[miniMOD/PATCH] Xenon P - repaired textures

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halo112358
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[miniMOD/PATCH] Xenon P - repaired textures

Post by halo112358 »

While I was playing with the scene file for the Xenon P I noticed that the texture mapping is really off. I remapped the model (mesh 0 and the first two LOD levels) and created a false patch for anyone who'd like to use it. This file is just the model- there are no changes to any other files.

This is a very simple change, it is 100% compatible with every other mod so long as they don't also change the P's mesh. This patch will work with with DDRS, XTM, XFP, Roguey's Mod and DDRS Docking.

Before
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After
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- spk package

- zip archive


Install: manually install the .cat/.dat files as a false patch or install the .spk version

Uninstall: delete the false patch or uninstall the .spk
Last edited by halo112358 on Thu, 24. May 07, 01:22, edited 5 times in total.
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Squelch
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Post by Squelch »

That is an amazing difference.

I had noticed the P looked odd but put it down to my ageing rig.

Well spotted :thumb_up:
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Post by matches »

Does this just fix the texture or does this also add the turrets and docking?
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halo112358
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Post by halo112358 »

matches wrote:Does this just fix the texture or does this also add the turrets and docking?
This is just the body file (model) - to add turrets and docking you need a new scene file and an edit to TShips.
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Post by matches »

Bummer- I'm NO GOOD at altering files ( that is, I NEVER get the desired effect- it's tough being a caveman). Would LOVE to dock my LX under the P. Love the texture job- I also blamed it on my aging PC. Thanks!
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Post by Squelch »

I believe DDRS makes the changes you want matches. I have them in DDRS docking solutions which does not include all the extra ships and for some reason I can't find right now. :evil:

Also this thread has popped up again recently. It describes how to isolate specific ships from DDRS so you use them standalone.

From what I see the texture rebuild won't conflict.

Halo - I just noticed your new sig :lol:
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Post by matches »

Thanks Squelch! Will dig into it tonight (my wifes working late tonight:wink:) BTW the DDRS M6 docking solution doesn't seem to have an affect on XFP. Been fiddling with it for a while trying to dock various m3/m4/m5's with a centaur, with no luck. Again, Thank You :roll:
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Post by Squelch »

Confirmed - The textures don't conflict with DDRS Docking Solution.

I haven't loaded up XFP yet so it's probably mod specific. there is lots of good info in that thread that seems to have risen to prominence suddenly. (Maybe people reading it to fix what you want) Even though you might not feel comfortable with editing you know you are going to have to at some point :twisted:

My missus is on an early tomorrow so I'm free to play tonight too :wink:


[Edit]

Did you install DDRS docking before or after XFP? It might be better to remove then install after.
Last edited by Squelch on Fri, 4. May 07, 23:48, edited 1 time in total.
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Flybye
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Post by Flybye »

That is a big difference. I guess they got lazy or ran out of time when they originally applied the texture.

I sometimes wonder why they didn't simply wait another few more months to release the game with tweaks like this.
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Post by matches »

Installed DDRS docking after XFP, after flying to my favorite unknown sector (as prescribed in DDRS doc. read-me). And yeah, I know I'll have to start my own editing before too long, it's just time consuming on a level my marrige isn't ready to support :P *sigh* it's a fine line between job, kids, wife, and galactic domination, isn't it? :wink:
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Post by halo112358 »

DDRS docking is what got me digging through the scene files in the first place. I like the docking and I like some of the extra turrets but I think Dahmar overpowered the M6's with his changes. Most of the stats were doubled, it's like every M6 is now an M7 with crummy shields. Keeping things balanced is damn hard :(
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Post by Squelch »

The first Kyon equiped Osprey was a surprise for me. I agree that some of them are a little off balance. I only wanted external docking and have yet to attempt my own edits to achieve just this. Some of the firing arcs and turrets were moved to fix acknowledged errors which was a bonus.

Does anyone have a link to the original thread? I thought I'd mastered the search here but no joy on this. I did follow a link from another thread and didn't bookmark it Doh!

[Edit]

Halo - have you thought of combining some of your mods as one package? I have just combined LPA with this just to keep the number of cat/dat pairs down.
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Post by halo112358 »

Squelch wrote:The first Kyon equiped Osprey was a surprise for me. I agree that some of them are a little off balance. I only wanted external docking and have yet to attempt my own edits to achieve just this. Some of the firing arcs and turrets were moved to fix acknowledged errors which was a bonus.
Yeah, I used the scene files from DDRS docking as a base to make my own rebalance - I tuned the M6's back down so they're maybe 25-30% more powerful than in a stock game. It's really tricky to do it well and not have things go crazy OOS. It's kind of funny, I started tweaking things that seemed broken and it's gradually turned into a rebalance :P I think I might release it when I'm satisfied with it.
Squelch wrote:Does anyone have a link to the original thread? I thought I'd mastered the search here but no joy on this. I did follow a link from another thread and didn't bookmark it Doh!
http://forum.egosoft.com/viewtopic.php? ... g+solution

Dahmar's site is down, there's a rapidshare link in that thread somewhere though.

It would be kind of fun to take Dahmar's overtuned M6's and make them into XSP ships. You could use the "Marauder" sound clip to create Marauder variant M6 ships ;) "Osprey Marauder" (aka, "run! it's got gamma kyons") - they'd make really good treasure hunt ships but they're so powerful that they seem like they should be one of a kind.

Alternately if someone's good with photochop they could make new pirate skins and turn those ships into pirate M6's.
Squelch wrote:[Edit]

Halo - have you thought of combining some of your mods as one package? I have just combined LPA with this just to keep the number of cat/dat pairs down.
I would but I'm pretty sure people are going to only want part of what I create, it's all about making the X3 that you want to play after all :D Custom X3 is awesome.
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Teh_Gerbil
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Post by Teh_Gerbil »

I love you!

This makes me so happy, I hated the stretched textures.

If ony I could get engine exaust working. GidFix didn't work for me.
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Post by Kortako »

Teh_Gerbil wrote:GidFix didn't work for me.
I'm pretty sure GidFix 2.0 should put the P engine glow, but i'll check in-game if you want me to. People actually download that mod? :roll:

Halo, your re-texturing looks so much better. Great job!

Edit: Teh_Gerbil, did you mean engine trails or engine glow? GidFix adds engine glow. I looked into it, cause I hadn't been on X3 or done anything X3-related in a while, but engine glows were working, at least for me. If you PM me I can try to help.
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Post by Squelch »

halo112358 wrote: Yeah, I used the scene files from DDRS docking as a base to make my own rebalance - I tuned the M6's back down so they're maybe 25-30% more powerful than in a stock game. It's really tricky to do it well and not have things go crazy OOS. It's kind of funny, I started tweaking things that seemed broken and it's gradually turned into a rebalance :P I think I might release it when I'm satisfied with it.
I look forward to seeing this. While the work DeadlyDa does is fantastic I would rather keep within the X universe style ships. A rebalance and fix mod sounds just right.

Thanks for the link, I now realise it was you that provided the Rapidshare link that let me get it in the first place. :)
It would be kind of fun to take Dahmar's overtuned M6's and make them into XSP ships. You could use the "Marauder" sound clip to create Marauder variant M6 ships ;) "Osprey Marauder" (aka, "run! it's got gamma kyons") - they'd make really good treasure hunt ships but they're so powerful that they seem like they should be one of a kind.

Alternately if someone's good with photochop they could make new pirate skins and turn those ships into pirate M6's.
I like the sound of that. Cycrow's package Installer V2 promises a more advanced method of package management, so suites of ships like that could be the way to go. Trying to maintain balance seems to be the hardest part though.
I would but I'm pretty sure people are going to only want part of what I create, it's all about making the X3 that you want to play after all :D Custom X3 is awesome.
Absolutely. I asked just so people who can't be bothered to find them all individually could have the whole set. With the two mentioned they both make relatively small changes file structure wise, but with significant effect. A bundle would save on mod slots. Then again the forthcoming Package manager might redress this anyway.
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Post by Schabernack »

is this with update 2.5 still needed? And what about the J's docking capability? Are there more like this? If yes, is there a mod which only address basic fixes like this?
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Post by solus88 »

hey man good job you should fix all of the xenon ships you got a great knack for it...congratz and hope to see more of you're great work.... :)
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Post by Mazryonh »

This was a nice false patch. Can someone re-upload this again, since I can no longer access it?
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Post by MarkusXL »

Yikes you dug up a really old thread.

This fix was implemented in a patch at some point...

A fully updated X3 vanilla install should not show this problem, IIRC.
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