[MOD]XRNebulas
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[MOD]XRNebulas
DESCRIPTION
Texture Overhaul for Albion,DeVries and Omicron Solar System Background Nebulas.
MOD VERSIONS
XRN HI-RES - Hi-Res textures.
XRN VANILLA - Vanilla size textures.
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Texture Overhaul for Albion,DeVries and Omicron Solar System Background Nebulas.
MOD VERSIONS
XRN HI-RES - Hi-Res textures.
XRN VANILLA - Vanilla size textures.
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Last edited by ICO_hr on Sun, 12. Jan 14, 21:44, edited 3 times in total.
I normaly dont like it when a mod changes how the vanilla look is (or rather goes to far from the original feel )
but somthing about the way you ballanced the colors and the positioning of the nebula looks like its still the old green nebula only with more color , and of course based on a real one , good work I will be shure to try this out.
I think you are going to be the texture god of rebirth
X4 Advert Redesign : https://www.nexusmods.com/x4foundations/mods/899
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
- jasonbarron
- Posts: 733
- Joined: Sun, 27. Mar 11, 16:25
Argon and DeVries before the end of the week.Omicron will be next year because the way background is build is tricky to work.Unfortunately for Maelstrom i cant do anything because they have skydome only for the stars.jasonbarron wrote:Beautiful! When can we expect to see the finished product?
Is anyone know how on earth i can use DeVries skydome mesh for Maelstrom and Omicron with different texture so i can do proper backgrounds?
i think that can be done with the map.xmls - will perhaps have a look when at home.ICO_hr wrote:Is anyone know how on earth i can use DeVries skydome mesh for Maelstrom and Omicron with different texture so i can do proper backgrounds?
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
I've checked Cluster(something).xmls and there have something for backgrounds and basicaly everything that is in the solar sysems but i have no idea what to do.UniTrader wrote:i think that can be done with the map.xmls - will perhaps have a look when at home.
Btw can you help me with something else?
Code: Select all
<material name="cluster_b_nebula_mask" shader="shaderfx\high\XU_simple_background_neb.fx" blendmode="additive" preview="none">
<properties>
<property type="BitMap" name="diffuse_map" value="assets\environments\cluster\textures\cluster_b_fog_mask1"></property>
<property type="BitMap" name="diffuse_detail_map" value="assets\environments\cluster\textures\cluster_b_fog_detailmask1"></property>
<property type="Float" name="diffuseStr" value="0.7"></property>
</properties>
I've tried this:
Code: Select all
<replace sel="/materiallibrary/collection[@name='environments']/material[@name='cluster_b_nebula_mask']/properties/property[@name='diffuse_map']">
<property type="BitMap" name="diffuse_map" value="extensions\XRNebulas\assets\environments\cluster\textures\cluster_b_fog_mask1"></property>
<property type="Float" name="diffuseStr" value="1.0"></property>
</replace>
<replace sel="/materiallibrary/collection[@name='environments']/material[@name='cluster_b_nebula_mask']/properties/property[@name='diffuse_detail_map']">
<property type="BitMap" name="diffuse_detail_map" value="extensions\XRNebulas\assets\environments\cluster\textures\cluster_b_fog_detailmask1"></property>
</replace>
Code: Select all
<replace sel="/materiallibrary/collection[@name='environments']/material[@name='cluster_b_nebula_mask']/properties/property[@name='diffuse_map']">
<property type="BitMap" name="diffuse_map" value="extensions\XRNebulas\assets\environments\cluster\textures\cluster_b_fog_mask1"></property>
</replace>
<replace sel="/materiallibrary/collection[@name='environments']/material[@name='cluster_b_nebula_mask']/properties/property[@name='diffuse_detail_map']">
<property type="BitMap" name="diffuse_detail_map" value="extensions\XRNebulas\assets\environments\cluster\textures\cluster_b_fog_detailmask1"></property>
<property type="Float" name="diffuseStr" value="1.0"></property>
</replace>
first your additional issue: try that:
you aimed at the wrong node ( <property name="diffuse_map" /> instead of <property name="diffuseStr"/> ) and replaced the background texture instead of changing your intended value.
additionally it seems the xml parser has problems with add (and replace) statements over multiple lines, so it may help to "Linarize xml" (means remove all unnecesary whitespaces between the nodes, like Line Feeds and Spaces)
Code: Select all
<diff>
<replace sel="/materiallibrary/collection[@name='environments']/material[@name='cluster_b_nebula_mask']/properties/property[@name='diffuseStr']/@value">1.0</replace>
</diff>
additionally it seems the xml parser has problems with add (and replace) statements over multiple lines, so it may help to "Linarize xml" (means remove all unnecesary whitespaces between the nodes, like Line Feeds and Spaces)
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
It doesnt do anything.I test it first with Argon Background but i dont know if this param is for the base texture or for overlay texture so i tried on material that have only one texture and with lens flares material that change their opacity but didnt work.UniTrader wrote:Code: Select all
<diff> <replace sel="/materiallibrary/collection[@name='environments']/material[@name='cluster_b_nebula_mask']/properties/property[@name='diffuseStr']/@value">1.0</replace> </diff>
I have no idea what this mean.UniTrader wrote:additionally it seems the xml parser has problems with add (and replace) statements over multiple lines, so it may help to "Linarize xml" (means remove all unnecesary whitespaces between the nodes, like Line Feeds and Spaces)
well, applying this code does not cause any errors in the debuglog for me, so it should work, but since i have no idea what effect it should have i cannt really confirm...ICO_hr wrote: It doesnt do anything.I test it first with Argon Background but i dont know if this param is for the base texture or for overlay texture so i tried on material that have only one texture and with lens flares material that change their opacity but didnt work.
my previous example Linarized:ICO_hr wrote:I have no idea what this mean.UniTrader wrote:additionally it seems the xml parser has problems with add (and replace) statements over multiple lines, so it may help to "Linarize xml" (means remove all unnecesary whitespaces between the nodes, like Line Feeds and Spaces)
Code: Select all
<diff><replace sel="/materiallibrary/collection[@name='environments']/material[@name='cluster_b_nebula_mask']/properties/property[@name='diffuseStr']/@value">1.0</replace></diff>
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
DiffuseStr(diffuse strength) is how much of the applied texture should be visible.Its multiplier basically.1.0 should be the default value, 0.0 is pure black, 2.0 is double the brightnes(intensity).UniTrader wrote:well, applying this code does not cause any errors in the debuglog for me, so it should work, but since i have no idea what effect it should have i cannt really confirm...ICO_hr wrote: It doesnt do anything.I test it first with Argon Background but i dont know if this param is for the base texture or for overlay texture so i tried on material that have only one texture and with lens flares material that change their opacity but didnt work.
I dont understand these things very much but you dont see errors in the debuglog because it doesnt do anything.Something somewhere is wrong with the code.
if there were a mistake the debuglog would display something like this:
(note the missing S in diffuseStr) - but if i write it correctly nothing like this is in the log, therefore something IS changed question is how to notice it InGame..
Code: Select all
[=ERROR=] Cannot match path '/materiallibrary/collection[@name='environments']/material[@name='cluster_b_nebula_mask']/properties/property[@name='diffusetr']/@value' in patch file 'extensions\TESTMOD\libraries\material_library'. Skipping node.
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
- the-danzorz
- Posts: 328
- Joined: Fri, 29. Jan 10, 22:39
The problem is, in ''Pimp my Skunk'' i have two of these errors because i redirect some of the materials to use one texture instead of two different and everything is absolutely fine.UniTrader wrote:if there were a mistake the debuglog would display something like this:(note the missing S in diffuseStr) - but if i write it correctly nothing like this is in the log, therefore something IS changed question is how to notice it InGame..Code: Select all
[=ERROR=] Cannot match path '/materiallibrary/collection[@name='environments']/material[@name='cluster_b_nebula_mask']/properties/property[@name='diffusetr']/@value' in patch file 'extensions\TESTMOD\libraries\material_library'. Skipping node.
Anyway, you can use this material for test ''vertexcolor_basis_06'' This change the intensity of the Lens Flares.Test with ''diffuseStr=0.0'' which should remove completely Argon Lens Flare from the game.
I'm just editing the texture for example purpose.DiffuseStr should do the same thing.
Last edited by ICO_hr on Sun, 12. Jan 14, 21:40, edited 1 time in total.
Update on Devrie and Omicron...
Last edited by ICO_hr on Sun, 12. Jan 14, 21:41, edited 1 time in total.