[Mod]Engine Colours + particle trails MK 2 Release V0.03 beta [12/04 CMOD compatible]

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

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killerog
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Post by killerog » Mon, 17. Jan 11, 16:12

Thanks for the info :wink:

Its the volunteers I need, I have very little time to do much beta testing.
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killerog
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Post by killerog » Mon, 17. Jan 11, 19:08

Found the reason. As they are XTM ships(or made by the same people) they have stupidly done scene files which broke Dbox exporting. (Completely different to Egosoft files). Good news is that its an easy fix.
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killerog
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Post by killerog » Mon, 17. Jan 11, 21:05

New version out, check OP for details.
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Spectre01
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Post by Spectre01 » Mon, 17. Jan 11, 23:21

About the cmod compatibility. I have SRM installed, as well as cmod. Do I have to wait for a SRM compatibility version? Or I can use this now and forget about those SRM ship's trail since I don't use the new ships?

killerog
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Post by killerog » Mon, 17. Jan 11, 23:23

You need to wait for the SRM compatible version. As both mods change so much that both use. Shouldn't be much longer now.
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paulwheeler
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Post by paulwheeler » Mon, 17. Jan 11, 23:49

An srm compatible version should be ready either later this week or early next week. I've already ported in all argon and boron effects.

I'm going as fast as I can! :wink:

Olazabal
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Post by Olazabal » Mon, 17. Jan 11, 23:50

killerog wrote:New version out, check OP for details.
Thanks for the fast work. Much appreciated!

Just a short question about X-Tra compatibility - If I just copy/paste the relevant bob files with X3 Editor I should be fine!?
Last edited by Olazabal on Mon, 17. Jan 11, 23:52, edited 1 time in total.

killerog
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Post by killerog » Mon, 17. Jan 11, 23:52

No problem aim to please :D

Let me know if you find any more. Ill be around on Tuesday to do some stuff but not Wednesday.
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Sn4kemaster
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Post by Sn4kemaster » Tue, 18. Jan 11, 00:52

Hi,

Using the Xtra pack and your Xtra trails pack...really enjoying it, but have found a small bug and general feedback

Pirate Carrack...lens flare is a little above the engine,

Split Cougar Vanguard and Raider.....the engine flame looks very square and does not match the trail at all, just looks very odd and the ATF cap ships flame/flair looks a little odd, flame too big and static.....

******PS found another bug, installing the Trails pack alters the trail on the new FPD, when you un-install it the FBD bullet/trail goes back to normal!****

killerog
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Post by killerog » Tue, 18. Jan 11, 11:07

Thanks for the info.

The new FPD bullet should be fine with version 0.02, as that includes its effects from CMOD. IF not then something has gone wrong.

Trail animation is something that I will improve, current one is manly a test to see how it looked.
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bounty_hunter66
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Post by bounty_hunter66 » Tue, 18. Jan 11, 23:33

I have a problem. Is it just me or the terrans have 2 sets of smoke trails. Because no matter what i do to the 1233 jpg file, the end part of the smoke trail is always blue. Im having trouble making it all white.

Oh and do you have any ideea how to change the engine flares size and color?

Thanks.

killerog
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Post by killerog » Tue, 18. Jan 11, 23:41

Yes they have two, the blue is also used by the argon if you want to remove that you need to edit the terran particle in the particle3 file.

Do you mean the lens flare ?
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bounty_hunter66
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Post by bounty_hunter66 » Wed, 19. Jan 11, 00:11

Yes the lens flare.

killerog
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Post by killerog » Wed, 19. Jan 11, 00:13

That's changed in the effects file (values are explained in that file) and the lensflare file if you want to get even deeper into this.
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bounty_hunter66
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Post by bounty_hunter66 » Wed, 19. Jan 11, 00:25

Wich one of the values represent the coordinates on the jpeg file? Did you set them manualy or did you use a technique or program? Im still talking about the trails in particles3

By the way the normandy pack works great and looks great. But they need a bit of tweaking

There's 2 things:

1. The main guns are located right on the tip of the ship(2 beneath, 2 on the sides etc.). They should be located beneath the ship a little further from the middle as seen in this scene
http://www.youtube.com/watch?v=ROV6bmWDY1w

2. The engines need a blue glow effect. I think the boron lens flare from your mk2 trail mod should do just fine.

[ external image ]

Sn4kemaster
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Post by Sn4kemaster » Wed, 19. Jan 11, 10:48

killerog wrote: The new FPD bullet should be fine with version 0.02, as that includes its effects from CMOD. IF not then something has gone wrong.
I have dowloaded the latest version last night and the latest version of Cadius ship pack but the trail distortion is still there....

bounty_hunter66
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Post by bounty_hunter66 » Wed, 19. Jan 11, 21:14

BTW 2:

Do you have any clue on how to change the color of lens flare?

killerog
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Post by killerog » Fri, 21. Jan 11, 02:56

I will get onto creating the engine effects for the Normandy's in the near future. Rest is how I got them out of Cadius mod.

Lens flares are a 3d model that is textured. To change the colour you can either use a different model (there are a few) or change the texture. I cant of the top of my head remember the name/number of each texture and model. If I get time after Uni or at the weekend ill take a look.
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bounty_hunter66
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Post by bounty_hunter66 » Fri, 21. Jan 11, 19:20

Does, in some way, resemble how weapons are textured?

Meaning that its a model file that uses a dds\jpeg as a texture.

Im more inerested in creating a new flare rather than change existing ones.

killerog
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Post by killerog » Fri, 21. Jan 11, 19:29

Yes almost the same. Uses a Jpeg file as they are from X2.
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