[Mod]/[Ressource] Shipexpansion V1.7d [2.7/3.0]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Tomonor
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Post by Tomonor » Mon, 13. Jul 09, 07:52

Hmm nice, but that new pirate ship should have a logo at the front something like this, IMHO:
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Post by Killjaeden » Mon, 13. Jul 09, 16:50

i think the "unless" must be "when" or something..?
lol ok i knew i messed something up. thanks
but the rear is a bit boxy imho.
I paid more attention to the front&middlepart at first, but you're right of course ;).
I'd also rotate them slightly to the front [...] (no engine on the central box, so it ends narrowing with exposed tubes and things like that).
I think that would not fit to the front part. It should be a bit boxy imho because it's a 'simple' pirateship, big armorplates glued together ^^. No need for 'smoothness' ;D (teladi influence)

But thanks for input, it helps to see some things from another direction.
that new pirate ship should have a logo at the front something like this, IMHO:
I think that wouldn't fit to the current pirateships. I want all my ships to fit as much as possible in the vanilla game.
The next thing about a new logo would be a new texture and ... well i suck at texturing xD
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Post by e1team » Wed, 15. Jul 09, 09:35

Damn good looking babes. We need a mod which adds these to shipyards so that NPCs could use them.

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Post by someone else » Mon, 20. Jul 09, 15:51

just a thought... the M2 you were working on is still in-progress? looks cool and I'd like to see that in game. :D
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Post by Killjaeden » Mon, 20. Jul 09, 16:07

e1team wrote:Damn good looking babes. We need a mod which adds these to shipyards so that NPCs could use them.
Next release i will add a jobs file so they are used by NPCs. I'll also add a script that will add all ships to the supershipyards of their race.
the M2 you were working on is still in-progress? looks cool and I'd like to see that in game. Very Happy
I'd like to see it ingame too ^^ But i have so much ideas, i can't focus on one ship :oops: have 5-6 other ships as well in 'Not done yet' status... And 4 more in my mind/on paper and more on my 'todo' list...
Wish i had a 'add cool details'-button cause i hate working on dwarfish details if you already have the shape to kill planets lol
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Post by fud » Mon, 20. Jul 09, 16:07

I can't wait to get my hands on that quad-turret. :)

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Post by Killjaeden » Mon, 20. Jul 09, 17:16

It's already in the current version but this one is not updated to 2.1 :oops:
I'll finish the maverick and a new turretmodel and then release a 2.1ready version with a jobs file and a script that ads the ships to shipyards if executed.

Maybe i will make a bigger quadturret (same model) to fit on Capitalclass.
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Post by fud » Mon, 20. Jul 09, 17:18

Sweet.

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Post by someone else » Mon, 20. Jul 09, 17:21

maybe a cooler Turret that is made to be swapped with Vanilla one (that is the very definition of "uncool") without changing all the scenes and Tships file. :D
that would be much appreciated.
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Post by Killjaeden » Mon, 20. Jul 09, 17:42

No i already have a concept - it will be like a classic WW2 cannon.
I'll use that on a future ship ;)

Racespecific lasertowers would be cool, but that would be hard work...
I'll not create a turretreplacermod but if i need a racespecific turretmodel (split at first it will be included :)
swapped with Vanilla one (that is the very definition of "uncool") without changing all the scenes and Tships file.
after a couple of days it would be uncool as vanilla cuz every ship has them... i can't imagine how it has to look like either.

If someone has designideas (on paper/picture and no copies from scifi-games/movies) for X-racespecific turrets you can post em.
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Post by someone else » Mon, 20. Jul 09, 18:42

Racespecific lasertowers would be cool, but that would be hard work...
oops I meant the turrets mounted on ships.

still you want images for the turrets placed on ships or for the Laserturrets?
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Post by Killjaeden » Mon, 20. Jul 09, 18:47

i actually meant shipturrets ;D yes of course i do...
since LT (those you drop) are somewhat hardcoded and rarely been used by player i wouldn't bother with them.
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Post by someone else » Mon, 20. Jul 09, 19:20

I say to make them with a similar bodies structure (one base body and two gun bodies) to the other turrets to make easier the work needed to integrate them in game.

i have some images for you: they are from other people though (I suck at drawing)
a boron-ish design
a split-ish design--side view

p.s. images here meant to inspire your art, not to rip off others art. :P
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Post by Killjaeden » Mon, 20. Jul 09, 20:33

the split one is cool (but it couldn't elevate high from a practical side of view^^). Good inspiration though. The Boron - doesn't fit imho... They should have some round,smooth gun. That one looks too aggressive.

The problem for both turret designs is the rotationbehavior of turrets.
The standardturretrotation isn't equal to a ww2 battleshipturret.

(now that's difficult to describe it by words in a language that is not your own lol)
For example if you are sitting in a battleshipturret (did you played Battlefield?) and it's at low height your turret looks like this from the side: ==O. Now the plane is directly above, both turretmodels would point directly upwards. Now the plane flies over your head from 12 o clock to 6 o clock position. The WW2 Gun would rotate around the Z-axis wich would be this one: | , the X3model would turn around the X-axis: .

Don't know if it is possible to let them rotate like a ww2gun. At least i couldn't figure how to.
So i'm limited somehow to certain designs.
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Post by someone else » Mon, 20. Jul 09, 20:43

this tutorial can help... http://after-domination.net/phpbb3/view ... ?f=67&t=30

you can create a capital turret dummy and a up/down turret dummy like the ones we have in game.
look at bigturretdummy5, it is a up/down turret dummy. The others are standard turrets.
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Post by Killjaeden » Mon, 20. Jul 09, 21:08

The method in the tutorial is the one i choosed on both new turretmodels (flak and paranidlaser)... I mean that one: if you have an asymetrical topturret firing at a target in front of you: =/0 now firing at a target behind you: 0/=
A ww2 type rotation would look like this: 0\= because it behaves differently.
This ww2 type would have only 90° x rotation but 360° z rotation. in X3 it is 180° x 180° z

€dit:
any suggestions of making the back looking cooler?
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Post by X1000 » Mon, 20. Jul 09, 21:38

Ermm... Culd you make it a ZIP or SPK?

I dont have WINzip to open RaR...

:( :(

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Post by Killjaeden » Mon, 20. Jul 09, 22:02

Zip is too big and SPK isn't good for use as ressource...
Apart from that you shouldn't use the current version if you use patch 2.1
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Post by Nho » Mon, 20. Jul 09, 22:17

Hi Killjaeden

Nice ships, keep on the good work!


The readtext, is it because of v 2.1?

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Post by Nho » Mon, 20. Jul 09, 22:29

Actually, I have a few problems.

I haven't tried every ship, but I have 2 Dragon XL, one split without texture (I mean, it's invisible), one Paranid fully working.

I got some readtext (split turtle for ex.)

A part of that, very nice ships, with interesting configurations!

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