

Note about asteroid field+nebula objects (like Badlands, or many ice clouds). What if you create a sun in FLExplorer and move it 8 km above Z=0? Well, fine, but don't forget to move death zone along with it. Solution? Move those objects to remote places of the system. Generally objects that are down from player and up from player are not seen. Nice? Yes, but if you never dogfight above Manhattan or nearby you'll never even see it. Imagine a planet 50k above Manhattan for example. Players are used to the fact that objects are all in one plane. Placing large solars, like suns and planets, far below other solars will make navigation confusing.
#MILKSHAPE 3D 1.8.4 KEYGEN HOW TO#
If you do, make sure to give clues how to get to them. First of all, do not make bases and settled planets too far away from Z=0. How you make 3d object placement look nice and logical? Easy. So you'll have to add depth to objects manually. I don't insist on making a totally 3d systems, this will be too unlike original systems, but adding a bit of 3d touch will be nice as original systems are generally 2d. inis + Infocards.Įxplorer does not allow you to move objects by Z axis, down and up. inis for system itself, bases and rooms + Jump holes from other systems, entries in other system. New system = shortest_illegal_path.ini, systems_shortest_path.ini and universe.ini generated by FL Explorer + Separate folder in \Universe\Systems\ with.

Even though FLExplorer often seems very convenient and easy to use, you'll still edit many things manually.

[quote=' Wrote:I've started editing and creating systems myself recently, and as I'm using the same program that most of you are using - Freelancer Explorer - I guess it's worth to mention a few points that should not be forgotten.įirst of all, a general point - Freelancer Explorer is far from ideal.
