[MOD] [TC/AP] Realspace Visual Enhancement of Skies, Nebulae and Planets - V1.01

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RoverTX
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Post by RoverTX » Tue, 9. Apr 13, 03:42

There is no addon/type/TBackgrounds. With out that its going to have issues with X3AP.

Realspace
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Post by Realspace » Tue, 9. Apr 13, 04:23

RoverTX wrote:There is no addon/type/TBackgrounds. With out that its going to have issues with X3AP.
I dont have AP so don't know the folder structure, now that you point to it I suppose the addon/ folder (only AP) is for...addons :P an alternative to the higher number of cat? so what should be put there, all files (also dds and object) or just /type?

My backgrounds dont need the TBackgrounds to work exept for reducing fog and increasing visibility, what if a remove it at all for AP??

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Trickmov
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Post by Trickmov » Tue, 9. Apr 13, 09:36

Realspace wrote:
oh yeah thanks for the info, I know what it is, it's the fog layers used there that are not fit becouse the original TBackgrounds uses fog in Uranus :!: so if you don't start a new game it can happen.
I'll change it soon, in the meantime if you know how to do it you can delete the following files inside the DAT and the
the folder object/environments/nebulae/uranus:
nebula_uranus_dust_part01.bod up to part06.bod. Don't touch the other. If you are unsure, delete all the uranus folder, you'll have the old backgrounds back but only there.
Yeah, thanks, that works :=)


For the folder-structure:
AP has an addon-folder, where everything related to it is stored. There is also a TBackgounds in x3ap (in cat/dat01 to be exact). The cat/dats also have to have this structure, thus addon/types but as it seems not addon/objects, addon/dds, whatever (I am not deep enough into modding x3ap to know that exactly ;) )


However, the mistake I had made, was following: I installed it as fake-patch, but didn't check the folder-structure inside.
Thus finally I created inside the new cat/dat a folder addon/types with your new TBackgounds in it. Then also Uranus works well with the new backgound :)
Thus no necessity to delete the files in objects/environments/nebulae/uranus ;)

Realspace
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Post by Realspace » Tue, 9. Apr 13, 16:15

I suppose with this /addon folder you can add things that work also in a savegame and not only new game? just guessing...my TBackgrounds eliminates the fog in Uranus so those white layers are not to be there, can be eliminated from folder anyway :roll:

P.s I jus found out 2 very nice mods for backgrounds that also work well with XRM, I mean "Immersive Backgrounds Mod", the original and the new mod, so since I'm not doing all this work for nothing else than having good graphics to better play the game, and to share it, thinking they lacked, there's no reason I continue to work on what has already been done.

I'm building my mod on top of these. They already addressed a lot of planets. I still think my stars and some new planets I made are better so they can work together, mine as addition or selfstanding.

Mean this one and the other from which it further developes:
http://forum.egosoft.com/viewtopic.php? ... highlight=
Last edited by Realspace on Tue, 9. Apr 13, 16:37, edited 2 times in total.

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Trickmov
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Post by Trickmov » Tue, 9. Apr 13, 16:24

I think for adding new things to the game in x3ap its the same like with the base game.
It's just that some things like addon/types or addon/director have to be placed in this new folder-structure, while others like dds/ or objects/ (probably others too) don't need this new structure (don't ask me why ;) ).

So, for your purpose it's just enough to create this new addon/types-folder inside the cat/dat and place an additional copy of TBackgrounds in it - and it's compatible to x3ap :)

At least I don't see any further problems with it, great work btw again :)

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Ketraar
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Post by Ketraar » Tue, 9. Apr 13, 17:28

Nice to see you back Realspace ;-)

As for the files locations, in general it should work like this, if a file is not found in \addon the game will use the one in the main installation folder. This may not apply to all files though.

MFG

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Privata
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Post by Privata » Tue, 9. Apr 13, 19:38

IIIIIIIIIIIIIIIIIIIIIIIiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii !!!!!!!!!!!!!!!!
your back !!!!!!!! :)
I still use your old mod to this date , so your new one will be awsome :D

Realspace
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Post by Realspace » Tue, 9. Apr 13, 20:14

Thanks people, happy to know I left some good here!! :D

Here it is update:
V.1.01
* Added compatibility with X3 AP
* Solved issue with white fog in Uranus

http://www.mediafire.com/download.php?fuaq0szksugidax

Privata
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Post by Privata » Tue, 9. Apr 13, 20:17

im testing it in XTC2.0 It should work after delting the background file. then just need to do some tweaks

casufr
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Same problem in others sectors

Post by casufr » Fri, 12. Apr 13, 21:52

I'm playing AP and the problem solved about Uranus appears in others sectors, like CEO's Doubt, Great Trench, Rolk's Legacy, and others :(
No se tome la vida demasiado en serio; nunca saldrá usted vivo de ella.

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Sorkvild
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Post by Sorkvild » Sun, 19. May 13, 17:03

I've been testing this mod for a while. New planets look really nice, lots of details that make you stop for a while a what the surface through the camera in your ship.

[/quote]This mod changes ALL the backgrounds of X3 (stars and nabulae).
It also contains modifications to the terran planets (Moon, Earth, Mars) and common planets, that have been graphically enhanced.
With time many other planets will be enhanced.

Nevertheless I noticed that a portion of nebula and planets remained unchanged. For some reason I still see background and planets used in vanilla.

I'm using realspace mod with AP + XRM, and I'm talking about sectors that are both present in TC & AP without XRM ones.
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zj1985
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Post by zj1985 » Sun, 9. Jun 13, 09:31

I like this mod,but it looks like confilct with ITS COCKPITS MOD.

bazza13
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Post by bazza13 » Sun, 21. Jul 13, 23:06

I am having problems using this mod on X3TC. I was originally using the following 3 mods - Immersive environments, plus IEX, and Ring Gate without Swirl. I installed them as fake patch numbering the cat/dat numerically etc (not via mod folder/plug in) I also used Sector map revamped, and Asteroids revamped (via plugin manager). I disabled the sector map and asteroids via plugin manager, and deleted the 3 sets of cat/dat files for Immersive Enviroments, IEX, and Ring gate. I then installed Realspace visual enhancment as instructed via mod folder etc, but when I go to load a game, it will crash. I did get it running by leaving the Ring gate without swirl cat/dat files in place, and when I loaded the game it worked - yahoo - superb backgrounds and planets. However when I went through a ring gate to the next universe - everything was totally black - no stars, or nebulae - just planets. Even the space stations were invisible (although they were highlighted) until you nearly flew into them. Yet when I went back to the previous universe I had just been in - all the stars/nebulae etc were still there in that universe. I tried going to different universes but they are all black, apart from the one I initially loaded into.
Any ideas? I would really like to use realspace, as the one universe I got running with it looks amazing. I dont want to start a new game, after all my hard work getting several million credits..I am unsure why it wont work as all I thought I had to do was remove the other files etc which altered the background/stars etc etc. I note that if I remove the Immersive Environment, and IEX and run the game as a vanilla game it crashes, so perhaps I am going to be unable to use Realspace mod unless I do a fresh start of the game?

Talon2000uk
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Post by Talon2000uk » Fri, 4. Oct 13, 15:17

Can I ask will this still works in Reunion?

I just started playing and chose that one first. I've built up a small empire and don't really want to start again in TC just yet, but I would really like to use this great looking mod.

I saw your post in the original thread that you had found the files and that you were going to post it here, but under compatibility it says TC or AP so I'm guessing I'm out of luck?

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x-periments
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Post by x-periments » Sun, 13. Oct 13, 17:38

Awesome! Using it without any other mods like IEX or something like this.
Most realistic spacemods out there :!:

Are you still working on the planet textures?

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Schultski
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Post by Schultski » Wed, 16. Oct 13, 23:42

@ zj1985,
Shouldn't happened at the first place, as the ITS-Cockpit MOD doesn't have the required 'TBackgrounds' to get conflicted with. I'm sure 200% compatible, as I also uses these two MODs, in addition to XRM.


@ bazza13,
Your problems are based around 'missing textures'. This is usually happened as your newest 'T'-files are 'incompatible with the 'textures' ['different filenames' often being the main cause...], or vice-versa...

If you are using these MODs as 'fake-patches', check each MODs so that they doesn't have the required 'TBackgrounds' file and the 'tex' folder colliding in each other. If you're playing X3-TC, place this MOD as a 'fake-patch' to the highest number of the present CATs/DATs.


@ Talon2000uk,
Theoretically, it should work without flaws, as X3-R and X3-TC are using same textures for planets and backgrounds, although some backgrounds are not going to be used by sectors that doesn't exist in X3-R, like the Uranus.


Sincerely,
Schultski Rheindland
[=] Matsu-Taka [=]
Matsuhiko Takagawa / Schultski Rheindland

Know how to best the X-Universe by one shot?
Push the little 'REBOOT' button on your PC, that should do it...
Try it... it works for me... believe it... it works...

Realspace
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Post by Realspace » Thu, 31. Oct 13, 19:09

Schultski wrote:@ zj1985,
Shouldn't happened at the first place, as the ITS-Cockpit MOD doesn't have the required 'TBackgrounds' to get conflicted with. I'm sure 200% compatible, as I also uses these two MODs, in addition to XRM.


@ bazza13,
Your problems are based around 'missing textures'. This is usually happened as your newest 'T'-files are 'incompatible with the 'textures' ['different filenames' often being the main cause...], or vice-versa...

If you are using these MODs as 'fake-patches', check each MODs so that they doesn't have the required 'TBackgrounds' file and the 'tex' folder colliding in each other. If you're playing X3-TC, place this MOD as a 'fake-patch' to the highest number of the present CATs/DATs.


@ Talon2000uk,
Theoretically, it should work without flaws, as X3-R and X3-TC are using same textures for planets and backgrounds, although some backgrounds are not going to be used by sectors that doesn't exist in X3-R, like the Uranus.


Sincerely,
Schultski Rheindland
Thank you Schultski for answering! Mod's structure is very simple so other people can help with issues. I'm waiting for Rebirth, X3 is not even installed, sorry :wink:

kriller2
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Post by kriller2 » Mon, 9. Dec 13, 21:46

Wow! fantastic work with this mod. What a difference it makes to the game.

mati140
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Post by mati140 » Tue, 27. May 14, 21:24

Does it happen to add the galilean moons to jupiter sectors?

Deepfield86
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Post by Deepfield86 » Fri, 29. Aug 14, 21:56

Will this work with X3: Terran Conflict Xtended?

Also, When I use the cockpit mod I don't have any information bars displayed. IE, ship speed, hull/shields, target info.

Example: http://i.imgur.com/SfLOzVn.jpg

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