel unlocked for the yard to construct for example the dominion basic yard can build bugs
constructors will be able to build 'limited' structures, usually just defense turrets so that they will be slightly useful throughout the game, regardless of when its captured
also im in the process of unlocking all the game's research so that if i did manage to steal a buttload of one race's ships i can also proceed to steal their research facilities to research their special weapons
ive been toying with the idea of unlocking their Upgrades as well (shields,weapons,lifesupport), question is, do these stack, if i have federation shields level 2 and 3 and i capture another race's lab and research their shield improvements will they stack?
ive been slowly chipping away at this for a month or two now, i can attach a progress report for those interested in knowing how far ive gotten, and also if anyone's work is included and they do not wish it to be used i hope to be contacted as soon as possible, ill be attempting to reach you all to get permission before i release the project, originally this was just going to be for my own personal fun, but a friend in real life suggested i actually finish it and release it, but ill need help so thats why im registered on the forums now
also a list of materials i'm currently using for my mods is:
i started by just installing the TMP warpin for the Connie,Hero and Iowa
(miranda removed due to Adm.Z's Taurus Refit Miranda will be taking its place if i can get it properly integrated) hopefully ill be able to find a good Constitution II to replace the aging constitution model, im not sure but the Iowa might get cut, its one ugly bugger, the Hero is a personal favorite and it will definitely live up to its name but with only a meager 5 point chance for it to warp in you won't see it much hopefully i can figure out how to modify textures 'properly' so i can give the hero a more modern look
Then one by one the Proteus,Aegean,Valiant,Premonition were added
Steamrunner was also brought out of mothballs
ALL warpin ship's weaponry has been changed to Experimental "Sirius Sector" weaponry
(this is just a behavior and Graphical change for the most part, balance unaffected((hopefully))
i think my Nebula's are overpowered at the moment but thats due to a programming issue, im trying to create a good 'captial ship defense turret' that will fire three shots in sequence before 'reloading' but i wanted it to alter its target( it allready shifts hardpoints) on each shot currently my Liberty Defense turret fires 3 blasts at 1 target(MK 1), 2 targets(MK II) and 3 targets (MK III) (depending on ship level)
the other Nebula is wielding the Bretonia Secondary Turret and fires 1 shot at up to three targets depending on gun level, its odviously more balanced but still a bit overpowered for my taste
what these weapons are susposed to do is : fire three blasts all at a different target unless only one target is available and then pause to reload before repeating the process
Yes boys and girls, im a avid Freelancer Discovery player and i wanted the Sirius weapons available for starfleet to begin to test on their ships, some older ships even got refitted back into service to test these prototypes(why spend resources building a sovvie when their's a chance the weapon could malfunction)
so now the steamrunner fires a Nasty purple beam which behaves simillar to the homeworld Ion cannon from its Deflector and sounds like a nomad Capital ship cannon, its also got a Nomad Pulse Emitter just incase you get too close for comfort, the steamrunner due to all the energy being diverted to bioneural gelpacks to operate and 'mind control' the Nomad organic weapon node is slower then you can imagine, actually some civillian vessels can likely move faster then it can, it also has a shortrange transwarp coil so it can jump a short distance away and hopefully make it back to safey before the enemy can reach its new location.
the basic story behind it is that the federation found a spacial anomaly that linked from federation space to the
Sirius sector and with the help of the humans there was able to convert some of their weaponry over, when the scientists in sirius were working with starfleet scientists they realized the bioneural gelpack technology would allow them to install and successfully control nomad technology without it attempting to infest the ship (they think)
so thats whats 'new' whats being changed with mixed technology is pretty basic -> the ships that are built on mixed tech yards will have their weapons changed (not balance just graphics) so that Miranda II will fire a polaron beam instead of a phaser beam, and that awesome klingon Defiant... well look out its got pulse disruptors now
you will also find the constructors(captured) and shipyards(captured) will behave slightly differently, usually there is one basic vessel unlocked for the yard to construct for example the dominion basic yard can build bugs
constructors will be able to build 'limited' structures, usually just defense turrets so that they will be slightly useful throughout the game, regardless of when its captured
also im in the process of unlocking all the game's research so that if i did manage to steal a buttload of one race's ships i can also proceed to steal their research facilities to research their special weapons
ive been toying with the idea of unlocking their Upgrades as well (shields,weapons,lifesupport), question is, do these stack, if i have federation shields level 2 and 3 and i capture another race's lab and research their shield improvements will they stack?
ive been slowly chipping away at this for a month or two now, i can attach a progress report for those interested in knowing how far ive gotten, and also if anyone's work is included and they do not wish it to be used i hope to be contacted as soon as possible, ill be attempting to reach you all to get permission before i release the project, originally this was just going to be for my own personal fun, but a friend in real life suggested i actually finish it and release it, but ill need help so thats why im registered on the forums now

posted on October 17th, 2012, 9:00 pm
Sounds like a neat idea! On the resources page of the FO guide, you can find a few programs you can use to view and even edit hardpoints. If none of those work for you, unfortunately, the only other option is to buy ms3d and get the unlocked sod importers.
There are plenty of people here who can also help you with this, including myself, so if you don't want to bother with ms3d, you can always ask one of us to make you a map or something.
There are plenty of people here who can also help you with this, including myself, so if you don't want to bother with ms3d, you can always ask one of us to make you a map or something.

posted on October 18th, 2012, 6:54 am
so ive been up all night poking and prodding to remove the miranda and add the taurus, it was actually really easy, if i would just not watch ds9 instead of actually working

now that the Taurus is actually working, its weaponry need to be changed since its no longer a relic
Miranda = colony weapons
Taurus = is just too sexy for colony weapons

now that the Taurus is actually working, its weaponry need to be changed since its no longer a relic
Miranda = colony weapons
Taurus = is just too sexy for colony weapons

posted on October 18th, 2012, 2:02 pm
Haha she is pretty sweet huh? Can you attach the textures used for the miranda's buildbutton, miniimage, and background image? I can change them to match the Taurus if you like.
I could also add engine glows to her. 


posted on October 18th, 2012, 2:38 pm
well the build button isnt nessessary, since the Taurus will be using Prototype weaponry its part of the warp in, i actually installed the wireframe, but it reverted back to the miranda for some reason, im not sure exactly why, i used to be really good at modding, and i can 'feel' the skill still working well, but all this new and extra fleetops related modding work is taking awhile to sink in LOL, as for the glows, i absolutely love them on fleet ops ships
posted on October 18th, 2012, 2:43 pm
Ok, so I"ll add glows to a model and post it here for ya.
As to the wireframe, try removing the miranda reference in the systembackgrounds.spr file 


posted on October 18th, 2012, 4:12 pm
hmm, problem fixed, but a new one appeared, your taurus has a wireframe like image you'd expect in regular armada not a top down image from fleetops, and the FO version isnt in the zip file, dont suspose you have that laying around somewhere?
posted on October 18th, 2012, 9:02 pm
naw, thats what I meant before. I'll make you one and add the glows when I get a chance. 

posted on October 19th, 2012, 3:16 am
I just read somewhere that the ships in freelancer use a file type that milkshape can process... now if i could get milkshape to work maybe i could go much further then i originally ever intended with this mod, i could likely attempt to add the various houses of sirius as factions, but i suspect this is far beyond my capabilities 

posted on October 19th, 2012, 5:05 am
Have you tried running it on compatibility mode, and administrator?
posted on October 19th, 2012, 2:52 pm
yeppers tired the standard run as admin under compatability mode for SP2 XP and Data execution prevention still canned the program
posted on October 19th, 2012, 3:07 pm
Is this a newer version of milkshape? like say the beta version? 1.8.4 I believe.
Either way, its strange that you can't run it. I have Win 7 64bit and both the beta and regular version run fine.
What could also be the problem is if it is the free version and either 1, your 30 day trial period is up, or 2, it cant find your system clock to calculate your 30 days.
Either way, its strange that you can't run it. I have Win 7 64bit and both the beta and regular version run fine.
What could also be the problem is if it is the free version and either 1, your 30 day trial period is up, or 2, it cant find your system clock to calculate your 30 days.
posted on October 19th, 2012, 3:39 pm
haha, i bet thats exactly what it is, my system clock is fried, if i turn off the computer and turn it back on... its suddenly 2002 again
still cant guess why it does that... damn Human technology... god darn borg cube with windows 95 would work better then this thing

still cant guess why it does that... damn Human technology... god darn borg cube with windows 95 would work better then this thing
posted on October 20th, 2012, 5:14 am
Success... well to a point the taurus has had a complete overhaul as ive decided to restart all my weaponry from scratch as i had a most ingenious moment in my sleep the night before, weapons have been scripted, tested and function perfectly
Unit Overview
Miranda Class - Taurus Refit
Crew:35 - Tractor beam & Emergency Power
Torpedo bays reconfigured:
CODENAME: Jade Torpedo x2 ( one of the worst codename weapons in freelancer)
the Taurus will now dispense small green torpedoes
low damage, refire rate: 2.97 Jade torpedoes do not tier in levels
Jade torpedoes have a minor bonus to range +36 (636)
Phaser arrays have had a CODENAME module intergrated into it
CODENAME: Claymore Array (the claymore array does tier as the taurus levels)
(white death beam... currently ocher unfortunately)
as it levels its refire rate and damage increase, however the claymore array suffers from a range reduction of -50 (550) and is much slower than what you would expect from a beam array
Default refire rate: 4.5 fully upgraded refire rate: 3.5
due to the high power requirements of prototype weaponry the Taurus does not have pulse cannons until LV 5 & 6
CODENAME: Solaris Cannon x2 (Solaris do tier with the ship they are equipt) Yellow pulse cannons
Another low damage weapon system, primarily for rapid refire rate
Solaris benefits from extended range +100 (700)
Default refire rate: 2.00 (lv 5 refire: 1.50 Lv 6 refire: 1.33)
so thats 3 codenames down... 27 left to go then i need to redo all the nomad weapons ive allready scripted as they wont be matching my new firing formula
weapons in freelancer work the opposite in number as armada aka 1.00 is slow as molasses and 8.33 tends to be in your face defiant rapid fire goodness
therefore i start with a base number of 9 - the gunspeed in freelancer and then divide by 2, then use that number as a either the end point for the weapon (lv 6) and slow the weapon down as i go backwards to starting level or the opposite and use that number as the start point and speed up the weapon... and before anyone asks.. no im not a vulcan.. but yes it is very logical
Unit Overview
Miranda Class - Taurus Refit
Crew:35 - Tractor beam & Emergency Power
Torpedo bays reconfigured:
CODENAME: Jade Torpedo x2 ( one of the worst codename weapons in freelancer)
the Taurus will now dispense small green torpedoes
low damage, refire rate: 2.97 Jade torpedoes do not tier in levels
Jade torpedoes have a minor bonus to range +36 (636)
Phaser arrays have had a CODENAME module intergrated into it
CODENAME: Claymore Array (the claymore array does tier as the taurus levels)
(white death beam... currently ocher unfortunately)
as it levels its refire rate and damage increase, however the claymore array suffers from a range reduction of -50 (550) and is much slower than what you would expect from a beam array
Default refire rate: 4.5 fully upgraded refire rate: 3.5
due to the high power requirements of prototype weaponry the Taurus does not have pulse cannons until LV 5 & 6
CODENAME: Solaris Cannon x2 (Solaris do tier with the ship they are equipt) Yellow pulse cannons
Another low damage weapon system, primarily for rapid refire rate
Solaris benefits from extended range +100 (700)
Default refire rate: 2.00 (lv 5 refire: 1.50 Lv 6 refire: 1.33)
so thats 3 codenames down... 27 left to go then i need to redo all the nomad weapons ive allready scripted as they wont be matching my new firing formula
weapons in freelancer work the opposite in number as armada aka 1.00 is slow as molasses and 8.33 tends to be in your face defiant rapid fire goodness
therefore i start with a base number of 9 - the gunspeed in freelancer and then divide by 2, then use that number as a either the end point for the weapon (lv 6) and slow the weapon down as i go backwards to starting level or the opposite and use that number as the start point and speed up the weapon... and before anyone asks.. no im not a vulcan.. but yes it is very logical

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