[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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bounty_hunter66
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Post by bounty_hunter66 » Fri, 21. Jan 11, 20:01

So......where do i look to see what flare uses what jpeg file. And what coordinates on that file

killerog
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Post by killerog » Fri, 21. Jan 11, 20:09

Effects file code.

Code: Select all

    EEDF_SPEEDDEPENDENT|EEDF_RELATIVESIZE|EEDF_LENSFLARE; I3DF_HASLENSFLARE;
       -1; 0.000; 0.100;   -1; 0.000; 0.000; 0.000;-0.100;   7;   4; 0.40;    0;
The 7 is the lensflare id. This is in the Lensflare file.

Code: Select all

// 7 yellow sun, very bright
11; 
721; 1.00; 40; 120; 0; 
744; 0.20; 1; 50; 1; 
760; 1.00; 10; 65; 2; 
754; 1.00; 12; 50; 0; 
764; 1.00; 50; 200; 0; 
61; 0.40; 4; 17; 0; 
549; 0.35; 2; 8; 0; 
61; 0.33; 3; 10; 0; 
61; -0.20; 4; 12; 0; 
722; -0.30; 3; 9; 0; 
778; 0.85; 10; 40; 0; 
That is the number 7 lens flare. The first number of each line could be a body file id. You will have to try them out and have a look.

Load the body file in 3dmax/gmax or notepad and check what texture it uses.
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bounty_hunter66
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Post by bounty_hunter66 » Sat, 22. Jan 11, 17:55

Yeah, those first numbers are body file id's.

Ok i checked them out in 3dmax. They are each part of the engine flare.

I could change the texture of the .BOD files but that would change it for the race that uses those bod files. So im trying to create a completely new flare, think you could help?

also....what do the next numbers represent?

Code: Select all

// 13  argon engine effect
4; 
760; 1.00; 80; 320; 2; //-2; 
753; 1.00; 0; 340; 2; //-2; 
183; 1.00; 70; 330; 0; 
766; 1.00; 700; 1800; 0; 

killerog
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Post by killerog » Sat, 22. Jan 11, 17:57

I am not sure what the rest of the numbers mean yet. Could be worth you sending an email of to Egosoft asking if they can help.

I haven't yet made a new one, its on my list but ran out of time.
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Ormac
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Post by Ormac » Thu, 27. Jan 11, 13:41

Hi Killerog

The Barracuda Sentinel model in beta 0.02 is invisible (but it has it's blue trail)

The Barracuda Sentinel model is fine in Vanilla

All other Barracuda Model Variants display in Beta 0.02 (Stock|Raider|Vanguard)

gregs4163
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Post by gregs4163 » Thu, 27. Jan 11, 19:30

I noticed this too, but I wasn't sure at the time what was causing it?

killerog
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Post by killerog » Thu, 27. Jan 11, 19:37

Thanks for the info I will fix that in the next version.
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Martox29a
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Post by Martox29a » Sun, 30. Jan 11, 21:40

The mod is great, except that it turns my Hyperion invisible!
(also there's something strange with the chokaro trail)

Sn4kemaster
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Post by Sn4kemaster » Mon, 14. Feb 11, 01:49

Hi Killerog,

When is the next updated version coming out......

Just for your info the FPD trail distortion is still there when you use this with Cadius XTra pack....

killerog
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Post by killerog » Mon, 14. Feb 11, 01:52

I have a project week at uni this week so I should have some time I can spend on the mod. So I hope by the end of the next weekend.
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Martox29a
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Post by Martox29a » Tue, 29. Mar 11, 10:45

Is this mod dead? Will the invisible Hyperion bug ever be fixed?
This is the best trail mod available (due to capital ships trail implementation), it would be a real shame to abandon it...

killerog
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Post by killerog » Tue, 29. Mar 11, 10:48

Not dead but asleep. Last two weeks of uni. So plenty of reports and assignments to hand in. I'll try and find time during my Easter break to have a look at my x3 mods.

Edit:: I already have a few fixes in place one being the missing model. So keep an eye out for me to finish the update and release it.
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Martox29a
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Post by Martox29a » Tue, 29. Mar 11, 12:40

This is really good news to hear. :wink:
Good luck with the uni.

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Familiar
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Post by Familiar » Wed, 30. Mar 11, 06:57

Hi Killerog,

I see a GREAT progess in your mod since I last time played X3TC !
Congratulations, you job is really pleasing my eyes.
I'm using SRM Exlusive Trails Pack with Capital Ships Effects v1.0c
so I'm not sure where to report things like wrong engine effect color or missing lens flares? Here or at SRM topic?

killerog
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Post by killerog » Wed, 30. Mar 11, 08:51

Post them here. Chances are its something I have missed. SRM just has a few different colours / effects but the base is still this mod.

If you see any errors been between now and the friday next week post them up in time for the easter update.
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Familiar
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Post by Familiar » Wed, 30. Mar 11, 16:05

O'k I'll post them as I encounter.

1) OTAS TM has no trail and lens flares
2) Odin has no lens flares
3) Eclipse has wrong engine effect color.

Screens: http://www.dropbox.com/gallery/18265894 ... s?h=262f15

paulwheeler
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Post by paulwheeler » Wed, 30. Mar 11, 17:54

Familiar wrote:O'k I'll post them as I encounter.

1) OTAS TM has no trail and lens flares
2) Odin has no lens flares
3) Eclipse has wrong engine effect color.

Screens: http://www.dropbox.com/gallery/18265894 ... s?h=262f15
Odin should definitely have flares. Please check again...

Eclipse (the XTM one that the SRM uses) has that red colour in vanilla. I'll see what I can do about it, but its not a standard engine effect like the other ships use.

I was aware of the Otas TM missing trails. I'll fix this.

If your bugs are releated to the SRM Exclusive version of Killerogs trails then I suggest you post bugs in the SRM thread as its quite different from Killerog's base (e.g. the fighters don't use the effects from this mod at all but use coloured vanilla engine effects from Killerog's original trail mod).

killerog
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Post by killerog » Wed, 30. Mar 11, 19:17

paulwheeler wrote: If your bugs are releated to the SRM Exclusive version of Killerogs trails then I suggest you post bugs in the SRM thread as its quite different from Killerog's base (e.g. the fighters don't use the effects from this mod at all but use coloured vanilla engine effects from Killerog's original trail mod).
Shows how much I am out of touch now :( Lots of catching up to do over easter.
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killerog
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Post by killerog » Tue, 12. Apr 11, 16:40

New update out, check op for details.
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killerog
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Post by killerog » Thu, 14. Apr 11, 16:11

Started to play around with engine sound effects now as well. Already made a new capital ship effect that is longer, and more intreseting than egos 1 second track. Going to keep playing around as this is something I have never really touched before.
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