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[MOD][ALPHA] X3: Halo Conflict [Help Wanted]
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Lord Simpson





Joined: 31 Jan 2009
Posts: 20 on topic

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modified
PostPosted: Mon, 2. Mar 09, 20:10    Post subject: [MOD][ALPHA] X3: Halo Conflict [Help Wanted] Reply with quote Print

X3: Halo Conflict
by Lord Simpson - bringing things together
--- Reaper363 - Models + textures

This mod aims to bring firstly the ships from Halo into the X universe, then possibly missions and other content.

Download Latest Version (0.04)


*currently ships can only be accessed via scripting/cheating them in*
*I recommend getting this cheat script made by Cycrow*
Forum topic

--Ships--

Ships ingame
M2 Halcyon class
M7 Frigate class

M3 Shortsword


Ships almost ingame
m1 Marathon class

future ships
m4 Vulture gunship from halo wars
m6 Longsword
more ?

--Weapons--
ingame weapons
Basic MAC
Basic defence guns (Energy Bolt Chaingun)
(both need lots of work)

unmade weapons
Shiva nuclear missiles
archer missiles

--Version history--

Version number is download link

V0.04 - 02/03/09
Shortsword added - Model by Reaper363
MAC gun changed, (worse than the old one)
Mass driver replaced by Energy Bolt Chaingun as main point defence weapon

V0.03 - 01/03/09
Frigate added - Model by Reaper363

V0.02 - 28/2/09
replaced halcyon model with one from Reaper363
basic mac gun made
basic defence guns made (just an edited mass driver)

V0.01 - 31/1/09
original halcyon model by Lord Simpson and not much else



Last edited by Lord Simpson on Tue, 3. Mar 09, 23:14; edited 15 times in total
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Lord Simpson





Joined: 31 Jan 2009
Posts: 20 on topic

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modified
PostPosted: Mon, 2. Mar 09, 20:11    Post subject: Reply with quote Print

--Current problems--
-No textures on ingame models
-Mac gun looks horrible (1)
-Turret problems on halcyon
-minor turret problems on frigate
-missiles wont exit ship in the way desired
-more "scene details" required on ships (e.g. engine trails)
-loads of balancing to do (but that will come at content-complete)

(1) For the mac gun I want something like this


the best way I can think of doing it is by making a large projectile that has a trail following it with the fiery orange glow which decays into the smoke trail but I have no idea how to make it due to having no clue about the effects file.
If someone can make it ill happily credit them in the mod

Also is there anyway to turn off mouse fire on a ship as the mac guns look rather bad when they fire off at any angle other then straight ahead



Last edited by Lord Simpson on Wed, 4. Mar 09, 11:53; edited 5 times in total
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Darkfire1





Joined: 18 Jan 2004
Posts: 120 on topic

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PostPosted: Mon, 2. Mar 09, 20:35    Post subject: Reply with quote Print

looks promising keep up the good work and dont forget to get added to the ship index page i made as well as the community ship pack if you want in on that too!


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X3 TC Ship Index
Community Ship Pack Mod
X2 The Threat - X3 R - X Terran Conflict
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Lord Simpson





Joined: 31 Jan 2009
Posts: 20 on topic

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PostPosted: Mon, 2. Mar 09, 23:05    Post subject: Reply with quote Print

V0.04 is now up with the addition of the shortsword m3 fighter.

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04ihegba





Joined: 20 Sep 2007
Posts: 30 on topic
Location: Classified
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PostPosted: Tue, 3. Mar 09, 22:58    Post subject: Reply with quote Print

Ctrl+N puts you in classic mode, which means you can only fire straight forward, like in X3:R. Maybe a scripter could force that keypress when ever you get into the ship?

Of you could attach the MAC cannon to a fixed turret , like a gunner position on the real ship, and fire from there.

BTW, looks awesome. Very Happy


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Max FPS on X3 max'd out (8xAA 16xAF)?: 141 Average FPS?: 62 Pwned?: Yes
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Lord Simpson





Joined: 31 Jan 2009
Posts: 20 on topic

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PostPosted: Tue, 3. Mar 09, 23:13    Post subject: Reply with quote Print

Thanks but I was hoping for a ship or turret specific solution because I cant expect people to switch to classic mode and give up the ease of mouse firing just to make one ships gun look right Razz

[EDIT] How would i go about making a "fixed" turret ? is there and option to limit or restrict the fireing angle / cone??? [/EDIT]

also I'm trying to make the missile fire from ships like they do for the argon missile frigate (the flail barrage missiles all fire out of separate firing ports on the top and each side of the ship) but when i make the set-up exactly like the same the missiles fire out of the bottom of the ship in the "ugly bunch" what that they do out of other ships and the invisible_weapon's that ive attached to the "missile turret" all allow weapons to be installed when ive set that turret to not use any weapons via its cockpit !!!!! im really at a loss here


also the marathon is coming along well, hopefully I should have it ingame in a few days.

Then ill start balancing and polishing the current ships while I wait for some more great models from Reaper363

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Reaper363





Joined: 13 Oct 2008

Location: Bamberg

PostPosted: Wed, 4. Mar 09, 19:24    Post subject: Reply with quote Print

btw shipmodels:
i ve got the Trafalgar class-super carrior 50% finished and i am starting with the spirit of fire at the moment

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Lord Dakier



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Joined: 08 Dec 2006
Posts: 2608 on topic
Location: VSF Flagship "Noblesse Oblige"
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PostPosted: Wed, 4. Mar 09, 20:55    Post subject: Reply with quote Print

are these ships going to be realisticly Halo sized cause if so then your not fitting Spirit Of Fire through any gates... but a couple of warp drives and a few thousand energy cells should cover it Very Happy

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Lord Simpson





Joined: 31 Jan 2009
Posts: 20 on topic

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PostPosted: Wed, 4. Mar 09, 21:08    Post subject: Reply with quote Print

It might fit, how wide is a gate?

The sprite of fire shouldn't be more than about 5-600m wide (I know its 2.5km long though)

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Lord Hayden





Joined: 14 Jun 2008
Posts: 87 on topic

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PostPosted: Thu, 5. Mar 09, 12:34    Post subject: Reply with quote Print

Cool This looks really awesome. I like it. I hope to see it released as a 1.0 version soon! Very Happy

EDIT:

By the way, what modeling program do you use? I am thinking of modeling a few of my own ships into the game but I need to get them into a good modeling program first...


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Lord Simpson





Joined: 31 Jan 2009
Posts: 20 on topic

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PostPosted: Thu, 5. Mar 09, 13:45    Post subject: Reply with quote Print

I cant speak for reaper363 but i use gmax for the scene files and converting his models into ingame bod files, I believe he uses 3dsmax for them but im not 100% sure.

As for a 1.0 version that's a little ways off, by 1.0 I want to have all the ships and weapons in-game looking, working and feeling right. Which could take some time Razz

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Reaper363





Joined: 13 Oct 2008

Location: Bamberg

PostPosted: Thu, 5. Mar 09, 19:32    Post subject: Reply with quote Print

^^ you re right i m using 3ds max
and the spirit of fire is NOT supposed to fit through a jumpgate...
point to point jumpdrive for the win^^

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sasquach18





Joined: 08 May 2008

Location: Texas

modified
PostPosted: Fri, 6. Mar 09, 01:38    Post subject: Reply with quote Print

hey little bit of a noob question here how do you get these in game ive added them to the root folder with the rest of the .cat and .dat files renamed them to the highest number and they refuse to show up in cycrow's cheat menu mabey tell me what im doing wrong or how to convert them to xsps any help would be appreciated thx Question ohh yes and i have the steam version.
thx i figured it out ohh and one more thing awesome work man cant wait for the textured versions and are you aware every ship i came across had a mac Crying or Very sad



Last edited by sasquach18 on Wed, 11. Mar 09, 03:12; edited 1 time in total
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Lord Simpson





Joined: 31 Jan 2009
Posts: 20 on topic

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PostPosted: Fri, 6. Mar 09, 11:12    Post subject: Reply with quote Print

you dont have to rename them just put the .cat and .dat in a new folder called "mods" something like this "c:\program files\egosoft\x3 terran conflict\mods"

[edit] with the steam version the folder structure is a little different but basically just make a "mods" folder in the folder where the original x3tc.exe and numbered .cat files are and add the contents of the zip to it
[/edit]

then when you start the game there should be some option available to select which mods you want, just highlight UNSC then click ok, then start the game, in the create ship menu they are close to the top because I named them 1firgate 1shortsword etc as it was bugging me having to scroll down through pages of ships every time I wanted to test a new feature

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Dexstar





Joined: 13 Dec 2007

Location: Devon

PostPosted: Fri, 13. Mar 09, 14:13    Post subject: Reply with quote Print

Keep up the good work guys! im loving the mac cannon
hope to see more in the future.

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