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Cadius

Joined: 05 Dec 2008 Posts: 939 on topic

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Posted: Sat, 4. Sep 10, 09:36 Post subject: [MOD] Warp Gate Redesign - V1.0 Available 13/2/2011 |
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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
Download
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
_________________ X-Tra Ship/Station Pack
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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MadMan983

Joined: 10 Jul 2009 Posts: 402 on topic Location: Unknown

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Posted: Sat, 4. Sep 10, 09:54 Post subject: |
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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
_________________ When ever people agree with me i always feel i must be wrong. |
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Canefox

Joined: 30 Jan 2010 Posts: 202 on topic Location: Omicron Lyre

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Posted: Sat, 4. Sep 10, 09:58 Post subject: |
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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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Posted: Sat, 4. Sep 10, 10:39 Post subject: |
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Fantastic work Cadius. Looks far more likely than the current one.
Please though can there be a version without an event horizon 
_________________ "If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
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Retiredman
Joined: 04 Sep 2009 Posts: 614 on topic

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Posted: Sat, 4. Sep 10, 12:59 Post subject: |
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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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Posted: Sat, 4. Sep 10, 13:06 Post subject: |
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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...
_________________ "If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
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vukica

Joined: 10 Aug 2008 Posts: 501 on topic Location: Croatia

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Posted: Sat, 4. Sep 10, 13:36 Post subject: |
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hub gates are different from the standard commonwealth gates. so changing commonwealth gates has nothing to do with the hub.
_________________ Lost Colony Expansion - new sectors |
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Freya Nocturne

 
Joined: 14 Apr 2010 Posts: 1154 on topic

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Posted: Sat, 4. Sep 10, 17:53 Post subject: |
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Shiny and Fluffy Cad, Kickass work!
Those Ancient Gates remind my of something I'd see in Tron Also, where would they be used?
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Railgunner

Joined: 23 Apr 2010
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Posted: Sat, 4. Sep 10, 19:12 Post subject: |
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Nice!! I like the way it's coming along!!!
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Yacek


Joined: 18 Jul 2007 Posts: 2949 on topic Location: Kraków

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Posted: Sat, 4. Sep 10, 19:19 Post subject: |
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Super. I really like. Cadius, good job. 
_________________ X3:TC+XTC 2.0; X3:AP 2.5.1+XRM+LoCo
Zapraszamy wszystkich chêtnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabu³, oraz Mamut HQ.
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X2-Eliah

Joined: 12 Oct 2006 Posts: 1803 on topic Location: Sundsvall, Sweden

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Posted: Sat, 4. Sep 10, 19:24 Post subject: |
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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
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Posted: Sat, 4. Sep 10, 19:33 Post subject: |
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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
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Posted: Sat, 4. Sep 10, 20:02 Post subject: |
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looks amazing.
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vkerinav
Joined: 11 Apr 2010
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Posted: Sat, 4. Sep 10, 21:06 Post subject: |
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My only request; make a normal sized version. I like the way they limit the size of ships.
_________________ Jobs for Ship Rebalance Mod and Cadius' Xtra Ships.
(Both TC only, and outdated)
Now includes Litcube's Enhanced Equipment Spawner! |
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