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