[MOD]Engine Trail + Smoke

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Krewzur
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Post by Krewzur » Tue, 30. Dec 08, 10:02

This happens without the mod as well, its a bug in the game.
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Enders Wood
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Post by Enders Wood » Tue, 30. Dec 08, 12:58

damn bug !

so... is there a way to diseable player's ship smoke? :D or apply the default nearly invisible one instead ?

bounty_hunter66
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Post by bounty_hunter66 » Tue, 30. Dec 08, 13:45

no. its not the issue of playership and "other" ship. you either have trails on all ships, or just some selected ships, or dont have them at all

DJ_Prof_K
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Post by DJ_Prof_K » Wed, 31. Dec 08, 00:24

Nice looking, but uhh.. could you help the lille noob here? shouldn't i be able to isntall this with the plugin manager? :S

I know.. i know.. use search... but i'm simply lost here, can't find anything :/

SSwamp_Trooper
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Post by SSwamp_Trooper » Wed, 31. Dec 08, 01:12

If it is in .spk format then you can but if there's just a .cat and .dat you can't.

Sorry for a slightly unhelpfull answer, i haven't downloaded it yet ;)

bounty_hunter66
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Post by bounty_hunter66 » Wed, 31. Dec 08, 01:37

its a MOD not a SCRIPT!

Plugin Manager is for scripts

to install mods you just put the cat and dat files into the "mods" folder under the X3:Terran Conflict main folder, or you use it as a false patch renaming the cat and dat to the next number after the highest number of the .cat and .dat files from your TC directory

This probably doesnt make any sense but actualy its easyer done than said

DJ_Prof_K
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Post by DJ_Prof_K » Wed, 31. Dec 08, 10:06

Ohh god, now i feel stupid.. i knew i should have paid more attention when i installed the shipyard, since it created 1 cat and 1 dat file and incremented it in the main folder :S

Thank you both for your help, but if you don't mind, i'm going to drag myself into my dark corner now :oops:

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Krewzur
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Post by Krewzur » Wed, 31. Dec 08, 10:42

bounty_hunter66 wrote:its a MOD not a SCRIPT!

Plugin Manager is for scripts

to install mods you just put the cat and dat files into the "mods" folder under the X3:Terran Conflict main folder, or you use it as a false patch renaming the cat and dat to the next number after the highest number of the .cat and .dat files from your TC directory

This probably doesnt make any sense but actualy its easyer done than said
actually you can install mods with the plugin manager, but you need to put it into an .SPK first
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bounty_hunter66
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Post by bounty_hunter66 » Wed, 31. Dec 08, 13:34

why bother putting them into spk when you can just copy the cat and that into the mods folder and then play.(after you select the mod from the startup screen ofc)

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Krewzur
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Post by Krewzur » Wed, 31. Dec 08, 15:23

bounty_hunter66 wrote:why bother putting them into spk when you can just copy the cat and that into the mods folder and then play.(after you select the mod from the startup screen ofc)
I'm just saying that you can
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ravenkey1506
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Post by ravenkey1506 » Sat, 24. Jan 09, 06:51

My comments on fashion.
1. Yaki not have the tail of the engine
2. Engine exhaust does not cover all the engines, but only one of them
3. It can be seen only with a very short distance to another ship
4. There is no need to do it more when the speed increases. Let's have always been about the same width at the base. The width should not change with increasing speed because the size of the engine change can not - it is always the same what it did at the factory. Should be changed only the length.

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Spectre01
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Post by Spectre01 » Sat, 24. Jan 09, 07:26

Enders Wood wrote:Hi there :)

I have a strange "bug".... when flying, the green trail of my ship sometimes appear in front of my ship, like if I move at negative speed....

it seems it's the same issue that tycow, but 'cause English is not my natural language, i'm not sure that what you write in green will solve it, or not....

do you know why trail don't stay at the bottom of my ship ? do you have this issue too ? (what is the difference betwin Trail and smoke ?

if there is no issue to solve it in a "clean" way... is it possible to remove trail and smoke of OWNER'S SHIP only ?

Thanks :)
It's TC engine's fault. Even without this mod, the engine trail/black smoke pops in front of the ship when SETA.

btw, any chance to add more trails for all the new ships (like blastclaw, LX, etc.)?

bounty_hunter66
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Post by bounty_hunter66 » Wed, 10. Jun 09, 01:03

If someone would like a change of colours just let me know

StormMagi
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Post by StormMagi » Thu, 18. Jun 09, 04:59

Is this compatable with 2.1?
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arcana75
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Post by arcana75 » Thu, 18. Jun 09, 16:13

Hi, a shot in the dark but did u by any chance while editing the TShips file change the max speed of the Boron Dolphin XL SF? In my game I once bought a dolphin XL SF from KE and its max speed is something like 119ms!

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Algoran
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Post by Algoran » Sun, 28. Jun 09, 03:23

bounty_hunter66, do you think you could help me in my efforts to interpret the particles3 file? Im mucking about with trails a bit, and basically I want to change the colour of a particular trail but im not sure how..

I've got an idea the first number in the code refers to a texture file, and the following numbers are coordinates within it or something.. but i havnt really worked it out. If i wanted to change a trail colour id have to find or make a blob of the right colour and reference that in the trail code, is that right..?

Any help would be great :) Dont worry if you dont have time for tutoring noobs though, its cool :p

someone else
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Post by someone else » Tue, 30. Jun 09, 23:40

Agreeing with Algoran, a quick explanation/link to a tutorial is always good.

anyways... can I add this to my Ship Rebalance Mod (giving you a "thankyou" for this in the mod's thread)? It is quite off the purpose of my mod but looks damn cool. And there is not another way to have the two things together in my game.

if you answer "NO" i'll steal your work mercilessy :lol: (just kidding, I'll never do that)

p.s. is there a way to give the same cool trails to something bigger like Capitals?
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Algoran
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Post by Algoran » Wed, 1. Jul 09, 02:23

Trails on capitals would be epic :D But they dont have any emitters defined, so applying a trail to one dosnt do anything. Some modeling work would be required to place emitters before they can have trails. If I had any idea how, id totally do it myself lol.

fud
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Post by fud » Wed, 1. Jul 09, 02:36

Personally, I think trails on the big ships wouldn't look right.

To me, the idea of trails is to give the representation/perception of speed (smaller ships, etc).

That effect would be lost on a lumbering beast.

Just my two copper coins. :)

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Algoran
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Post by Algoran » Wed, 1. Jul 09, 02:47

Hmm perhaps... They could have quite wide, short trails? They do need some sort of engine effect though, so they look different when the ship is moving :p

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