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  • So I've got this ship I've been working on. Yes it looks like the centurion from privateer. Its my own little modification. I rather like it if I don't say so myself. I am looking for someone who is bored to death who would like to build some ini's for me so I can get it in game and play with it. Preferably compatible with any mod so I can simply cut&paste the ini info's to their respective files. Ship name : AuroraThe load out: Gun Hard points : 7 (The 7th being the big cannon/barrel on the un…
  • I remember some of the Torpedoes/Cruise disruptors having class requirements but again I could be wrong. Or it just might be the mod I was playing last... a year ago. Generating the ini's by themselves isn't impossible though, no? Whether or not it crashes/breaks a mod when I add it in is another story. Something I can deal with if that is the case. Anyway, not here to complain or anything. Just thought I would ask for help from someone more experienced. As far as the thrusters go, so long as I…
  • Okay thank you for that INI template. I'll see what I can do with it. So something I never quite grasped was how I generate an IDS code... or how I have a "Ship package name". What are those and how do I make my own/compatible with the game. I remember reading a long time ago there are certain available IDS codes I can use that vanila will recognize and not overwrite/break anything. That is right, no?
  • Okay so I have added the ini info. This thing doesn't have an IDS, because I really have no idea how FL-Dev works or where to get reshack.. (I checked the downloads section, wasn't there.) And looked on Lancer's reactor. I know Fled-ids does the same thing but again... no idea what I'm doing with that program. I loaded the game and as soon as I click on the ship dealer, the game goes black screen and crashes. Which could be a myriad of problems... bad model... corrupt textures? or not in the ri…
  • So I went and regrouped a lot of things in milkshape, recompiled the model into CMP, redid the SUR, redid all of the INI entries, reformatted the textures to DXT1 no alpha, re-exported the Mat file. Sure enough it pops right up in game. How about that? So far my only problem is it has no name. Just shows up as "IDS". Also I need to move the Mount hard point around because it sits on the floor instead of floating. I'll take a couple game screen shots when its all said and done. I appreciate the …
  • Found a really nifty SUR Builder over at the-starport. Saves a LOT of time. Pregenerates the colision and the shield bubble. Makes quite a accurate shape as well. No resizing needed. I figured out how to fix the low landing problem as well. Exporting the CMP again with different Y axis. Still not quite where it should be but its nothing to fret over. I'll post some screens from in game in a bit. Thanks for the offer anyway.
  • Just about yeah. Still not sure how to get IDS' to work but I'm sure with some trial and error I can figure it out.
  • Yeah finally getting FL Dev to work I got the gist of that simple enough. I guess the part that doesn't make sense is, if I made an entry, does it need to be in XML format? And after I get an empty entry, how do the IDS numbers link to one another or how are they related. Does it matter at all if they aren't?
  • Haven't gotten any errors with the sur being generated in the builder program. Seems to be just fine. SUR's aside, I take it there is no way for me to add my ship into crossfire without the patcher changing the files back to how they were? While thats great for multiplayer, I find that quite annoying when trying to do testing.