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[Mod]Killerog Mod V0.3 [24/6 2.7 compatible] [BETA]
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killerog





Joined: 28 Oct 2005
Posts: 2562 on topic
Location: Kent, UK
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PostPosted: Mon, 10. May 10, 22:52    Post subject: [Mod]Killerog Mod V0.3 [24/6 2.7 compatible] [BETA] Reply with quote Print

This mod will be a base for me to learn more advance MD code as I develop missions. So any ideas, help to improve my code would be welcome. It will also include any ships that I make,my trail mod and maybe later a version that also includes my X2 mod.

This is a beta and neither model is finished and there is plenty more to add.

Info
The idea of this mod is to add some unique ships in both style and features to the game. These will be available from a company ship yard in a newly discovered sector.

Later I hope to add mission that will reward the player with access to each new ship as you work for this company.

To get access to the new ships and the new sector you need to ::

Know the sector FreedomsReach
Have a minimum rank of 4 with the terrans

You will get a message giving you two options, refuse this and you will never get access to the sector (at the moment anyway).

Furture additions

--Missions for ships
--Custom sector (no need for a new game)------ Done
--MD code for sector and station placements------ Done
--A custom shipyard
--Custom defense turrets
--More custom ships
--Custom trails ------ Done.
--More custom textures
--Plenty of shiny and glowy things to brighten up the game,
--What ever else I can think of Smile


Ships

M3 Inferno



M1 NightFire



Bugs

Only one that might exists and needs testing. When you get access to the sector there is some ships flying around. One is an M1 (border control) it is meant to look like this :: http://i45.photobucket.com/albums/f60/killerog/blueshield.jpg

But on my pc looks like this :: http://i45.photobucket.com/albums/f60/killerog/whiteshield.jpg

Let me know if this is the case for you/any idea why this might be the case. Thanks

Changelog
V0.3
Added M1
Updated M3 model
Added new sector
Added first mission
Added latest version of my trail mod.

V0.2
Fixed camera
Added engine effect
Added bump and spec map to front texture.

V0.1
Released

Download latest version from :: www.killerog.co.uk

To install extract the files into the main X3:TC folder, can be brought at the argon shipyard.[/list]

Thanks to my fellow X3dmod members, Observe and Stu Austin for helping me out with the MD code.


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Last edited by killerog on Fri, 25. Jun 10, 22:50; edited 15 times in total
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StormMagi



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Joined: 17 Mar 2007
Posts: 1160 on topic
Location: California, USA
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PostPosted: Mon, 10. May 10, 23:15    Post subject: Reply with quote Print

Sweeeeeet! This compatable with X2 callback as well? And do you take commissions?


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killerog





Joined: 28 Oct 2005
Posts: 2562 on topic
Location: Kent, UK
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PostPosted: Mon, 10. May 10, 23:18    Post subject: Reply with quote Print

Not at the moment but I will either be making a separate version that works with the X2 mod or make these XSP something I need to learn.(take a look tonight or tomorrow if I have time)

Very easier to merge with my X2 mod just place the last entry from tship in this mod into my X2 mods one, and copy the rest into the mod.

And I take cookies Very Happy


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killerog





Joined: 28 Oct 2005
Posts: 2562 on topic
Location: Kent, UK
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PostPosted: Tue, 11. May 10, 03:07    Post subject: Reply with quote Print

Mod updated check op for details.


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killerog





Joined: 28 Oct 2005
Posts: 2562 on topic
Location: Kent, UK
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PostPosted: Wed, 26. May 10, 01:20    Post subject: Reply with quote Print

Just a small update

3 Pics of an unfinished M1 carrier. Is able to hold around 15+ M6 as well and the usual selection of fighters.

http://i45.photobucket.com/albums/f60/killerog/ca3.jpg
http://i45.photobucket.com/albums/f60/killerog/ca2.jpg
http://i45.photobucket.com/albums/f60/killerog/ca1.jpg

Blue areas will be shields covering the docking and launch bays and has 4 turrets of the sides and top and bottom so far (have yet to decide on front/back ones.)

New version will also have my new trails and updated model of the fighter.

Should get the new version out a couple of days after I finish uni (sat) if all goes well.


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Axeface



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Joined: 18 Nov 2005
Posts: 928 on topic
Location: Naos Nihal
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PostPosted: Wed, 26. May 10, 08:47    Post subject: Reply with quote Print

Hey Killerog Smile
Good work, I like the red cockpit on the fighter, looks mean! To improve it I think you should start paneling (both inset and extruded details), more more more! Smile And maybe increase the white in the spec map to make it more shiny?

M1 is looking cool, get some super funky engines in that large space you've set for them and it'll look sweet. Is it going to be argon?
Looking forward to seeing what more ya come up with, here have a cookie Very Happy

Axe

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killerog





Joined: 28 Oct 2005
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Location: Kent, UK
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PostPosted: Wed, 26. May 10, 10:10    Post subject: Reply with quote Print

Both models will have more detail, just my time is very limited until Sunday.
White texture has not got a spec applied in those images ( I was being lazy lol)

Will be argon for the time being.


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Idea





Joined: 24 Oct 2008
Posts: 516 on topic
Location: North Star Intergalactic Corporation(NSIC) in sector 'Memorial of Light'
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PostPosted: Thu, 27. May 10, 17:03    Post subject: Reply with quote Print

M1 looking good. Smile

Very strong form.

Have you decide what spec will the ship have?

My proposal for a name is if is 'he' then ADONIS, if is 'she' then AEGLE.

Cheers


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killerog





Joined: 28 Oct 2005
Posts: 2562 on topic
Location: Kent, UK
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PostPosted: Thu, 27. May 10, 17:07    Post subject: Reply with quote Print

No idea at specs yet. Going to be a slight cross between an M1/M2 but only have hard hitting weapons on the sides, rest be anti fighter turrets. 15+ M6s with cap killing weapons should make light work of most things.

Trying not to make it over powered but unique at the same time, might ask paulwheeler for some idea on balance as he has worked a lot on that.

Do those names mean any thing ? They sound good, ran out of firer names when I did all my transcend models.


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Idea





Joined: 24 Oct 2008
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Location: North Star Intergalactic Corporation(NSIC) in sector 'Memorial of Light'
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PostPosted: Thu, 27. May 10, 19:17    Post subject: Reply with quote Print

M1/M2 hybride Smile We have some of those in DDTC Wink

Name AEGLE means in english ''light, radiance, glory'' while ADONIS means ''lord''


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killerog





Joined: 28 Oct 2005
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PostPosted: Thu, 27. May 10, 19:23    Post subject: Reply with quote Print

Ill keep those names in mind when I get around to naming them.

I haven't taken a look at DDTC yet, really need to get around to having a play with it. Put it on my list of things to do once I finish my exams on sat (YAYAYAY).


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killerog





Joined: 28 Oct 2005
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PostPosted: Mon, 21. Jun 10, 02:00    Post subject: Reply with quote Print

Update for the M1. I have redone it just to get a better base shape.







As you can see it has 4 L/R/T/B turrets no front and back ones, and can hold 3 M6s

Still need to add plenty of detail and create a few textures (new moving shield effect engine textures ect).

Next update should have this M1, capital turret, more detailed M3 and my new trail pack aswell as updated for the latest patch.And should be out by the 25th so this can get into the superbox


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mr.WHO





Joined: 12 Oct 2006
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PostPosted: Tue, 22. Jun 10, 15:22    Post subject: Reply with quote Print

That M1 looks badass Smile
M3 is nice to, but I'd do something with cokpit window, coz now it looks like toy window, rather than dark ship like that M1. Mayke you could change the collor of the window to be lest bright, still red but dark.

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killerog





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PostPosted: Tue, 22. Jun 10, 15:29    Post subject: Reply with quote Print

Already done. Was being lazy for the beta and just used one red texture.


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killerog





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PostPosted: Thu, 24. Jun 10, 19:01    Post subject: Reply with quote Print

New version out. Check op for details.


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