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[ *** V.2 ***] Realspace Backgrounds Mod
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Realspace





Joined: 15 Nov 2006

Location: Sector "Sidera Nova"

modified
PostPosted: Fri, 1. Jun 07, 13:14    Post subject: [ *** V.2 ***] Realspace Backgrounds Mod Reply with quote Print

Graphic improvements to X3...

Version:2_A

The new version of my custom background is ready.
A very new version (I'll call it 2A, B, ecc.). It changes completely the previous backgrounds introducing custom skyes taken from the X2 models, much more realistic and beauty to see. Also many X2' nebulae are back, as they are or combined with the x3' ones.

Some pics

http://www.mediafire.com/?sharekey=f07b545e2e3f0442b4e0c5efb3960d792c13ec3cae9704a2
...in addition to the pics at the end of the post, they remain yet in game.

Note that the new visuals are taken from real pics but are not automatically "real" (astronomic pics are oftend infrared, overexposed, interpolated, etc.). The aim is to make them "beauty for the game".

I SUGGEST YOU PUT THE GAMMA REGULATION AT 100-110 MAX TO REALLY APPRECIATE THE DEEPNESS OF THE NEW BACKGROUNDS --> in game, open main menu, then 'graphic', adjust gamma...

Please read the instructions after the download section if you're not sure what youre downloading and what to do after.

-----------------------------------------------------------

-Download-

Version:2_A

New links:

xdownloads.co.uk:


Mirror (mediafire.com):
Link



Outdated links:

Primary link:
http://www.mediafire.com/?0jy2xr2y9pg
Mirrow:
http://www.badongo.com/file/4357456

2A version history:

- 0.0: first release

______________________

Version:2_A_XTM_0.1
...and this is the XTM MOD 100% compatible version...

!!!! USE THIS ONLY IN COMBINATION WITH THE XTENDED MOD!!!

Primary link:
http://www.mediafire.com/?9tgokidyv4e
Mirrow:
http://www.badongo.com/file/4369281

2A-XTM version history:

- 0.0: first release
- 0.1: fixed problem with missing background in earth sector. Now full compatibility with XTM mod.


------------------------------
How to read the version signs?
- first number, es. 1A, 2A: it means a completelly new mod
- the big letter, es. 1A, 1B: it means a modification such as new textures or model, but the same mod
- the last numbers, es 0.0,0.1,etc. it is the fixes made
_____________________________________________

ADDITIONAL INSTRUCTIONS FOR WHO WANT TO MIX MY MOD WITH OTHER ONES:

1) My mod needs to be placed ALWAYS ON TOP of other mods, i.e. the highest number of *.cat/*.dat files.

3) If another mod is not a "fake patch", i.e. is put in the "mod" directory (it has a name) and not in the main directory (it has a number in this case) it is loaded OVER my mod.

3) If the other mod does not contain files regarding the background then this is not a problem, my mod will be still used. What are these files? Here:
a) DDS\NEBULA_'NAME'_BACKGROUND_PART1/4.DDS, ETC. ETC.
b) objects\environments\nebulae\'nameofnebula'\nameofnebula.bod
c) Types\TBackgrounds.pck

4) If u don't know how to check this, I can't help becouse I don't know all mods in circulation. Anyway u must not be a modder to use the Doubleshadow's editor. U can install it very easily and use ONLY to check inside the dat/cat file end even delete the desired files

5) IN CASE THE OTHER MOD DOES CHANGE SUCH FILES, U HAVE TO RENAME THE OTHER MOD TO A NUMBER AND PUT AS FALSE PATCH IN THE MAIN DIRECTORY. THEN RENAME MY DAT/CAT FILES TO HIGHER NUMBER. NEVER LET UNUSED NUMBERS OTHERWISE THE FOLLOWING FILES WON'T BE READ! THEN EITHER DELETE THE MOD FROM THE MOD DIRECTORY (ALWAYS BETTER SOLUTION) OR WHEN OPENING THE X3 START-INTERFACE DESELECT THE MOD BY CHOOSING "ORIGINAL"

6) About XTM we know that THERE ARE NEW BACKGROUNDS. But fortunally it uses a false patch so it is very simple: my mod has to be RENAMED TO THE HIGHEST AVAILABLE NUMBER AFTER THE XTM HAS BEEN INSTALLED


------------------------------------------------------
I add some instructions for those who don't like some of the backgrounds. since there are 62!...there's no reason to not use my mod if some are not of your taste Wink

here the hint:

Using the galaxy editor INGAME:
Select a background you like, let's assume you like the "standard black", then create a new background using this, then reneame it to the name of a background you don't like (as example, "bluewell"), then export the TBackgrounds file. exit game. look inside the new created types folder inside X3 main folder. Take the TBackgrounds inside and copy it inside the CAT file of my mod using the Doubleshadow Mod manger. That's all!

Or, take note of the backgrounds you don't like (names). open my mod CAT file, extract the TBackgrounds file. edit it: DON'T DELETE ANYTHING OR YOU MAP WON'T WORK ANYMORE, simply substitute the string of the ones you dislike with ones you like. finished..

NOTE: I'M NOT RESPONSIBLE FOR THE MESS YOU CAN DO !! Very Happy Razz

_________________________________________________________


VISIT MY WEBSITE: http://www.freewebs.com/realspacemod/


********************************
Features
*******************************

- 61 completely new backgrounds, all different and unique for each background kind
- c.a 12 completely new nebulae, made by pics coming from the Hubble telescope
- original X nebulae completely changed into either very dark or very bright, combined with the new ones
- X2' nebulae are back!
- fog removed from the most of sectors, it is only where it makes sense to have it, i.e. in big nebula sectors or where aesthetic reasons make it a good add-on

*******************************
Installation:
****************************

Unrar the file. It contains a 10.cat and 10.dat file. These go inside your main X3 directory. So it is if you're using the 2.02 version of X3. Check that the last number in the folder be 9.cat. If so put my files in the folder, and that's all. If 10.cat is already used, then rename my file to the following number (11.cat, 12.cat, etc.), it may be higher if you have other false patches instaled (as the Cockpit). This way you have a "false patch" and can install other mods. But YOU HAVE TO BE SURE THE OTHER MODS DOES NOT CHANGE BACKGROUNDS TOO. IN THIS CASE U HAVE TO RENAME THE OTHER MOD TO A NUMBER AND PUT AS FALSE PATCH IN THE MAIN DIRECTORY. THEN RENAME MY DAT/CAT FILES TO HIGHER NUMBER. NEVER LET UNUSED NUMBERS OTHERWISE THE FOLLOWING FILES WON'T BE READ!
This mod is 99,9% compatible with other mods and doesn't require a new start.

************************
Gameplay
************************

1) Just continue your game and enjoy the new stars!

*****************************
Disclaimer
*****************************

THIS MOD CAN BE USED AS IT IS, IF YOU WISH TO ADD IT TO ANOTHER RELEASE PLEASE CONTACT ME FIRST!

************************
SOME PICS (see also here: http://www.mediafire.com/?sharekey=f07b545e2e3f0442b4e0c5efb3960d792c13ec3cae9704a2
********************************
N.B. I used a similar planetary scenario to make it notice how different the backgrounds are now from each other:

1)
http://img479.imageshack.us/img479/60/26632656hi4.jpg

2)
http://img128.imageshack.us/img128/834/60473210bn4.jpg

3)
http://img381.imageshack.us/img381/8643/34072995am5.jpg

4)
http://img253.imageshack.us/img253/4274/29135275ta4.jpg

5)
http://img139.imageshack.us/img139/3188/redreefbx0.jpg

6)
http://img253.imageshack.us/img253/4865/82959359tc3.jpg

7)
http://img381.imageshack.us/img381/6996/84870984zo0.jpg

Cool
http://img381.imageshack.us/img381/7074/79592551fb8.jpg

9)
http://img253.imageshack.us/img253/9098/10ju6.jpg

10)
http://img253.imageshack.us/img253/7338/12cu4.jpg

11)
http://img253.imageshack.us/img253/4935/13vj3.jpg

12)
http://img119.imageshack.us/img119/5720/15nk9.jpg

13)
http://img381.imageshack.us/img381/5287/16xl7.jpg

14)
http://img119.imageshack.us/img119/3521/17tb5.jpg

15)
http://img381.imageshack.us/img381/9226/18sz0.jpg

16)
http://img119.imageshack.us/img119/9296/19dm9.jpg

17)
http://img253.imageshack.us/img253/3369/20cb5.jpg

1Cool
http://img119.imageshack.us/img119/1231/21cp3.jpg

19)
http://img381.imageshack.us/img381/4315/22vp9.jpg

20)
http://img381.imageshack.us/img381/9861/deepred2ow9.jpg

21)
http://img381.imageshack.us/img381/6250/remnantvd8.jpg

22)
http://img464.imageshack.us/img464/6651/deepbluekp0.jpg

23)
http://img237.imageshack.us/img237/549/brennantriumphge4.jpg

24)
http://img381.imageshack.us/img381/1438/milkywayah0.jpg


Edit [20th Dec 2016]: added two new download links. X2-Illuminatus



Last edited by Realspace on Fri, 1. Feb 08, 14:16; edited 85 times in total
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Player.





Joined: 08 Jul 2005
Posts: 3252 on topic
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PostPosted: Fri, 1. Jun 07, 13:25    Post subject: Reply with quote Print

Look sweet Cool

Nice job, but I advise you to change your images to either links or thumbnails Wink


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Realspace





Joined: 15 Nov 2006

Location: Sector "Sidera Nova"

PostPosted: Fri, 1. Jun 07, 13:38    Post subject: Reply with quote Print

Player. wrote:
Look sweet Cool

Nice job, but I advise you to change your images to either links or thumbnails Wink


DONE Very Happy

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angelfire777





Joined: 24 Nov 2006



PostPosted: Fri, 1. Jun 07, 13:52    Post subject: Reply with quote Print

Hi Realspace, i´ve been following your work since the moment I saw the first pictures. And I must add I was waiting for the release as much as I waited for the xtended mod (luckily we didn’t had to wait that long Wink; just a joke: of course the difference in the amount of work is obvious).

But anyway: congratulations on a wonderful job: what I was expecting to be a “cosmetic” only change, turned out to be a wonderful addition to the xverse.

Only one question: does it affect the performance? have you noticed any impact?


Congratulations and keep up the good work.
Angelfire

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Cycrow
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Joined: 15 Nov 2004
Posts: 20480 on topic
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PostPosted: Fri, 1. Jun 07, 14:01    Post subject: Reply with quote Print

did u want a copy of the Slipstream drive to test with your mod ?

i can give u a working beta of it, althou the scripts do currently include other things as well


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Realspace





Joined: 15 Nov 2006

Location: Sector "Sidera Nova"

modified
PostPosted: Fri, 1. Jun 07, 14:04    Post subject: Reply with quote Print

I had no problem for now. My PC specs:

CPU AMD Athlon 64 Processor 3500+ (overcloacked to 3800)
2,0 GB RAM 800 mhz
NVIDIA Geforce 7600 GS (a bit overcloacked)
Creative Audigy 2
-------------------------------
Unfortunally I haven't tried it in a game, mean yes I started some new games to see how it goes but don't know on long time. Consider that the visuals are all about the same size as the vanilla, probably just 1-4 MB of difference for all the nebula. The point is about the minimal draw distance that has been increased, but on the other hand the foggy sectors are now just a few. If you think you have problem with increased draw distance, just install the Xtended compatible, which hasn't the TBackgrounds modification.



Last edited by Realspace on Fri, 1. Jun 07, 14:12; edited 1 time in total
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Realspace





Joined: 15 Nov 2006

Location: Sector "Sidera Nova"

PostPosted: Fri, 1. Jun 07, 14:07    Post subject: Reply with quote Print

Cycrow wrote:
did u want a copy of the Slipstream drive to test with your mod ?

i can give u a working beta of it, althou the scripts do currently include other things as well


Thank you Cycrow Surprised I'd be very happy, it can be a great improvement, to separate cruise speeds and combat speed makes much sense with the current engine limitation if you want large sectors.
I sent you my mail by PM Smile Smile

Just a question: are the NP ships also using the Slipstream??

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D_Zorro





Joined: 06 Nov 2002
Posts: 1572 on topic
Location: The Netherlands
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PostPosted: Fri, 1. Jun 07, 15:17    Post subject: Reply with quote Print

This mod combined with univers randomiser would be a real treat. Twisted Evil Very Happy


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Realspace





Joined: 15 Nov 2006

Location: Sector "Sidera Nova"

PostPosted: Fri, 1. Jun 07, 15:30    Post subject: Reply with quote Print

Since Madw0LF says its randomiser creates very big sectors, then yes they are very complementary Very Happy

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Realspace





Joined: 15 Nov 2006

Location: Sector "Sidera Nova"

PostPosted: Fri, 1. Jun 07, 15:41    Post subject: Reply with quote Print

This is for Cycrow:

I was thinking that the AI has some kind of proximity alert, so for instance it can disable some commands when the ship is near stations. So maybe a simple script can act as kind of speed limitation imposed by police proximity control ... I make me clear... as in Indepence War 2 ther's a limitation at 250 m/s when you approach stations, so in sectors a script could limit the speed of all ships when near the sector center grid. It makes sense, the engines are ovrrided by the police tracking software... Benefits:
1) ships don't risk to crash when autopilot docks (at 999 m/s)
2) imagine the implications... if a battle starts near stations is different, then if ships follow each other outside the grid (maybe using you Slipstream) it's completely different battle.. Twisted Evil Very Happy

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Cycrow
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PostPosted: Fri, 1. Jun 07, 16:05    Post subject: Reply with quote Print

the slipstream drive works in a simlar way to SETA, except for just speeding up the ship and not the whole game.

which means you cant move while in slipstream, its for straight line only, and it doesn't work when in proximity to anything.

IE, you cant use it to close to sectors, or to escape a battle, as the ships close to you will prevent it from working.

the scripts i made includes navigation override scripts that will make all the AI ships that have one on board use it as well


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Flybye





Joined: 09 Feb 2007
Posts: 1381 on topic

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PostPosted: Fri, 1. Jun 07, 16:07    Post subject: Reply with quote Print

Nice job, Realspace Smile

The eye candy in your sectors are extraordinary Smile

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Realspace





Joined: 15 Nov 2006

Location: Sector "Sidera Nova"

PostPosted: Fri, 1. Jun 07, 16:43    Post subject: Reply with quote Print

Cycrow wrote:
the slipstream drive works in a simlar way to SETA, except for just speeding up the ship and not the whole game.

which means you cant move while in slipstream, its for straight line only, and it doesn't work when in proximity to anything.

IE, you cant use it to close to sectors, or to escape a battle, as the ships close to you will prevent it from working.

the scripts i made includes navigation override scripts that will make all the AI ships that have one on board use it as well


It's a great replacement for seta, now you can have big sectors to explore and, most important, ALL ships use it. If it works, it's probably time for jumpdrive to be reformed too Very Happy ... I also like alot the fact that a ship can use high speed to escape, but then must return to "limited" speed to fight (let's assume guns cannot work otherwise.. Smile )

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matches





Joined: 04 Jan 2007
Posts: 202 on topic
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PostPosted: Fri, 1. Jun 07, 18:46    Post subject: Reply with quote Print

You did it Realspace, you really did it! I'm REALLY exited to try this tonight....I too am playing XTM, and thanks for making a compatable version. It's something I had wanted to suggest, but didn't want to add to your work load--I'm glad you thought of it!
Anyway.....Congrats on a successfull realese. I'm sure this is gonna be one of those "staple" MODs ppl will feel they "NEED", like Ship Installer, LV's cheats, ect....

I'm proud of you Realspace, you've done a tremedously good job, and I thank you!


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Realspace Backgrounds http://forum.egosoft.com/viewtopic.php?t=180848
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Realspace





Joined: 15 Nov 2006

Location: Sector "Sidera Nova"

PostPosted: Fri, 1. Jun 07, 18:49    Post subject: Reply with quote Print

I uninstalled the game to make a fresh install and THAT IDIOT I'M HAD LEFT THE MATERIALS INSIDE THE MOD FOLDERS...EVERYTHING GONE. THE MOD COMPLETELY LOST Headbang Headbang Headbang Headbang Headbang Headbang Headbang ...if I had not put itonline now I SHOULD KILL MYSELF!!!! but all photoshop materials are gone Crying or Very sad Crying or Very sad
Crying or Very sad

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