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[mini-MOD] XChange Guild Portals 1.0a
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OPR





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PostPosted: Mon, 25. Apr 11, 13:09    Post subject: [mini-MOD] XChange Guild Portals 1.0a Reply with quote Print

XChange Guild Portals 1.0a
by OPR

Version : 1.0a
Release : 04/27/2011
Compatibility : X3TC all versions, NHTC 1.2 in RAR version
Bêta-test : Absconce, Cpt-Killer

Please excuse me if there is language mistakes, I'm french and perhaps my English is not good

Description :
This mini-mod increases the size of all X3TC portals by 225%.
By enlarging the transit zone, collisions are less frequent, NPC ships pass more easily, and bigger ships, as Valhalla, go throught without problems.

Inspiration :
I liked the mini-mod Large Gates by PSCO1.
Sadly, this mini-mod changed only the classics portals of the Commonwealth. The vortex size being the same for all portals, by entering the HUB or passing though the new Terran gate of Neptune, collisions with smaller gates were frequent.
Inspired by PSCO1's idea, I created this set of portals, including ALL existing portals in X3TC.

In facts :

These are the portals of the mini-mod XChange Guild Portals, compared with the originals portals.

From left to right and top to bottom :
- Disabled Ancient Portal (from the Aldrin plot)
- Classic Ancient Portal
- Destroyed Ancient Portal
- HUB Portal
- Terran Portal in Neptune (from the Aldrin plot)
- Terran Trans-Orbital Accelerator
- Terran Portal in Neptune, construction in progress (from the Aldrin plot)

Download and Instructions :
XChange Guild Portals from the XChange Guild forum (in french)

Evolutions :
04/27/2011 : Terran Trans-Orbital Accelerators fixed
04/25/2011 : Original Release

Thanks :
- PSCO1 for the original idea.
- Absconce and Cpt-Killer for testing.
- XChange Guild Team for good advices and supporting me as I labouriously discovered modding on X3TC and NHTC.



Last edited by OPR on Wed, 27. Apr 11, 21:18; edited 3 times in total
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Roger L.S. Griffiths



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PostPosted: Mon, 25. Apr 11, 14:03    Post subject: Reply with quote Print

Nice idea, got 1 question....

Q) The Vanilla Hub gates appear to be matched to the size and shape of the Hub. Is this actually so? If so, how does this address that?


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EmperorJon



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PostPosted: Mon, 25. Apr 11, 14:04    Post subject: Reply with quote Print

Good point... it may cause problems. Also, there may be other ares where (maybe not the normal gates) but the wrecked ones might be in an asteroid or something... the TOAs might be a bit problematic in some places too.


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paz3r



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PostPosted: Mon, 25. Apr 11, 14:42    Post subject: Reply with quote Print


They're indeed a bit oversized for The Hub. Haven't tested it on working gate set though.

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OPR





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PostPosted: Mon, 25. Apr 11, 14:47    Post subject: Reply with quote Print

@Roger L.S. Griffiths & EmperorJon :
Good questions, all these portals have been tested in their real situations, especially HUBs, TOAs, Neptune's one and destroyed ones. All are well placed and not "included" in asteroids or stations.
In the HUB, they look closer together but well integrated to the superstructure, they are not "sinked" in the walls or something like that...

Just try it, if you don't like these portals, they are easy to uninstall ! Wink

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TrixX





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PostPosted: Mon, 25. Apr 11, 15:08    Post subject: Reply with quote Print

Need to separate the hub portals from the rest of them so they can be a different size. Relatively easy to do though Smile

There should be no conflicts elsewhere though Very Happy]

Very nice work there mate!


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OPR





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PostPosted: Mon, 25. Apr 11, 15:23    Post subject: Reply with quote Print

TrixX wrote:
Need to separate the hub portals from the rest of them so they can be a different size. Relatively easy to do though Smile

Of course, just use the Rar version and delete the file /objects/others/terraformer_gate.bob.
But this will cause the same problem as Large Portals by PSCO1...

TrixX wrote:
There should be no conflicts elsewhere though Very Happy]

...there will be conflicts between the Hub portals and the hull of large ships passing through !
Be aware of that.

Is the size of these Hub portals really annoying ?

TrixX wrote:
Very nice work there mate!

Thanks !

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TrixX





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PostPosted: Mon, 25. Apr 11, 15:42    Post subject: Reply with quote Print

Not quite what I meant Smile

Basically you can make the Hub Portals use a separate model and event horizon texture to the Terraformer Portal. I've pretty much set it up for XTL but then XTL has no Hub Wink


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F.A.B.





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PostPosted: Mon, 25. Apr 11, 20:08    Post subject: Reply with quote Print

finally, the mod i was waiting for for so very long. looks great, thank you!


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Sorkvild



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PostPosted: Mon, 25. Apr 11, 20:48    Post subject: Reply with quote Print

King Size Smile


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F.A.B.





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PostPosted: Tue, 26. Apr 11, 00:39    Post subject: Reply with quote Print

hey OPR,

i did some testflights using the gates and so far everything seems fine, except for the TOA modell, which has the event horizon misplaced (you can actually see it at your screenshot above).
would be great if you could adjust the modell so that the event horizon and the first ring match again.


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OPR





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PostPosted: Tue, 26. Apr 11, 01:09    Post subject: Reply with quote Print

F.A.B. wrote:
hey OPR,

i did some testflights using the gates and so far everything seems fine, except for the TOA modell, which has the event horizon misplaced (you can actually see it at your screenshot above).
would be great if you could adjust the modell so that the event horizon and the first ring match again.


I noticed this, and considered it as a minor problem. This happens because the center of the 3D model is not the same as the center of the ring, but matches the next vertical lines of the TOA, the ones that look like an arch.

As you see in my screenshot, the TOAs (Vanilla and mine) are not aligned with the other portals, but their arches are, althought the TOAs have been spawned with the same Z coordinate as the other portals for my tests. I didn't knew how to solve this problem, so I released the mini-mod as it is.

Perhaps in a further version ! Embarassed

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TrixX





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PostPosted: Tue, 26. Apr 11, 05:08    Post subject: Reply with quote Print

Just change the centre coords in 3DS MAX and re-export Smile


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OPR





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PostPosted: Tue, 26. Apr 11, 14:12    Post subject: Reply with quote Print

I worked on it, and new testings will be performed before the release of the fixed version. You just have to wait a little time, a new set including TOAs working correctly will be available soon !

I'm a modding beginner, sorry ! Embarassed

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kamikazepenguin





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PostPosted: Tue, 26. Apr 11, 20:44    Post subject: Reply with quote Print

I have to tell you, this is fantastic, and exactly what I was looking for. Keep up the good work!

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