[Mod]Engine Colours + particle trails[v1.21] [New images] [27/12 3.0 compatible]

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

Post Reply
Mutko
Posts: 6
Joined: Thu, 19. Mar 09, 10:28

Post by Mutko » Thu, 18. Jun 09, 18:30

Would be cool to make engine trail/smoke for larger ships also! This is a great mod!

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Thu, 18. Jun 09, 18:41

Mutko wrote:Would be cool to make engine trail/smoke for larger ships also! This is a great mod!
I will be looking into this but for the time being it is for small ship only, not enough time to start editing every big ship.
Image

StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi » Thu, 18. Jun 09, 18:44

Yeah that would be a bit of a challenge :P

Does this work with your X2 callback mod Killer?
MOD XR Show Skills

Flying spaceships since 1993.

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Thu, 18. Jun 09, 18:57

StormMagi wrote:Yeah that would be a bit of a challenge :P

Does this work with your X2 callback mod Killer?
This mod dose not work with it, but like i said above the x2 mod contains the first version of this mod. So you will still get trails ect.
Image

StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi » Thu, 18. Jun 09, 19:01

Sorry I missed that :( What would be the easiest way to get them working together?
MOD XR Show Skills

Flying spaceships since 1993.

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Thu, 18. Jun 09, 19:04

To get the newer effects of this mod into the x2 mod you would need to extract this mod and find the files 406.jpg and the particle3 file and put them in the x2 mod. It should replace 2 files in that mod.

This would give to some of the new effects but its the best you can do with out touching the tship file.
Image

StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi » Thu, 18. Jun 09, 19:12

How much of the Tship file is actually altered?
MOD XR Show Skills

Flying spaceships since 1993.

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Thu, 18. Jun 09, 19:14

every small ship has its particle emitter value chnaged.
Image

StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi » Thu, 18. Jun 09, 19:25

So it is just a matter of sitting down and going through umpteen ships to change :P I can manage that I think :D
MOD XR Show Skills

Flying spaceships since 1993.

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Thu, 18. Jun 09, 19:29

lol im working on the update x2 version now, should have it up in under an hour if you can wait.
Image

StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi » Thu, 18. Jun 09, 19:32

lol yeah I can wait.

*goes back to trying to get the X2 callback working fully
MOD XR Show Skills

Flying spaceships since 1993.

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Fri, 19. Jun 09, 01:41

Updated OP with new version (same as the one in X2 callback mod).
Image

User avatar
arcana75
Posts: 2165
Joined: Tue, 2. Dec 03, 09:28
x3tc

Post by arcana75 » Fri, 19. Jun 09, 04:07

Hi killerog, I saw ur OP update. Does "speed bug" refer to the dolphin speed or the smoke appearing infront during seta for fast ships or something else?

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Fri, 19. Jun 09, 13:11

arcana75 wrote:Hi killerog, I saw ur OP update. Does "speed bug" refer to the dolphin speed or the smoke appearing infront during seta for fast ships or something else?
I check my tship files none edit the dolphins speed. And the bug i was refering to was the one where it woudl turn into a ball if the ship went too fast.

The bug where it appears in frount i cant fix.
Image

Grishnak
Posts: 44
Joined: Tue, 2. Jun 09, 10:41

Post by Grishnak » Sat, 20. Jun 09, 06:42

is this mod compatable with CMOD 3? I read in here that it might mess with reballance mods :( It looks nice, but I dont wanna mess my game up!

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Sat, 20. Jun 09, 15:00

If cmod3 edits the same files then no it is not compatable. If there is enough people wanting this mod to work with others i would be able to do that(with permission from the other mod creater).
Image

User avatar
arcana75
Posts: 2165
Joined: Tue, 2. Dec 03, 09:28
x3tc

Post by arcana75 » Sat, 20. Jun 09, 16:55

Since we're talking about mods, could u speak to the player fix mod author (draffutt) about merging ur work with his fixes in TShips?

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Sat, 20. Jun 09, 16:59

I have messaged him asking if it is ok with him.
Image

User avatar
Algoran
Posts: 584
Joined: Wed, 5. Apr 06, 08:12
x3tc

Post by Algoran » Sat, 27. Jun 09, 14:37

killerog, im playing around with trails and engine flairs etc at the moment, and ive been wondering how to edit trails in the particles3 file. Obviously you know how to do that, would you mind lending me some assistance? :)

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Sat, 27. Jun 09, 22:23

Check the 3 pages in this link http://after-domination.net/xfpboards/v ... 88a0082c77 for a few topics on the subject, i dont have the time at the moment to write anything about editing them.
Image

Post Reply

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