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[Mod/Fix] Xenon Q Meshfix
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Killjaeden





Joined: 03 Sep 2006
Posts: 4840 on topic
Location: Germany
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modified
PostPosted: Sun, 20. Sep 09, 15:10    Post subject: [Mod/Fix] Xenon Q Meshfix Reply with quote Print

Pretty much obsolete since 2.7 as it's included in the patch
Xenon Q Meshfix
Deutscher Thread
What does it do?
This file replaces the Q bodyfile.
3 guns at the bottom had flipped faces - fixed
added missing parts to 6 guns (4 at the bottom and 2 at the top)

It doesn't overwrite files, if you want to have the original Q bodyfile back just delete this file.
100% savegame compatible.



You are allowed to use/include this file in your mod without my permission as long as you say thank you. Wink

Download (Rapidshare.de)
Download (file-upload.net)

Credits: Thanks to "someone else" for pointing this out.

Link down? Problems? Ask here.


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Tutorial Custom Turrets; Guide advice on placing turrets; Guide Performance of Models


Last edited by Killjaeden on Tue, 8. Jun 10, 15:07; edited 1 time in total
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Thorgald





Joined: 13 May 2008



PostPosted: Fri, 27. Nov 09, 09:03    Post subject: Reply with quote Print

having a slight problem installing this fix on my steam version... i dont seem to have any [objects] folder to place it in Sad

tried searching for it but no luck.

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apricotslice





Joined: 16 May 2004
Posts: 13628 on topic
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PostPosted: Fri, 27. Nov 09, 09:21    Post subject: Reply with quote Print

The zip should include the entire necessary file structure. If it does not, ask the author to change this so it does and the zip just has to be unzipped into the TC directory to install.

I cant access it so cant check it.

The objects directory is included within the cat/dats.

Thats why a mod zip should include the directory structure when its creating something using them outside of a cat/dat mod.

Its not just a matter of an objects folder, its the sub folder structure as well.


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CLICK HERE for X3 Handbook; TC and AP Guides, Mods, Scripts & Downloads
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Killjaeden





Joined: 03 Sep 2006
Posts: 4840 on topic
Location: Germany
Thank you for registering your game
modified
PostPosted: Fri, 27. Nov 09, 14:17    Post subject: Reply with quote Print

Quote:
The zip should include the entire necessary file structure.

It does...

Quote:
i dont seem to have any [objects] folder to place it in

Apricot is right, just put it into the main TC directory (there should be a cut, scripts and t folder, don't know if steam has the X3TC.exe)


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Tutorial Custom Turrets; Guide advice on placing turrets; Guide Performance of Models


Last edited by Killjaeden on Fri, 27. Nov 09, 19:23; edited 1 time in total
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Thorgald





Joined: 13 May 2008



PostPosted: Fri, 27. Nov 09, 14:45    Post subject: Reply with quote Print

ok i'l try that.

folders i have is

directx9c

documents

loadscr

mov

scripts

soundtrack

t

uninst

VCRedist

so aparently i'm missing more then 1 lol

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Killjaeden





Joined: 03 Sep 2006
Posts: 4840 on topic
Location: Germany
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PostPosted: Fri, 27. Nov 09, 14:55    Post subject: Reply with quote Print

nah that's ok
if objects (or any other) doesn't exist it just means that there are no unpacked gamefiles.


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apricotslice





Joined: 16 May 2004
Posts: 13628 on topic
Location: In the Hunter Legacy Universe
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PostPosted: Fri, 27. Nov 09, 15:27    Post subject: Reply with quote Print

Your not missing them, they are not created until necessary.

Since the game ships with all but scripts and a few other things inside the cat/dats, the directories are not needed by the game.

Its only when you mod the game outside of the patch and mod methods that you need to create the directory structures.

Just unzip into the TC directory and it should do all it needs to.


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