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[MOD] Warp Gate Redesign - V1.0 Available 13/2/2011
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Cadius





Joined: 05 Dec 2008
Posts: 939 on topic

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PostPosted: Sat, 4. Sep 10, 09:36    Post subject: [MOD] Warp Gate Redesign - V1.0 Available 13/2/2011 Reply with quote Print

This mod redesigns the model of the Warp Gates in the game. The Gates have been resized to allow even the Valhalla to pass through, more optimized for better performance and sporting a new look.

Warp Gate Replacements
Necron Warp Gates





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Babylon 5 Hyperspace Gates






Download

Install Instructions
1. Download the gate model of your choice
2. Install it using Cycrow's Plugin Manager
3. Start your game
4. If you are loading a savegame, you will not see the new gate models until you jump to another sector. This allows the game to load the new model

Important Notes
1. If you uninstall the mod you will see invisible gates until you jump to another sector.
2. Only use one gate mod at a time.
3. You might encounter errors when installing the spk with Plugin Manager older than v1.30

The following mods and scripts are highly recommended..
Replacement Event Horizon Textures by Trixx
Gate Effect Pack by Zeron-mk7
Convert Trans-Orbital Accelerators to Jump Gates by Graxster


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Warp Gate Redesign


Last edited by Cadius on Sun, 13. Feb 11, 05:38; edited 6 times in total
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mark_a_condren





Joined: 03 Aug 2005
Posts: 1384 on topic
Location: Newcastle - Australia
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PostPosted: Sat, 4. Sep 10, 09:54    Post subject: Reply with quote Print

Cadius,

Now that is one of the better gate designs i've seen !

Will it have an event horizon? or be open and when reaching curtain point the ship Jumps / accelerates away?

Do you have a texture theme in mind yet?

MarCon


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MadMan983





Joined: 10 Jul 2009
Posts: 402 on topic
Location: Unknown
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PostPosted: Sat, 4. Sep 10, 09:54    Post subject: Reply with quote Print

Cadius has done it again!

wonderful work, not shure about the overall shape and texture of the gate but i will w8 too see the fineshed gate before i decide waether i like it or not


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Canefox





Joined: 30 Jan 2010
Posts: 202 on topic
Location: Omicron Lyre
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PostPosted: Sat, 4. Sep 10, 09:58    Post subject: Reply with quote Print

Now THAT looks like something a highly advanced ancient alien race would build.

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TrixX





Joined: 18 Aug 2010
Posts: 1893 on topic

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PostPosted: Sat, 4. Sep 10, 10:39    Post subject: Reply with quote Print

Fantastic work Cadius. Looks far more likely than the current one.

Please though can there be a version without an event horizon Wink


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Retiredman





Joined: 04 Sep 2009
Posts: 614 on topic

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modified
PostPosted: Sat, 4. Sep 10, 12:59    Post subject: Reply with quote Print

There may be a issue with the Hub gates. Replacing those might have an effect on the placement and how they look within the Hub.

Just a heads up on that point. Anywhere else there isn't a spacing ratio.



Last edited by Retiredman on Sat, 4. Sep 10, 13:11; edited 1 time in total
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TrixX





Joined: 18 Aug 2010
Posts: 1893 on topic

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PostPosted: Sat, 4. Sep 10, 13:06    Post subject: Reply with quote Print

HUB gates? You can specify which gates are replaced if you use a script, if it's straight model replacement you can edit the HUB to use the original Argon ones and the rest to use Cadius's...


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vukica





Joined: 10 Aug 2008
Posts: 501 on topic
Location: Croatia
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PostPosted: Sat, 4. Sep 10, 13:36    Post subject: Reply with quote Print

hub gates are different from the standard commonwealth gates. so changing commonwealth gates has nothing to do with the hub.


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Freya Nocturne



MEDALMEDALMEDAL

Joined: 14 Apr 2010
Posts: 1154 on topic

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PostPosted: Sat, 4. Sep 10, 17:53    Post subject: Reply with quote Print

Shiny and Fluffy Cad, Kickass work!

Those Ancient Gates remind my of something I'd see in Tron Very Happy Also, where would they be used?

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Railgunner





Joined: 23 Apr 2010



PostPosted: Sat, 4. Sep 10, 19:12    Post subject: Reply with quote Print

Nice!! I like the way it's coming along!!!

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Yacek



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Joined: 18 Jul 2007
Posts: 2949 on topic
Location: Kraków
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PostPosted: Sat, 4. Sep 10, 19:19    Post subject: Reply with quote Print

Super. I really like. Cadius, good job. Smile


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X2-Eliah





Joined: 12 Oct 2006
Posts: 1803 on topic
Location: Sundsvall, Sweden
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PostPosted: Sat, 4. Sep 10, 19:24    Post subject: Reply with quote Print

Well, the concept of thickening the structure and breaking up the symmetry is a good one. The textures, however, are a bit of a let-down, to be fair. Given that this thing will be much, much larger than any destroyer or station, it really needs much, much, much more detailing.

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Railgunner





Joined: 23 Apr 2010



PostPosted: Sat, 4. Sep 10, 19:33    Post subject: Reply with quote Print

NOTE: He said it's a WIP!!

Edit: The only reason the ring is textured is that it's taken from the original X3TC gate.....

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muttertron





Joined: 01 Dec 2006



PostPosted: Sat, 4. Sep 10, 20:02    Post subject: Reply with quote Print

looks amazing.

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vkerinav





Joined: 11 Apr 2010



PostPosted: Sat, 4. Sep 10, 21:06    Post subject: Reply with quote Print

My only request; make a normal sized version. I like the way they limit the size of ships.


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