[MOD]Engine Trail + Smoke

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

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

bounty_hunter66
Posts: 550
Joined: Tue, 15. Aug 06, 13:36
x4

[MOD]Engine Trail + Smoke

Post by bounty_hunter66 » Mon, 22. Dec 08, 09:38

Here it is......

Argon - http://i67.photobucket.com/albums/h310/ ... /Argon.jpg
Boron - http://i67.photobucket.com/albums/h310/ ... /Boron.jpg
Teladi - http://i67.photobucket.com/albums/h310/ ... Teladi.jpg
Paranid - http://i67.photobucket.com/albums/h310/ ... aranid.jpg
Split - http://i67.photobucket.com/albums/h310/ ... /Split.jpg

Khaak have purple and terrans have WHITE. Xenon.......i dont remember


This is an individual Trail Mod combined with fud's static trail mod.
If you encounter problems, report.

Extract both files in the "mods" folder then select the mod via the startup screen. Or install as a fake patch

DOWNLOAD
Last edited by bounty_hunter66 on Sat, 6. Jun 09, 19:22, edited 1 time in total.

Vitez
Posts: 1176
Joined: Wed, 1. Nov 06, 16:08
xr

Post by Vitez » Mon, 22. Dec 08, 10:00

I hereby demand that Egosoft makes a :bow down: smiley!
This is awsome! Thanks man!

Note:
Somehow, Argon and Xenon ships don't have trails here :shock:
The Xenon statick exhaust looks like the Paranid.
I don't hate Steam.
I don't love Steam.
I use it.

User avatar
enenra
Posts: 7150
Joined: Fri, 8. Apr 05, 19:09
x4

Post by enenra » Mon, 22. Dec 08, 13:00

Any chance you could explain how you edited the Effects.txt (or whatever file you edited) to get this effect? :)

bounty_hunter66
Posts: 550
Joined: Tue, 15. Aug 06, 13:36
x4

Post by bounty_hunter66 » Mon, 22. Dec 08, 13:10

Actualy, its Particles3.txt

If you take a look into it you will see that trails are from 1 to 5 (1 is the black smoke)

So if you want to change that edit the TShips and go to Model then change Particle Emiiter from 1(default black smoke) to 2 or 3 or other number of particle effect.

bounty_hunter66
Posts: 550
Joined: Tue, 15. Aug 06, 13:36
x4

Post by bounty_hunter66 » Mon, 22. Dec 08, 13:18

Somehow, Argon and Xenon ships don't have trails here
Strange.....try using the mod as a false patch
The Xenon statick exhaust looks like the Paranid.
If you have a better suggestion.........im listening :D

User avatar
Tycow
Posts: 2132
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Tycow » Mon, 22. Dec 08, 13:21

Hey bounty_hunter, do you know how to disable engine smoke completely? I keep getting a weird seta bug where the smoke appears infront of my ship, and makes the game pause momentarily. :)

bounty_hunter66
Posts: 550
Joined: Tue, 15. Aug 06, 13:36
x4

Post by bounty_hunter66 » Mon, 22. Dec 08, 13:28

I have that bug also. It appears to manifest only with high speed ships and seta.

As for disableing the smoke, try editing Tships.txt with X3Editor and go to Model tab. There you will find Particle Emitter, set it to 0. Unfortunately, you have to set 0 to all ships. Another way is editing Particle3.txt. Leme test this and il get back to ya....


Edit: The other way, is to edit the Particles3.txt and delete these lines

Code: Select all

// 1: greenish dot structure / argon
1; 1; NULL;
    PEDF_2D;1198;0.000000;0.000000;1.000000;1.000000;0.5;  0.1; 0.0; 0.0; -1.0; 1000; 10000;  500; 1000; 3000; lifetimevariation: 100;spreadx: 0.01;spready: 0.01;fadeduration: 300;randomrotspeed: 1.0;

//  PEDF_2D; 395;0.500000;0.000000;1.000000;0.500000;0.7; 0.1; 0.0; 0.0; -1.0; 1000; 10000; 10; 300; 2000; spreadx: 0.05;spready: 0.05;lifetimevariation: 1205;rotspeed: 1.0;
//  PEDF_2D; 406;0.250000;0.000000;0.500000;0.250000;0.7; 0.1; 0.0; 0.0; -1.0; 1000; 10000; 10; 240;  1800; spreadx: 0.05;spready: 0.05;lifetimevariation: 1305;rotspeed: 1.0;
//  PEDF_2D|PEDF_TRAIL; 406;0.250000;0.500000;0.50000;0.750000;0.5; 0.05; 0.0; 0.0; -1.0;  100;  1200;  250; 150; 1700; lifetimevariation: 400; 


// PEDF_2D|PEDF_TRAIL; 406;0.2500000;0.5000000;0.500000;0.7500000;0.5; 0.05; 0.0; 0.0; -1.0;  200;  2000;  510; 550; 1900; lifetimevariation: 300;spreadx: 0.03;spready: 0.03;fadeduration: 700;
// PEDF_2D; 395;0.500000;0.000000;1.000000;0.500000;0.9; 0.1; 0.0; 0.0; -1.0; 1000; 10000; 200; 340;  1000; spreadx: 0.2;spready: 0.2;lifetimevariation: 550;rotspeed: 1.0;

//PEDF_2D;1198;0.000000;0.000000;1.000000;1.000000;0.5;  0.1; 0.0; 0.0; -1.0; 1000; 10000;  500; 1000; 3000; lifetimevariation: 100;spreadx: 0.01;spready: 0.01;fadeduration: 300;randomrotspeed: 1.0;
 // PEDF_2D|PEDF_TRAIL; 395;0.000000;0.000000;0.500000;0.500000;0.5;  0.1; 0.0; 0.0; -1.0; 1000; 10000;  1200; 300; 2500; lifetimevariation: 300;spreadx: 0.05;spready: 0.05;fadeduration: 700;
//  PEDF_2D; 406;0.000000;0.000000;0.250000;0.250000;0.5; 0.05; 0.0; 0.0; -1.0; 1000; 20000;  1000; 240; 2200; lifetimevariation: 150;spreadx: 0.01;spready: 0.01;fadeduration: 300;
//  PEDF_2D; 406;0.250000;0.500000;0.50000;0.750000;0.4; 0.05; 0.0; 0.0; -1.0;  100;  800;   250;  150; 1700; lifetimevariation: 50;
//  PEDF_2D; 406;0.000000;0.000000;0.250000;0.250000;0.4; 0.0; 0.0; 0.0; -1.0;  100;  800;   150;  80; 1800; lifetimevariation: 75;fadeduration: 50;
So the "// 2: dark blue cloud structure / boron" should be the first entry(appart from the model that shows you how its done)

BUT, backup before doing this as im not completely sure.

Vitez
Posts: 1176
Joined: Wed, 1. Nov 06, 16:08
xr

Post by Vitez » Mon, 22. Dec 08, 14:15

bounty_hunter66 wrote:
The Xenon statick exhaust looks like the Paranid.
If you have a better suggestion.........im listening :D
Naaa, I just thought that if the mod is combined with fuds static trails mod, then it will have the same color.
Still cool though :D
I don't hate Steam.
I don't love Steam.
I use it.

User avatar
Tycow
Posts: 2132
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Tycow » Mon, 22. Dec 08, 14:26

bounty_hunter66 wrote:I have that bug also. It appears to manifest only with high speed ships and seta.

As for disableing the smoke, try editing Tships.txt with X3Editor and go to Model tab. There you will find Particle Emitter, set it to 0. Unfortunately, you have to set 0 to all ships. Another way is editing Particle3.txt. Leme test this and il get back to ya....


Edit: The other way, is to edit the Particles3.txt and delete these lines

Code: Select all

// 1: greenish dot structure / argon
1; 1; NULL;
    PEDF_2D;1198;0.000000;0.000000;1.000000;1.000000;0.5;  0.1; 0.0; 0.0; -1.0; 1000; 10000;  500; 1000; 3000; lifetimevariation: 100;spreadx: 0.01;spready: 0.01;fadeduration: 300;randomrotspeed: 1.0;

//  PEDF_2D; 395;0.500000;0.000000;1.000000;0.500000;0.7; 0.1; 0.0; 0.0; -1.0; 1000; 10000; 10; 300; 2000; spreadx: 0.05;spready: 0.05;lifetimevariation: 1205;rotspeed: 1.0;
//  PEDF_2D; 406;0.250000;0.000000;0.500000;0.250000;0.7; 0.1; 0.0; 0.0; -1.0; 1000; 10000; 10; 240;  1800; spreadx: 0.05;spready: 0.05;lifetimevariation: 1305;rotspeed: 1.0;
//  PEDF_2D|PEDF_TRAIL; 406;0.250000;0.500000;0.50000;0.750000;0.5; 0.05; 0.0; 0.0; -1.0;  100;  1200;  250; 150; 1700; lifetimevariation: 400; 


// PEDF_2D|PEDF_TRAIL; 406;0.2500000;0.5000000;0.500000;0.7500000;0.5; 0.05; 0.0; 0.0; -1.0;  200;  2000;  510; 550; 1900; lifetimevariation: 300;spreadx: 0.03;spready: 0.03;fadeduration: 700;
// PEDF_2D; 395;0.500000;0.000000;1.000000;0.500000;0.9; 0.1; 0.0; 0.0; -1.0; 1000; 10000; 200; 340;  1000; spreadx: 0.2;spready: 0.2;lifetimevariation: 550;rotspeed: 1.0;

//PEDF_2D;1198;0.000000;0.000000;1.000000;1.000000;0.5;  0.1; 0.0; 0.0; -1.0; 1000; 10000;  500; 1000; 3000; lifetimevariation: 100;spreadx: 0.01;spready: 0.01;fadeduration: 300;randomrotspeed: 1.0;
 // PEDF_2D|PEDF_TRAIL; 395;0.000000;0.000000;0.500000;0.500000;0.5;  0.1; 0.0; 0.0; -1.0; 1000; 10000;  1200; 300; 2500; lifetimevariation: 300;spreadx: 0.05;spready: 0.05;fadeduration: 700;
//  PEDF_2D; 406;0.000000;0.000000;0.250000;0.250000;0.5; 0.05; 0.0; 0.0; -1.0; 1000; 20000;  1000; 240; 2200; lifetimevariation: 150;spreadx: 0.01;spready: 0.01;fadeduration: 300;
//  PEDF_2D; 406;0.250000;0.500000;0.50000;0.750000;0.4; 0.05; 0.0; 0.0; -1.0;  100;  800;   250;  150; 1700; lifetimevariation: 50;
//  PEDF_2D; 406;0.000000;0.000000;0.250000;0.250000;0.4; 0.0; 0.0; 0.0; -1.0;  100;  800;   150;  80; 1800; lifetimevariation: 75;fadeduration: 50;
So the "// 2: dark blue cloud structure / boron" should be the first entry(appart from the model that shows you how its done)

BUT, backup before doing this as im not completely sure.
Cheers for the help, gonna go do this now! :)

fud
Posts: 9837
Joined: Wed, 25. Jan 06, 14:26
x3

Post by fud » Mon, 22. Dec 08, 14:49

Hmm, so you have a packaged Tships with it as well?


Neat though.


Is there a way to do it by only editing particles?

bounty_hunter66
Posts: 550
Joined: Tue, 15. Aug 06, 13:36
x4

Post by bounty_hunter66 » Mon, 22. Dec 08, 15:11

Well, yes but all ships will have the same trail because all ships are set to have Particle Emitter 1(black smoke). To have each ship with its own trail you must edit Tships and specify in the Model tab the particle you wish have(2,3,4-40)

fud
Posts: 9837
Joined: Wed, 25. Jan 06, 14:26
x3

Post by fud » Mon, 22. Dec 08, 15:17

That's what I was afraid of.

Any other mod that uses Tships won't be compatible...

bounty_hunter66
Posts: 550
Joined: Tue, 15. Aug 06, 13:36
x4

Post by bounty_hunter66 » Mon, 22. Dec 08, 15:25

Blaim egosoft. Theyre the ones who put the same black smoke trail to ALL ships


Like i said......its not like other alien races use the same engine fuel.....they could have added trail color diversity at least......


X2 was way much better designed regarding race diversity. In X3R/TC even stations look the same among races(:shock:), all are silver coloured and apear to have human design. in x2 for example all boron stations were water-ish and had distinct form.
Last edited by bounty_hunter66 on Mon, 22. Dec 08, 15:34, edited 1 time in total.

fud
Posts: 9837
Joined: Wed, 25. Jan 06, 14:26
x3

Post by fud » Mon, 22. Dec 08, 15:31

Oh, I agree.

I was just hoping there was a way using particles only. I've got a pretty heavily edited Tships, this will just add more to it. :)

Enders Wood
Posts: 15
Joined: Mon, 5. Apr 04, 16:34
x2

Post by Enders Wood » Tue, 30. Dec 08, 03:33

Hi there :)

I have a strange "bug".... when flying, the green trail of my ship sometimes appear in front of my ship, like if I move at negative speed....

it seems it's the same issue that tycow, but 'cause English is not my natural language, i'm not sure that what you write in green will solve it, or not....

do you know why trail don't stay at the bottom of my ship ? do you have this issue too ? (what is the difference betwin Trail and smoke ?

if there is no issue to solve it in a "clean" way... is it possible to remove trail and smoke of OWNER'S SHIP only ?

Thanks :)

User avatar
Krewzur
Posts: 725
Joined: Mon, 16. Jun 08, 20:14
x4

Post by Krewzur » Tue, 30. Dec 08, 10:02

This happens without the mod as well, its a bug in the game.
Corsair 400c // Intel i7 8700k // H100i v2 // ASUS Maximus X Code // ASUS 1080ti Strix OC // 2x8GB Corsair Vengeance 3200MHz // Samsung 960 Evo 250GB // 960GB SanDisk Ultra II // Corsair RM850i

Enders Wood
Posts: 15
Joined: Mon, 5. Apr 04, 16:34
x2

Post by Enders Wood » Tue, 30. Dec 08, 12:58

damn bug !

so... is there a way to diseable player's ship smoke? :D or apply the default nearly invisible one instead ?

bounty_hunter66
Posts: 550
Joined: Tue, 15. Aug 06, 13:36
x4

Post by bounty_hunter66 » Tue, 30. Dec 08, 13:45

no. its not the issue of playership and "other" ship. you either have trails on all ships, or just some selected ships, or dont have them at all

DJ_Prof_K
Posts: 3
Joined: Wed, 31. Dec 08, 00:16

Post by DJ_Prof_K » Wed, 31. Dec 08, 00:24

Nice looking, but uhh.. could you help the lille noob here? shouldn't i be able to isntall this with the plugin manager? :S

I know.. i know.. use search... but i'm simply lost here, can't find anything :/

SSwamp_Trooper
Posts: 207
Joined: Sun, 29. Apr 07, 17:58
x3tc

Post by SSwamp_Trooper » Wed, 31. Dec 08, 01:12

If it is in .spk format then you can but if there's just a .cat and .dat you can't.

Sorry for a slightly unhelpfull answer, i haven't downloaded it yet ;)

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”