[MOD] X3 TC / AP / XRM : Visual Revamp Mod : 1.7 Updated 13-Dec-2012

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

qwizzie
Posts: 562
Joined: Thu, 1. Jun 06, 12:17
x4

[MOD] X3 TC / AP / XRM : Visual Revamp Mod : 1.7 Updated 13-Dec-2012

Post by qwizzie » Fri, 14. Oct 11, 00:39

Outlines of this mod :

To create race-specific station & ship colors by manipulating the dds
files. The colors will hopefully look fresh and stand out more in space.
Below you will find some race-specific colors of stations / docks / shipyards.

Additional pictures of docks / stations / shipyards can be found on post 2

Pictures of ships / stations / shipyards in higher resolution can be found here : https://skydrive.live.com/?cid=fae3da27 ... F440%21105 & http://www.mediafire.com/?2pa2u0inwcugj & http://www.mediafire.com/?twy5f7nz3lkd1 & http://www.mediafire.com/?cd7rka8ir3akx & http://imageshack.us/g/710/hoshi06.jpg/

Commonwealth Gate (gate-effect with swirl from Optional 3)

[ external image ] [ external image ]


Terran Gate (from update 1.7)

[ external image ] [ external image ]

All Scripts / Mod you see at my signature can be downloaded here :

https://skydrive.live.com/?cid=fae3da27 ... F440%21105

It has the following folders :


Visual Revamp Mod 1.6 : Base Mod
Visual Revamp Mod Essentials : Without these the base mod will not work !
Visual Revamp Mod 1.7 : additional update to revamped Terran gates
Visual Revamp Mod Optionals : parts of the mod that can be optionally installed



There were some problems with XRM Cadius ships in combination with
this Visual Revamp Mod, this means the following ships models were adjusted :

Split

Elephant --> model from AP
Tiger --> model from AP

Teladi

Albatross --> model from AP
Condor --> model from AP
Phoenix --> model from AP
Shrike --> model from AP
Raven * (M7) --> model from Talon
Geochen * (M7) --> model from Talon
Cormorant * (M1) --> model from AP Condor
Pteranodon * (M2) --> model from AP Phoenix

Pirates

Condor --> model from AP
Phoenix --> model from AP
Shrike--> model from AP
Raven * (M7) --> model from Talon
Geochen * (M7) --> model from Talon
Cormorant * (M1) ---> model from AP Condor
Pteranodon * (M2) --> model from AP Phoenix

Fighterdrones when using MARS Fire control will have shields
(Fighterdrone MKII & Keris 2x 5MJ shields, Fighterdrone MK1 1x5 MJ shield). This makes them harder to kill.

General Notes :

X3 AP tships gives fighterdrones MK1 & MK2 more hull + Fighterdrone MK2 more speed
X3 AP tships have Killerog's Color Engine Trails MK2 tships (engine color per race) merged with X3 AP extra ships & X3 AP extra hull
X3 AP tfactories have Litcube's Saturn Complex Hub Factories merged

*** Optional 1 *** Only for X3 AP users who also use my Visual Revamp Mod !!

Terran Gate + Xenon Hub Gate Look & Effect (combined)

Pics : http://www.mediafire.com/?bwn2wwb3d776w

New gate look and gate-effect for Terran gates & Xenon Hub gates.
Makes the Terran gate look more colorfull, the gate-effect red and makes the Xenon Hub gates the same as my revised gate for Common Wealth gates (it has now the same scene file).

Download :

https://skydrive.live.com/?cid=fae3da27 ... F440%21105
http://www.mediafire.com/?s7pbjct1o29gvkb
http://uploading.com/files/b8f8e2bb/Ter ... 2B1.1.rar/

installation : just extract with winrar and place the cat/dat file 03 in yr addon folder that forms X3 AP. if you already have a 03 there then rename to number +1

*** Optional 2 *** for X3 TC and X3 AP users

Asteroids Revamp (dds folder containing two asteroid dds files) : size 32 KB

for X3 TC users :

https://skydrive.live.com/?cid=fae3da27 ... F440%21105
http://www.mediafire.com/?ae9ujnejccrr6hc
http://uploading.com/files/24c27fc9/Opt ... evamp.rar/

put this folder 'dds' containing two files (two asteroid dds files) inside yr X3 TC directory.

for X3 AP users :

https://skydrive.live.com/?cid=fae3da27 ... F440%21105
http://www.mediafire.com/?gpogp501o764d4e
http://uploading.com/files/dd1b4494/X3% ... evamp.rar/

put the cat & dat 03 inside yr addon folder, if you already have cat/dat 03
there then rename +1

It also includes a slightly altered radar / gui with shiny icons which i forgot to add for X3 AP users

pics :

http://www.mediafire.com/?x8qkiwkssgb3qa5
http://www.mediafire.com/?ybq9py961iha365
http://www.mediafire.com/?5xzvzkxipa6zsx2
http://www.mediafire.com/?ncfnulehd792a9c

*** Optional 3 *** for X3 TC and X3 AP users

alt gate-effect with swirl (see first two pictures top of post)

X3 TC users :

https://skydrive.live.com/?cid=fae3da27 ... F440%21105
http://www.mediafire.com/?g2d1y11cu26e297
http://uploading.com/files/7ef91de3/X3% ... swirl.rar/

Extract dds folder with winrar to X3 TC installation directory

X3 AP users :

https://skydrive.live.com/?cid=fae3da27 ... F440%21105
http://www.mediafire.com/?562my73deshg1bl
http://uploading.com/files/13b643fe/X3% ... swirl.rar/

put the cat & dat 03 inside yr addon folder, if you already have cat/dat 03
there then rename +1

(full credits to TrixX for providing me with this specific gate-effect, it now has a real nice gateswirl in it without loosing its overal rainbow effect).

note : The gate-effect is from the mod0_fx_gateswirl.dds

*** Optional 4 *** for X3 TC and X3 AP users

Added different color to the Yaki Akuma & Yaki Hoshi. Link to pics below will show old modded look (Argon & Teladi mix) and new modded look (Paranid color). Decide for yourself if you wanna grab it or not.

Pics : http://imageshack.us/g/710/hoshi06.jpg/

Download :

https://skydrive.live.com/?cid=fae3da27 ... F440%21105
http://www.mediafire.com/?juaemilci6oeghq
http://uploading.com/files/35cfdaf4/Yak ... pdate.rar/

X3 TC : extract with winrar and place in yr TC directory. Just rename to highest cat/dat number +1

X3 AP : extract with winrar and place in addon folder that forms yr X3 AP directory. I named it cat/dat 03, in case that cat/dat number already exist pls rename to highest number +1

*** Optional 5 *** only for X3 AP users !!

if you want to get Litcube's Saturn Complex Hub working in this X3 AP / Visual Revamp Mod you can download it here : http://forum.egosoft.com/viewtopic.php?t=294043

Litcube's extra xenon factories are already merged into my tfactories for X3 AP so all you have to do is change ingame with help of the scripteditor the setup.SaturnCH script so that the two $ware variables at the beginning of the script point to Saturn Complex Hub 001 and Saturn Complex Hub 400 respectively and save the now changed script. It should now spawn as shipyard in Saturn 3.

** highly recommended for X3 AP **

X3 TC / X3 AP / X3 XRM Colored Universe Map 3.0 (ingame)

http://forum.egosoft.com/viewtopic.php?t=302247

Immersive Environments 1.1 from Connary

found here : http://forum.egosoft.com/viewtopic.php?t=267427 in combination with Albion Prelude Environment Mod IEX found here : http://forum.egosoft.com/viewtopic.php? ... sc&start=0
Both mods will not conflict with Visual Revamp Mod.



*****************************************

Installation instructions can be found on post 2.

*****************************************


This will make my previous gate mod that i orginally announced in this thread obsolete. It formed a jumppoint towards this mod.

I also included a slightly altered radar / gui from Familiar (i used different color of shiny icons i think). Full credits to him and his Pure X Hud.


Any response or feedback will be appreciated.


Have fun with this mod.


qwizzie.
Last edited by qwizzie on Wed, 12. Jun 13, 19:25, edited 192 times in total.

qwizzie
Posts: 562
Joined: Thu, 1. Jun 06, 12:17
x4

{reserved}

Post by qwizzie » Tue, 18. Oct 11, 01:39

{reserved}

**************************************************************************************************************************

INSTRUCTIONS :

Users who previously downloaded the base mod and all other updates
can either skip downloading Visual Revamp Mod 1.6 or re-download it because i repacked the whole mod into 3 cat & dat files for more easy use. It doesnt add new content.

For new users :

Step 1

Download Visual Revamp Mod 1.6 with direct download link or torrent
from post 1. Extract cat & datfiles 14+15+16 with winrar to yr X3 TC installation directory (this goes for both TC & X3 AP).

Download Visual Revamp Mod 1.7 Terran Gate Revamp (additional update) with direct download links from post 1

X3 TC

Installation : just extract with winrar and place in yr X3 TC installation directory. I named it cat/dat 17 assuming yr using cat/dat 14-15-16 from my Visual Revamp Mod 1.6
** If this is not the case with yr installation then check what the highest cat/dat is and rename +1 **

X3 AP

Installation : just extract with winrar and place in yr addon folder that forms yr X3 AP installation directory. If cat/dat 03 already exists then rename to highest cat/dat +1
note :

the X3 TC steam directory can be found here --> C:\Program Files (x86) \Steam\steamapps\common\x3 terran conflict\
the X3 AP steam directory can be found here --> C:\Program Files (x86) \Steam\steamapps\common\x3 terran conflict\ addon

If yr game is already modded then check what yr last cat/dat number is and rename it with +1

Step 2

For X3 TC 3.2c use :

Download from Visual Revamp Mod Essentials the X3 TC 3.2c file (X3 TC types folder containing tships, tdocks, tfactories). Extract with winrar and put the types folder inside yr X3 TC installation directory.

For X3 AP 2.5.2 use :

Download from Visual Revamp Mod Essentials the X3 AP 2.5.2 file (X3 AP types folder containing tships, tdocks, tfactories). Extract with winrar and put the types folder inside yr X3 AP addon folder of yr X3 AP installation directory. (make sure its in the addon folder)

For X3 AP 2.5.2 + XRM 1.27 use :

Download from Visual Revamp Mod Essentials the X3 AP 2.5.2 + XRM 1.27 file. Extract with winrar and put the types and the objects folder inside yr X3 AP addon folder of yr X3 AP installation directory. (make sure its in the addon folder)

Note :

In the types folder i have also placed a 0tgates.txt, just rename
it to tgates.txt if you want the gates in the hub sector to show as
active gates (its just for the visual, they will still be non-functional gates untill you go far enough through the Hub Plot that they get replaced by active gates).

The optional mod parts for TC and the optional mod parts for AP are explained in the first post, where to download and how to install.

This mod is not savegame compatible. So pls backup yr saves before starting this mod.

Enjoy !!

**************************************************************************************************************************
Pictures of stations colored per race :

Argon : light blue

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

Boron : light green

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

Teladi : light orange / yellow

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

Split : light red / medium red

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

Paranid : light purple

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

Terran : white / green / blue mix

[ external image ]

Pirates : dark red

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


If by any chance yr running a mod with a modded Tships, TDocks or TFactories then pls extract yr own TDocks, TFactories or Tships to the types folder in yr installation directory, with help of X3 Editor 2
(make sure to overwrite or delete mine) and change the scene path's of these files manually.
_____________________
TDocks : changed scenes
_____________________

Pirates : changed all scene path's that started with ''argon'' or ''pirate'' to ''pirates''
Boron : changed all scene path's that started with ''argon'' to ''boron''
Teladi : changed all scene path's that started with ''argon'' to ''teladi''
Paranid : changed all scene path's that started with ''argon'' to ''paranid''
Split : changed all scene path's that started with ''argon'' to ''split''
________________________
TFactories : changed scenes
________________________

Pirates : changed all scene path's that started with ''argon'' or ''pirate'' to ''pirates''
Boron : changed all scene path's that started with ''argon'' to ''boron''
Teladi : changed all scene path's that started with ''argon'' to ''teladi''
Paranid : changed all scene path's that started with ''argon'' to ''paranid''
Split : changed all scene path's that started with ''argon'' to ''split''
________________________

-----------------------------
Tships : changed scenes
-----------------------------

extract Tships with help of X3 Editor Version 2 to yr folder types in yr installation directory (create a folder if it doesnt exist). Open with wordpad or notepad and search for owp. You will find 3 scene paths to OWP
(for small, medium and large). just put ''boron'' before the actual scene-path... then save and leave it in that types folder.

Update 1.5 also changes from the ships mentioned below the scene path to ''pirates'' to give them their own unique pirate color.

Carrack
Galleon
Brigantine
Pirate Ship
Caravel
Mobile Pirate Base Hauler


**************************************************************************************************************************

Update History

25-jan 2012

Added colorcodes and pictures in post 1 & post 2.

24-jan-2012

Added additional update 1.7 Terran Gate Revamp

20-jan-2012

Added optional 1 : Terran / Xenon Hub Gate-effect.

05-jan-2012

Corrected the instruction where to place the dds folder of Optional 2 : Asteroids Revamp for X3 TC (accidentally pointed to addon folder
but was ment to go inside X3 TC installation directory).

05-jan-2012

Repacked and uploaded the two types folders for TC and AP,
they were accidental put inside a folder which gives problems
when it gets extracted directly into the installation directory.

05-jan-2012

Uploaded optional 3 & 4 (TC and AP revamped asteroids & alt gate-effect)

04-jan-2012

Uploaded a repacked Visual Revamp Mod 1.6 which is base mod + all updates into just 3 cat & dat files. Added support for X3 AP 1.0 and
merged some files so X3 AP is easily compatable with Killerog's Engine Trails MK2 mod and Litcube's Saturn Complex Hub.

24-dec-2011

Mediafire deleted pretty much all my mod download files (again)
so i removed those links from post 1. You still have upload & filefactory links + torrent link.

09-nov-2011

Uploaded Visual Revamp Supplement Mod 1.6 (small update.. just 2 dds files). Revamps all asteriods into a soft blue color.

05-nov-2011

Uploaded Visual Revamp Supplement Mod 1.5 (small update) which gives the following ships their own unique dark red color :

Carrack
Galleon
Brigantine
Pirate Ship
Caravel
Mobile Pirate Base Hauler

Pics link & download link added at post 1

Re-Uploaded Visual Revamp Base Mod & Visual Revamp Supplement Mods (incl new update 1.4) to several uploadsites and provided a torrent as well. provided direct links on post 1. Also made two new links towards Mediafire for the pics / screenshots on post 1.

04-nov 2011

Revamped Paranid and Pirate Space.

03-nov 2011

Revamped Split Space, see pics in folder Mod Update 1.4 (WIP)

02-nov 2011

Revamped Teladi Space, see pics in folder Mod Update 1.4 (WIP).
Contradictory to my earlier statement i will do a final update once Split & Paranid Space are also totally revamped. All in all this mod's progress is going very fast .. thanks to mass editing tools like Winsome filerenamer, Textcrawler, X3 Editor 2 and its included bod compiler.

01-nov-2011

Made an error with update 1.3 which caused some unforseen problems.
Basicly the update was unnecessary big (it had a lot of scene.bod's in it
which Boron models were never going to use and somehow they were giving problems for the engine to deal with).

I'm re-uploading Visual Supplement Mod Update 1.3 which will now only
be 960 mb of cat/dat instead of 2.6 gb. It will consist of 3 winrar parts
and will be in total some 210 mb winrar to download.

Inside the winrar file you will find also find a types folder which contains
Tdocks, TFactories and Tships. That map is the only thing that needs to be in the installation directory. (the previous hotfix also had some object
map files but doesnt really need to be outside cat and dat file .. not with this new upload of 1.3).

With update 1.3 the second cat & dat from mod update 1.2 (the part 2)
becomes obsolete, it can be savely deleted. This will leave you with two cat & dat files ; the one for mod update 1.2 (part 1, some 400 mb) and this supplement mod udate 1.3 (some 960 mb) and the types folder.

Sorry for those that already downloaded the faulty and unnecessary lenghty mod update 1.3

30-oct-2011 :

i just stumbled upon a really weird bug, engine just wouldnt
load normally with folders ''types'' in cat/dat. Also two Boron
stations and the OWP's gave problems inside the cat & dat.

I made a hotfix, which basicly puts these specific folders and files
outside the cat/dat. This will make the OWP's load up correctly.
Its a small update. Uploading now.

30-oct-2011 : succesfully revamped Boron Space, all Boron farm food, liquid, tech and other stations are now green. Uploaded 3 pics on website.
With permission of Argon authorities all OWP's are now green as well.
Mod update 1.3 will be a supplement update, which means it needs mod update 1.2 as base. Right now mod update 1.3 is about 600 mb as rar file (split in several parts). unpacked the cat & dat files inside will be 2,7 gb.
Uploaded update 1.3

If i want to revamp also Split, Teladi & Paranid space i will have to upload a total of 4x 600 mb of supplement winrar updates which will form technical difficulty with MediaFire i think (i'm not sure how much i'm allowed to upload for free). And i'm also not sure if there is much of a need for such a lenghty mod. So i think i will just leave it with mod update 1.3
which will revamp Argon & Boron & Terran space totally and other races space partially and leave it with that... if i get some strong signals that there is really a need for this mod i'm willing to reconsider.

29-oct-2011 : uploaded mod update 1.2 packed in winrar file.
will from now on just be using the fake patch method.

28-oct-2011 : succesfully painted the Shipyards , Equipment Dock and Military Outposts of Argon, Boron, Teladi, Split and Paranid in their own color (they all use the same model from origin but now there is distinction in color).

26-oct-2011 : succesfully painted Boron Equipment Dock & Boron Shipyard in its own green color, see pics on website (folder mod update 1.2 screenshots). had to edit tdocks & tfactories to redirect to seperate bod scene files. This means next mod update will also contain a revised tdocks & tfactories and some revised gate scenes.

25-oct-2011 : uploaded two new pics (Alpha Seperated Gatecolor 1 & 2)
to show a breakthrough for myself in forcing the engine to use seperate colors where before it kept using a global Argon color. This can be used to force other race-objects that rely on Argon colors to use their own colors.

Added new folder ''mod update 1.2 screenshots'' on website showing stuff that might or might not make it into the next update 1.2 (which will take some time).

23-oct-2011 : re-uploaded the winrar file and the cat & dat files with the correct two files in it, removed hotfix file.

Uploaded new pics to more clearly show the difference between orginal models and the colors you get with my mod. These pics were made with
the xModels3Dviewer. Ingame its all a bit darker, depending on the light the models receive. Just look at the file-info to see the name of the model and whether its modded or orginal. The pics i took earlier from inside the game are all moved to the map ''Screenshots ingame''.

23-oct-2011 : found two files having wrong color, provided a hotfix for it..
see readme file inside.

22-oct-2011 :

- added new big mod update, bringing this mod from Alpha testing to Beta testing. Repainted 184 dds files and uploaded both a map dds with the dds files and a dat/cat file. (preferred method of installation will be the fake patch method with the provided cat/dat since that will be read by the engine faster)

19-oct-2011 :

added new update, which uses a different color blue with orginal dds files
(photoshop painted them)
moved old pics to another map
added new pics of new color blue

18-oct-2011 :

added download folder
sorted the pics / deleting some duplicate pics
Last edited by qwizzie on Thu, 13. Dec 12, 20:20, edited 96 times in total.

User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR » Tue, 18. Oct 11, 01:53

Nice job qwizzie. Really good looking screenshots. Im looking forward to trying this out.

qwizzie
Posts: 562
Joined: Thu, 1. Jun 06, 12:17
x4

Post by qwizzie » Tue, 18. Oct 11, 02:15

Thanks JoelR .. appreciate yr reply.

I added a download folder so you or anyone else can get a feel for this
future mod. It contains a winrar file and a SPK file. If using winrar file just
extract in yr default X3 TC installation directory. It will add a map dds
If such a map already exist in yr directory pls make a backup first.
Or you can use the SPK file.

User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR » Tue, 18. Oct 11, 02:22

qwizzie wrote:Thanks JoelR .. appreciate yr reply.

I added a download folder so you or anyone else can get a feel for this
future mod. It contains a winrar file and a SPK file. If using winrar file just
extract in yr default X3 TC installation directory. It will add a map dds
If such a map already exist in yr directory pls make a backup first.
Or you can use the SPK file.
Is a new game required to see the changes?

qwizzie
Posts: 562
Joined: Thu, 1. Jun 06, 12:17
x4

Post by qwizzie » Tue, 18. Oct 11, 02:24

nope.. maybe going through a gate so it refreshes.. but thats all.

User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR » Tue, 18. Oct 11, 02:52

qwizzie wrote:nope.. maybe going through a gate so it refreshes.. but thats all.
Gateswirl is looking a bit off. May want to check that out. It doesnt have a swirl look to it.

The blue is pretty intense. I like it, but it does stand out a bit. Maybe too much.

Otherwise, so far so good.

qwizzie
Posts: 562
Joined: Thu, 1. Jun 06, 12:17
x4

Post by qwizzie » Tue, 18. Oct 11, 10:24

Hi JoelR,

i will take a look at both the gatewhirl and the colors themselve.
What i have done so far was replacing the dds files with dds files that contain a totally different pic inside but now i'm starting to think that revamping the orginal dds files is a much better idea. I will try to find a program (maybe photoshop or something) that let me change the color of the orginal dds file and hopefully give it a bit of a soft blue glow but maintaining its orginal layout.

edit : i forgot to mention i added an different fx-gatewhirl dds file which doesnt have a swirl in it, so that could explain the gatewhirl effect looking ''off'' if you dont like it just delete fx_gatewhirl_dds and you will have yr old gate effect back.

qwizzie
Posts: 562
Joined: Thu, 1. Jun 06, 12:17
x4

Post by qwizzie » Wed, 19. Oct 11, 03:00

added an mod update on the site and new pics. Found out that my last SPK file was packed wrongly .. fixed with this new updated SPK file.
This will bring this mod to Alpha testing 1.0

To anyone trying this. pls tell me how you like this new color blue, to me it feels more natural and more easy on the eyes.

qwizzie.

qwizzie
Posts: 562
Joined: Thu, 1. Jun 06, 12:17
x4

Post by qwizzie » Sat, 22. Oct 11, 23:29

Fase 1 concluded, added a new mod update update + loads and loads of new pics on the website (see post 1 & 2, i have edited them)
Changed colors for Argon, Boron, Terran, Teladi, Split and Paranid races,
but most visible will be the changes in Argon and Terran models.
Thanks to TrixX also added a new gate effect which has a nice gateswirl in it.
All credits goes to him with regards to this new gate-effect.

EDIT : found two files with wrong color, provided a hotfix winrar file.
Instructions inside. Makes it beta 1.1

Baleur
Posts: 587
Joined: Fri, 28. Oct 05, 13:37
x3tc

Post by Baleur » Sun, 23. Oct 11, 15:20

Looks really nice! But the Terran color scheme is probably gonna prevent me from using it. I always LOVED the intense white with intense small red details on the vanilla ships & stations. Plus, they are supposed to be somewhat related to japan / speak japanese right?

The blue and green choice here just didnt make much sense to me. They are already clear white so they stand out anyway, no other race has white ships :)
CPU: Intel i7 6300k RAM: 32gb GPU: nVidia 1070 6gb VRAM

qwizzie
Posts: 562
Joined: Thu, 1. Jun 06, 12:17
x4

Post by qwizzie » Sun, 23. Oct 11, 16:22

trust me, the white will still overpower my modded colors in terran models.
it just wont be the pure overwhelming white anymore.

i will upload some new images that shows more clearly the difference
in orginal models and the modded models.

stay tuned :)

EDIT : on second thought you could have a point with Terran models not beeing that white anymore, its now more of a mix between white and green.

But to be honest i kinda like it, i found the orginal white terran models
always looking so cheap and unfinished, like they just rolled out of a factory.

EDIT : re-uploaded the winrar file and cat/dat file of beta 1.1, removed hotfix file.

qwizzie
Posts: 562
Joined: Thu, 1. Jun 06, 12:17
x4

Post by qwizzie » Tue, 25. Oct 11, 00:54

Managed to force the gate to use different colors then the normal Argon
colors by editing the gate bod file so it refers to different dds names.
What this means is that i can actually make seperate colors of those models that till now use the same dds files as Argon models. It will be a long process, decyphering which objects use which dds files in their bod files... but it can certainly be done. (xModels3Dviewer is great to determine which dds files are used in the bod files).

Uploaded two pics showing both the gatecolor (brightest blue i could find) and the normal Argon licht blue (see equipment dock in pic). The two pics are called Alpha Seperated Color 1 & 2. I also changed some files from bmp to jpeg on the website to save space and download time.

no change in mod-version .. just some info about progress.

See post 2 for progress updates towards mod update 1.2

qwizzie
Posts: 562
Joined: Thu, 1. Jun 06, 12:17
x4

Post by qwizzie » Sat, 29. Oct 11, 02:05

Mod update 1.2 has just been uploaded. This will give Shipyards, Equipment Docks and Military Outposts that before were having only Argon color each their own color according to race.

Its a big mod update with a total of 417 mb. i had to use winrar to get it uploaded. Winrar splits it in 3 files so just download all three parts and extract the folder inside. See post 1 for the link to pics and download and
see post 2 for installation instructions.

qwizzie
Posts: 562
Joined: Thu, 1. Jun 06, 12:17
x4

Post by qwizzie » Sun, 30. Oct 11, 16:03

Visual Revamp Supplement Mod update 1.3 (last update)

This will make the previous mod update 1.2 serve as base mod
(Visual Revamp Base Mod 1.2). Its a total revamp of Boron space,
each and every boron station will have its own green color now.
I also modded the OWP's color into green as well, since a OWP in
Kingsdom's End was looking a bit off there.

Due to the increasing length of this mod i have decided against uploading further updates, see post 2 for more details.

User avatar
EmperorJon
Posts: 9378
Joined: Mon, 29. Dec 08, 20:58
x3tc

Post by EmperorJon » Sun, 30. Oct 11, 16:09

Nice! :D
______
I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
______

qwizzie
Posts: 562
Joined: Thu, 1. Jun 06, 12:17
x4

Post by qwizzie » Sun, 30. Oct 11, 20:51

i just stumbled upon a really weird bug, engine just wouldnt
load normally with folders ''types'' in cat/dat. Also two Boron
stations and the OWP's gave problems inside the cat & dat.

I made a hotfix, which basicly puts these specific folders and files
outside the cat/dat. This will make the OWP's load up correctly.
Its a small update. Uploading now.

qwizzie
Posts: 562
Joined: Thu, 1. Jun 06, 12:17
x4

Post by qwizzie » Tue, 1. Nov 11, 00:55

Made an error with update 1.3 which caused some unforseen problems.
Basicly the update was unnecessary big (it had a lot of scene.bod's in it
which Boron models were never going to use and somehow they were giving problems for the engine to deal with).

I'm re-uploading Visual Supplement Mod Update 1.3 which will now only
be 960 mb of cat/dat instead of 2.6 gb. It will consist of 3 winrar parts
and will be in total some 210 mb winrar to download.

Inside the winrar file you will find also find a types folder which contains
Tdocks, TFactories and Tships. That map is the only thing that needs to be in the installation directory. (the previous hotfix also had some object
map files but doesnt really need to be outside cat and dat file .. not with this new upload of 1.3).

With update 1.3 the second cat & dat from mod update 1.2 (the part 2)
becomes obsolete, it can be savely deleted. This will leave you with two cat & dat files ; the one for mod update 1.2 (part 1, some 400 mb) and this supplement mod udate 1.3 (some 960 mb) and the types folder.

Sorry for those that already downloaded the faulty and unnecessary lenghty mod update 1.3

serialblack
Posts: 34
Joined: Fri, 30. Oct 09, 19:07
x4

Post by serialblack » Thu, 3. Nov 11, 17:45

it would seem that the link is down....I am currently using your *ehem* larger version, but I gotta say holy s**t! what a difference, really nice work. But I would like to be able to update it :wink:
Life is too short to go slow.

qwizzie
Posts: 562
Joined: Thu, 1. Jun 06, 12:17
x4

Post by qwizzie » Fri, 4. Nov 11, 11:27

looks like i wayyyy overceeded the upload max for free acount there.
They probally shutdown the shared link for that reason.
Looking around for a new upload site, once i found one i will give a new link. Also almost finished with update 1.4 which will revamp pretty much all other races.

Post Reply

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