Because the old normandy thread will no longer be used, i'll post the instructions theresentinelk92 wrote:amurph0 - can you post the exact instructions on how to combine this mod w/ axel's sihp stuff so we can have both by just loading 1 mod file?amurph0 wrote:YES!!! You are a god tenk!!!!
I remember the Tships modification stuff you posted... but I don't know how to combine the cat files
edit:
I installed it as a "fake patch" as per instructions in txt file: renamed it to the next sequential # and put .dat/.cat file in root dir. Put the .xml in scripts folder.
But I don't seem to see the normandy for purchase in the saturn shipyard?
[SHIP] Terran M6 Normandy v1.3 & New Game Start
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Tenk, this may be important: I was looking through the TShips file in your mod and accidentally noticed that Katana (Terr M6) has SS_COCKPIT_TER_UPDO_M6_TENK (id 152) as a bottom turret. Is it some kind of bug in my X3 Editor or you really changed Katana? To make it clear, I've only removed Apricot PBE (since I don't have it:), the rest of TShips file is untouched. Anybody, just check your (in this mod) TShips entry for Katana, please.
EDIT: found Apricot PBE/PPC in TC stock cat file.. What's this? Never seen it in game..
EDIT: found Apricot PBE/PPC in TC stock cat file.. What's this? Never seen it in game..
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I just checked mine and i don't have that. I don't even have "SS_COCKPIT_TER_UPDO_M6_TENK". Mine uses the Katana's turrets (SS_COCKPIT_TER_UPDO_M6), for both turrets on the Normxabk wrote:Tenk, this may be important: I was looking through the TShips file in your mod and accidentally noticed that Katana (Terr M6) has SS_COCKPIT_TER_UPDO_M6_TENK (id 152) as a bottom turret. Is it some kind of bug in my X3 Editor or you really changed Katana? To make it clear, I've only removed Apricot PBE (since I don't have it:), the rest of TShips file is untouched. Anybody, just check your (in this mod) TShips entry for Katana, please.
EDIT: found Apricot PBE/PPC in TC stock cat file.. What's this? Never seen it in game..
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Well, we both have the same cat files, so I assume it's X3 Editor's fault.. weird fault indeed.. so, that basically means that Katana is capable of mounting Flaks too, by Egosoft design..amurph0 wrote:I just checked mine and i don't have that. I don't even have "SS_COCKPIT_TER_UPDO_M6_TENK". Mine uses the Katana's turrets (SS_COCKPIT_TER_UPDO_M6), for both turrets on the Normxabk wrote:Tenk, this may be important: I was looking through the TShips file in your mod and accidentally noticed that Katana (Terr M6) has SS_COCKPIT_TER_UPDO_M6_TENK (id 152) as a bottom turret. Is it some kind of bug in my X3 Editor or you really changed Katana? To make it clear, I've only removed Apricot PBE (since I don't have it:), the rest of TShips file is untouched. Anybody, just check your (in this mod) TShips entry for Katana, please.
EDIT: found Apricot PBE/PPC in TC stock cat file.. What's this? Never seen it in game..
amurph0: I was unable to recreate the ReadText error your getting, my only guess is its something else interfering with it.
The turrets on the Katana and Vidar had changed to my versions. When I made a new turret it got slotted in at 152 in the TCockpits file, probably my fault. The Vidar and Katana used 152 so they had my new turret installed. I've changed there turrets to 153, the original Terran M6 turret they should have.
Turret firing has been fixed, was a problem with turret rotation in the scene file, they look funny now but work. I might look at making proper up/down turret models because X just seems to use normal ones and you have to rotate them to get the arcs right.
I was unable to change the engine glow without adding particle effects, which I don't know how to do. It currently uses a post processing filter on the texture to make it glow, if you have you shaders set to medium or below, the engines won't glow
I also couldn't change the colour of the glow, that's taken from the .DDS and I don't want to have to add my own textures at the moment.
X:R I don't have installed so I'm unable to make the conversion unless its something simple, since I won't be able to test it.
Any other problems that are found let me know
The turrets on the Katana and Vidar had changed to my versions. When I made a new turret it got slotted in at 152 in the TCockpits file, probably my fault. The Vidar and Katana used 152 so they had my new turret installed. I've changed there turrets to 153, the original Terran M6 turret they should have.
Turret firing has been fixed, was a problem with turret rotation in the scene file, they look funny now but work. I might look at making proper up/down turret models because X just seems to use normal ones and you have to rotate them to get the arcs right.
I was unable to change the engine glow without adding particle effects, which I don't know how to do. It currently uses a post processing filter on the texture to make it glow, if you have you shaders set to medium or below, the engines won't glow
I also couldn't change the colour of the glow, that's taken from the .DDS and I don't want to have to add my own textures at the moment.
X:R I don't have installed so I'm unable to make the conversion unless its something simple, since I won't be able to test it.
Any other problems that are found let me know
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Use the engine FX from a Nova.Tenk wrote: amurph0I was unable to change the engine glow without adding particle effects, which I don't know how to do. It currently uses a post processing filter on the texture to make it glow, if you have you shaders set to medium or below, the engines won't glow
I also couldn't change the colour of the glow, that's taken from the .DDS and I don't want to have to add my own textures at the moment.
Or download the engine trails mod, and give it a blue engine trail.
Either of those should cover up the glowing textures of the engine itself and make it appear blue.
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I managed to fix the bottom turret bug in v1.1. Go into Tships and change the bottom turret Idx to 4 instead of 2. that means the bottom turret will use the bottom turret instead of trying to fire from the top turret
hope that helps ya for v1.2!
hope that helps ya for v1.2!
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The bottom turret Pidx in 1.1 is set to 4, its one of the things I updated. It was set to 2 in version 1.0 though.aquemnun wrote:I managed to fix the bottom turret bug in v1.1. Go into Tships and change the bottom turret Idx to 4 instead of 2. that means the bottom turret will use the bottom turret instead of trying to fire from the top turret
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erm now wot?
iv downloaded it but now wot how do i use it or install it
plz help?
plz help?