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PSCO1

Joined: 04 Jun 2009
Location: France
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Posted: Sun, 26. Jul 09, 14:26 Post subject: [MOD] PSCO1's CockpitMod v1.32 for X3TC v3.1 (update: 5.08.2011) |
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PSCO1 CockpitMod v1.32 for X3TC v3.1 here :
http://www.mediafire.com/?dgxn7704f5ki6bv
Same version but with HUD_info_2d here:
http://www.mediafire.com/?3b1l39a3f27bphc
Version "light GUI" without HUD_info_2d and HUD_weapons:
http://www.mediafire.com/?qcan8wa5ggqn24a
XTented v1.2a version (merged 1.04)
http://www.mediafire.com/?ajjw8mhloi5zczo
(XTended need to be installed first
then, add this fake-patch in your X3TC directory)
-v1.03: Armstrong's star replaced for the moment
Albion Prelude version
http://www.mediafire.com/?pm483ymvk6nlrtm
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FAQ:
Can you make versions without the glass tint?
No sorry, if you want to remove glass tint yourself, use X3ModManager to open my cat/dat, delete or rename those 3 files:
-tex\true\543.jpg
-tex\true\1000.jpg
-tex\true\1001.jpg
http://x-tools.doubleshadow.wz.cz/
How to merge with another mod ?
-Open the cat/dat of your mod with X3ModManager
-Find and extract "types\TShips.pck" (drag and drop this file somewhere)
-Open it with X3Editor2 ->"Tfile editor"
-Keep X3Editor opened, extract now TShips of PSCO1 cp_mod (and rename it "TShips_CP.txt") then, open it with X3Editor2
-You have now 2 differents "TShips.txt" opened
-Activate the "Model" tab on both TShips
-Copy/paste Cockpit scene path of PSCO1_cp's TShips on your other TShips (check all ships one by one and set if needed)
-Once finished, save your new merged TShips and close X3Editor2
-Open now PSCO1_cp_mod cat/dat with X3ModManager
-Extract all on a new folder
-Open you new folder containing all cp_mod files, search and delete:
types -> TShips.txt
-Open your other mod cat/dat with X3ModManager
-Drag "dds", "objects", "tex", "types" folders on your other mod cat/dat
Dont forget to replace the new merged TShips on your mod cat/dat
-Also do not forget to merge "Components.txt" ("SCTYPE_COCKPIT" part) (if needed)
| Code: |
| SCTYPE_COCKPIT; 136; |
-136 is the number of offset cp_positions lines
-You can close all programs and play
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Description:
This mod includes all the cockpits X2TheThreat reappearing in the best possible lights and animations dashboard and the same time, the 3D is slightly modified or settled.
Installation:
Unzip in the directory "mods"
if no "mods" folder already exist, create it
or create a fake-patch renaming both files to following cat/dat order
Desinstallation:
Just delete .cat and .dat files
36 Cockpits included:
Paranid: Pegasus
Split: Jaguar, Scorpion, Asp, Mamba, Chimera
Teladi: Harrier, Kestrel, Buzzard, Kite, Falcon, Kea
Argon-Otas: "old"Eclipse, Buster, Elite/Solano, Eurus
Commonwealth: M1/M2, M3, M4, M5, M6, M7, M8, TL, TP, TS
Xénon: M1/M2, M3, M4, M5, M6
Kha'ak: 1 for M3-M4-M5, another for M6-M1-M2
Terrans: M4, M5, M3
+Spacesuit and a lounge on TP Express
   
   
(screenshots of v1.32 with NMCE mod)
v1.32: Dashboards, 115,116,117, Pegasus, new Xenons M3, M4, M5, updated M3cw, M4 argon, M5cw, a lot of fixes
v1.31: Tests
v1.30a: Lounge restored, compatible X3TC 3.1
v1.30: Asp, Mamba and Chimera added
v1.29c: Scorpion added
v1.29b: Teladi cp updated, Split Jaguar added
v1.29a: cp_kea updated, TShips updated for missed cockpits scenes
v1.29: 5 cockpits added for Teladi fighters, Harrier fix
v1.28: big update
v1.27a: Rapier fixed
v1.27: updated for 2.7 ES patch
v1.26b: 391 fixed, hud_text removed, spacesuit, terrans cp slighty reviewed
v1.25: bumpmapping restored and 2 bump fixed
v1.24a: textures for M4-M5, eclipse cp fixed
v1.24: orange/yellow lights animations reactived, new screens for ships ID in M4-M5, displays reviewed, 3d files reviewed, reflections of light weapons on dashboard reduced to minimum(except for large ships and big weapons M6-M7-M1-M2-TL)
v1.23a: white lines of interface_framework_XT_diff.dds removed, Harrier cockpit reviewed, M5_Pegasus position fixed, M5cw coms screen fixed
v1.23: Harrier cockpit added
v1.22: various 3d adjusts (caution: maybe decrease FPS on low pc powered)
v1.21: new cockpits for Buster, Elite, Eurus and Solano and slight correction on TP and TS
v1.20a: Update of M6 and M7 inboard radars, Eclipse cockpit slightly moved to the left
v1.19: back to transparent glasses with reflections on all ships
v1.18b: new cockpit for the Eclipse, M6 glass position fixed
v1.18a: Kestrel, Discoverer, Express, Mercury, Elite, Xenon M, all those ships have a reviewed canopy(except M), all recoded with .bob extention, smaller dust, all cockpits position of all M5 checked and adjusted, adjusted also with argon TS and TP
v1.17: effects fixed, Components.pck and 3D of TS and TP argon reviewed (littlle box at front removed)
v1.16: tinted glasses with refflections effects, TL and M2/M1 reviewed and others littles fixes
v1.15c: red lines of gravidar removed, little 3d modif on TS and M7
v1.15b: Kha'ak cockpits of M6 and M1/M2 fixed
v1.15: 3D reviewed, hud and right radar removed, new dust effect, thanks to Observe for his help
v1.14: test version
v1.13: all 3D files and all monitors reviewed, M5 argon adapted on all M5 (except terran), red lines (self) removed on the M1, M2 and TL, terran M3 and M5(cw) 3D slighty reviewed, and many others stuffs
v1.12: TP cockpit added (based to TS), animations screens restored on all M5 and some others modifs on this cockpit
v1.11: big update of all 3D files + M3 terran included
v1.10a: Kha'ak cluster bug fixed
v1.09: bug slip textures set for M4
Voluntarily, the Xenons have no gauge control or other events
Dynamic lightning reviewed
Slight fall in pilot pos. in the TL, M1 and M2
Argon M6 cockpit centered (Components.pck)
Bug transparent cockpit adjusted on M4
Readjustment of all animated screen
3D cockpit slight changes in the TP / TS
Suppression of the lights on along the TP / TS (too many lights)
Effects Lighting LEDs improved
This mod does not remove the original background of the stars as you can see on my screens below (it's just a personal modif)
Important files used:
00014.bod
00015.bod
00016.bod
00118.bod
00119.bod
00122.bod
00123.bod
00128.bod
00131.bod
00133.bod
00134.bod
00135.bod
00138.bod
00139.bod
00140.bod
00141.bod
00144.bod
00145.bod
00243.bod
00784.bod
00785.bod
00786.bod
00888.bod
10002.bod
10009.bod
10022.bod
10023.bod
10026.bod
10027.bod
10028.bod
10029.bod
10030.bod
10031.bod
10120.bod
10121.bod
10139.bod
10140.bod
10372.bod
10373.bod
10374.bod
10375.bod
10397.bod
10398.bod
10425.bod
10426.bod
10427.bod
10428.bod
10430.bod
10431.bod
13009.bod
13010.bod
13223.bod
14221.bod
14222.bod
14223.bod
14224.bod
14737.bod
...>
14900.bod
objects\environments\others\dust.bod
objects\ships\argon\argon_TP_S_scene.bod
objects\ships\xenon\xenon_m5_scene.bod
objects\ships\xenon\xenon_M6M_scene.bod
997.jpg
998.jpg
999.jpg
1000.jpg
1001.jpg
1002.jpg
1003.jpg
1004.jpg
1005.jpg
1006.jpg
1007.jpg
1008.jpg
1009.jpg
1010.jpg
1011.jpg
1012.jpg
1013.jpg
1220.jpg
types\TShips
types\Components
dds\interface_framework_XT_diff.dds
Thanks to:
doubleshadow for great and useful softwares and his website
Madtrack for his support and his work on TShip and others tests with my mod
Observe for his help for my TP and his forum
Shawn and Weazel for their great idea of cutting HUD textures because as you can see i was inspirated by their work.
Arkblade and someone else for their support too
and others members who support my work 
_________________ Cockpitmod - Large Gates - NMCE Mod
x3dmod forum
Last edited by PSCO1 on Sat, 14. Apr 12, 18:24; edited 214 times in total |
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Madtrack

Joined: 25 May 2004 Posts: 184 on topic

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Posted: Sun, 26. Jul 09, 17:02 Post subject: |
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This is really ... awesome, really really great job
The description does not mention it, but this mod include a lot of custom cockpits for ships, so I'm taking the liberty of uploading a few screenshots, I hope the author doesn't mind
M1 Tokyo
TL Mammoth (note the plant and differant chairs)
Xenon M
Xenon L
M5 Discoverer
M5 Rapier
M7 Cerberus
M6 Heavy Centaur
M2 Boreas
This is working great, the only flaw that I noticed is that I get some texture flickering on the M6 cockpit
The TP is also using the same cockpit as the TS, would be nice if it could get it"s old 'pit back
btw are the red lines on some cockpits (M3 for instance) intentional ? I think they are, just want to be sure
Keep up the good work, this is really becoming the cockpit mod I was waiting for!
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THE_BIG_FISH:Leo

Joined: 27 Jul 2005 Posts: 365 on topic Location: Wirral,UK

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Posted: Sun, 26. Jul 09, 17:35 Post subject: |
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looks awesome , i don't suppose its compatible with the 2.1 patch? 
_________________
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russbo
Joined: 12 Nov 2005 Posts: 824 on topic Location: Las Vegas

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Posted: Sun, 26. Jul 09, 18:41 Post subject: |
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Very nice. Can we use this as a false patch? I'm using the Battlestar Galactica mod...
_________________ www.russbo.com |
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ThisIsHarsh
Joined: 19 Oct 2008 Posts: 1132 on topic

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Posted: Sun, 26. Jul 09, 19:23 Post subject: |
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Yeah please keep working on this, looks awesome.
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PSCO1

Joined: 04 Jun 2009
Location: France
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Tasolth
Joined: 20 Oct 2008
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Posted: Mon, 27. Jul 09, 05:46 Post subject: |
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I have to say I love this mod. It may not drastically change the game, but it sure does add feeling to it.
The only things I could think of to improve on it would be :
1. In cockpit animations stay the same speed while on seta ( may not be possible ). ( after all seta speeds up the passage of time for the pilot in relation to the rest of the universe )
2. remove the default hud and use the cockpit one only. instead of both currently. ( maybe something I can do myself ).
3. Get egosoft to incorporate this into the next patch ( wishful thinking ) 
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DannyD Moderator (Italiano)


Joined: 05 Dec 2004 Posts: 5810 on topic Location: Genova ( Italy )

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OOZ662

 
Joined: 08 Apr 2008 Posts: 1148 on topic Location: NW WA State

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Posted: Mon, 27. Jul 09, 19:16 Post subject: |
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This mod does work as a fake patch. Never heard of a mod that doesn't.
However, it appears that this mod causes graphical issues associated with the Realspace Backgrounds mod. The stars tear across the sky, making very long white streaks. If you go into external view, the streaks turn back into stars.
EDIT: It actually seems like the Realspace Backgrounds are being replaced by something else while in cockpit. All of the distinguishing features, like nebulae, vanish until you're in external view.
EDIT2: The fighter cockpit (Scimitar, Vanti) causes the above while the freighter (Mercury) doesn't.
EDIT3: Um...wow...though awesome looking, I'm not so sure this is right.
<--Pic 1 Pic 2-->
This may be related to the Ship Rebalance Mod that I also installed, but I'm not so sure. It's a Kha'ak Cluster that seems to be missing a bunch of ships (extra engine trails. I think that's a bug in another one of my mods), but is also projecting a bunch of cockpit displays in front of them.
_________________ Usually ***modified*** after the first plot playthrough since Vanilla makes me sleepy. lolpurists
[MODs]Remove Various Warning Beeps Post more requests!

Last edited by OOZ662 on Mon, 27. Jul 09, 23:13; edited 3 times in total |
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Killjaeden

Joined: 03 Sep 2006 Posts: 4297 on topic Location: Germany

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Posted: Mon, 27. Jul 09, 20:18 Post subject: |
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| Quote: |
| 2. remove the default hud and use the cockpit one only. instead of both currently. ( maybe something I can do myself ). |
Afaik it's not possible - because if you disable the HUD the Cockpit will be gone too (try Shift+H). The only 'solution' would be a cockpit in the shipbody - but this would be tons of work and the FPS would decrease because every ship in the sector would have cockpits. Don't think the AI cares about flying in a cockpit 
_________________
Tutorial Custom Turrets; Guide advice on placing turrets; Guide Performance of Models |
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AjaxDude
Joined: 30 Mar 2008 Posts: 379 on topic

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Posted: Mon, 27. Jul 09, 22:03 Post subject: |
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| Killjaeden wrote: |
| Quote: |
| 2. remove the default hud and use the cockpit one only. instead of both currently. ( maybe something I can do myself ). |
Afaik it's not possible - because if you disable the HUD the Cockpit will be gone too (try Shift+H). The only 'solution' would be a cockpit in the shipbody - but this would be tons of work and the FPS would decrease because every ship in the sector would have cockpits. Don't think the AI cares about flying in a cockpit  |
I saw a YouTube video about someone doing that. http://www.youtube.com/watch?v=juTr4Oz5R1Q
_________________ How can one player flying one ship defeat a big gang of pirates?
Good flying, or reinforcements. Lots of reinforcements. |
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PSCO1

Joined: 04 Jun 2009
Location: France
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manx
Joined: 07 Mar 2007 Posts: 41 on topic

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Posted: Tue, 28. Jul 09, 00:35 Post subject: |
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Looks fantastic!
Is it compatible with 2.1? I would really like to try this out 
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OOZ662

 
Joined: 08 Apr 2008 Posts: 1148 on topic Location: NW WA State

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Posted: Tue, 28. Jul 09, 00:44 Post subject: |
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| manx wrote: |
Is it compatible with 2.1? I would really like to try this out  |
Yes.
_________________ Usually ***modified*** after the first plot playthrough since Vanilla makes me sleepy. lolpurists
[MODs]Remove Various Warning Beeps Post more requests!
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PSCO1

Joined: 04 Jun 2009
Location: France
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Posted: Tue, 28. Jul 09, 00:46 Post subject: |
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Version 2.1 seems to be compatible but I have not really time to check for 2.1 for the moment I am currently working to complete the terran M3 ...
_________________ Cockpitmod - Large Gates - NMCE Mod
x3dmod forum |
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You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You cannot download files in this forum
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