[Mod]Killerog Mod V0.3 [24/6 2.7 compatible] [BETA]

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

[Mod]Killerog Mod V0.3 [24/6 2.7 compatible] [BETA]

Post by killerog » Mon, 10. May 10, 22:52

This mod will be a base for me to learn more advance MD code as I develop missions. So any ideas, help to improve my code would be welcome. It will also include any ships that I make,my trail mod and maybe later a version that also includes my X2 mod.

This is a beta and neither model is finished and there is plenty more to add.

Info
The idea of this mod is to add some unique ships in both style and features to the game. These will be available from a company ship yard in a newly discovered sector.

Later I hope to add mission that will reward the player with access to each new ship as you work for this company.

To get access to the new ships and the new sector you need to ::

Know the sector FreedomsReach
Have a minimum rank of 4 with the terrans

You will get a message giving you two options, refuse this and you will never get access to the sector (at the moment anyway).

Furture additions

--Missions for ships
--Custom sector (no need for a new game)------ Done
--MD code for sector and station placements------ Done
--A custom shipyard
--Custom defense turrets
--More custom ships
--Custom trails ------ Done.
--More custom textures
--Plenty of shiny and glowy things to brighten up the game,
--What ever else I can think of :)


Ships

M3 Inferno
[ external image ]
[ external image ]

M1 NightFire
[ external image ]
[ external image ]

Bugs

Only one that might exists and needs testing. When you get access to the sector there is some ships flying around. One is an M1 (border control) it is meant to look like this :: http://i45.photobucket.com/albums/f60/k ... shield.jpg

But on my pc looks like this :: http://i45.photobucket.com/albums/f60/k ... shield.jpg

Let me know if this is the case for you/any idea why this might be the case. Thanks

Changelog
V0.3
Added M1
Updated M3 model
Added new sector
Added first mission
Added latest version of my trail mod.

V0.2
Fixed camera
Added engine effect
Added bump and spec map to front texture.

V0.1
Released

Download latest version from :: www.killerog.co.uk

To install extract the files into the main X3:TC folder, can be brought at the argon shipyard.[/list]

Thanks to my fellow X3dmod members, Observe and Stu Austin for helping me out with the MD code.
Last edited by killerog on Fri, 25. Jun 10, 22:50, edited 15 times in total.
Image

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

Post by StormMagi » Mon, 10. May 10, 23:15

Sweeeeeet! This compatable with X2 callback as well? And do you take commissions?
MOD XR Show Skills

Flying spaceships since 1993.

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

Post by killerog » Mon, 10. May 10, 23:18

Not at the moment but I will either be making a separate version that works with the X2 mod or make these XSP something I need to learn.(take a look tonight or tomorrow if I have time)

Very easier to merge with my X2 mod just place the last entry from tship in this mod into my X2 mods one, and copy the rest into the mod.

And I take cookies :D
Image

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

Post by killerog » Tue, 11. May 10, 03:07

Mod updated check op for details.
Image

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

Post by killerog » Wed, 26. May 10, 01:20

Just a small update

3 Pics of an unfinished M1 carrier. Is able to hold around 15+ M6 as well and the usual selection of fighters.

http://i45.photobucket.com/albums/f60/killerog/ca3.jpg
http://i45.photobucket.com/albums/f60/killerog/ca2.jpg
http://i45.photobucket.com/albums/f60/killerog/ca1.jpg

Blue areas will be shields covering the docking and launch bays and has 4 turrets of the sides and top and bottom so far (have yet to decide on front/back ones.)

New version will also have my new trails and updated model of the fighter.

Should get the new version out a couple of days after I finish uni (sat) if all goes well.
Image

User avatar
Axeface
Posts: 2943
Joined: Fri, 18. Nov 05, 00:41
x4

Post by Axeface » Wed, 26. May 10, 08:47

Hey Killerog :)
Good work, I like the red cockpit on the fighter, looks mean! To improve it I think you should start paneling (both inset and extruded details), more more more! :) And maybe increase the white in the spec map to make it more shiny?

M1 is looking cool, get some super funky engines in that large space you've set for them and it'll look sweet. Is it going to be argon?
Looking forward to seeing what more ya come up with, here have a cookie :D

Axe

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

Post by killerog » Wed, 26. May 10, 10:10

Both models will have more detail, just my time is very limited until Sunday.
White texture has not got a spec applied in those images ( I was being lazy lol)

Will be argon for the time being.
Image

User avatar
Idea
Posts: 516
Joined: Fri, 24. Oct 08, 12:14
x4

Post by Idea » Thu, 27. May 10, 17:03

M1 looking good. :)

Very strong form.

Have you decide what spec will the ship have?

My proposal for a name is if is 'he' then ADONIS, if is 'she' then AEGLE.

Cheers

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

Post by killerog » Thu, 27. May 10, 17:07

No idea at specs yet. Going to be a slight cross between an M1/M2 but only have hard hitting weapons on the sides, rest be anti fighter turrets. 15+ M6s with cap killing weapons should make light work of most things.

Trying not to make it over powered but unique at the same time, might ask paulwheeler for some idea on balance as he has worked a lot on that.

Do those names mean any thing ? They sound good, ran out of firer names when I did all my transcend models.
Image

User avatar
Idea
Posts: 516
Joined: Fri, 24. Oct 08, 12:14
x4

Post by Idea » Thu, 27. May 10, 19:17

M1/M2 hybride :) We have some of those in DDTC :wink:

Name AEGLE means in english ''light, radiance, glory'' while ADONIS means ''lord''

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

Post by killerog » Thu, 27. May 10, 19:23

Ill keep those names in mind when I get around to naming them.

I haven't taken a look at DDTC yet, really need to get around to having a play with it. Put it on my list of things to do once I finish my exams on sat (YAYAYAY).
Image

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

Post by killerog » Mon, 21. Jun 10, 02:00

Update for the M1. I have redone it just to get a better base shape.

[ external image ]
[ external image ]
[ external image ]
[ external image ]


As you can see it has 4 L/R/T/B turrets no front and back ones, and can hold 3 M6s

Still need to add plenty of detail and create a few textures (new moving shield effect engine textures ect).

Next update should have this M1, capital turret, more detailed M3 and my new trail pack aswell as updated for the latest patch.And should be out by the 25th so this can get into the superbox
Image

User avatar
mr.WHO
Posts: 8572
Joined: Thu, 12. Oct 06, 17:19
x4

Post by mr.WHO » Tue, 22. Jun 10, 15:22

That M1 looks badass :)
M3 is nice to, but I'd do something with cokpit window, coz now it looks like toy window, rather than dark ship like that M1. Mayke you could change the collor of the window to be lest bright, still red but dark.

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

Post by killerog » Tue, 22. Jun 10, 15:29

Already done. Was being lazy for the beta and just used one red texture.
Image

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

Post by killerog » Thu, 24. Jun 10, 19:01

New version out. Check op for details.
Image

Post Reply

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