[MOD] Realspace Backgrounds and Planets (Update 1.4)

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Realspace
Posts: 555
Joined: Wed, 15. Nov 06, 11:21
xr

[MOD] Realspace Backgrounds and Planets (Update 1.4)

Post by Realspace » Sun, 17. Nov 13, 18:05

Version 1.4

Image
DOWNLOAD FROM NEXUS


SEE THE NEXUS PAGE FOR SOME THUMBNAILS

This has started as a very simple sky-box replacement, similar to the MOD I made for X3 (see signature) but not that big. Albion planet has also been improved with better/different textures. But then due to the poor design of some backgrounds and planets (planets in DeVrie use the same textures, nebula is pixelated due to bad use of brush and low-res texture) I started to make other correction. System DeVrie is the first to be adressed, it is a work in progress, for now 3 planets and the nebula have been improved there. Hope for a future release of a galaxy editor to do this work in a better way, as for now it is very time-consuming

Features:
* Changes skybox everywhere
* Changes nebula in DeVrie
* Changes planet of Albion
* Changes all planets of Devrie

Current change log

Version 1.4
Nebula and 3 planets in system Devrie improved

Version 1.3
Background stars in system DeVrie completelly changed

Version 1.2
textures modified to not exceed the max size of 4096 px

Version 1.1
Few texture changes to the background stars
Albion planet retextured

Version 1.0
All background stars replaced

SOME SCREENIES (LOOK IN THE NEXUS)
http://static1.nexusmods.com/154/mods/1 ... 820047.jpg
http://static1.nexusmods.com/154/mods/1 ... 819991.jpg
http://static1.nexusmods.com/154/mods/1 ... 819991.jpg
http://static1.nexusmods.com/154/mods/1 ... 977144.jpg
Last edited by Realspace on Sat, 30. Nov 13, 16:14, edited 24 times in total.

dez505
Posts: 156
Joined: Wed, 6. Nov 02, 21:31
xr

Post by dez505 » Sun, 17. Nov 13, 18:39

You sir would be my X hero!

Deleted User

Post by Deleted User » Sun, 17. Nov 13, 20:23

development screenies, please?

Realspace
Posts: 555
Joined: Wed, 15. Nov 06, 11:21
xr

the porting was successfull !

Post by Realspace » Sun, 17. Nov 13, 20:38

Dark_Ansem wrote:development screenies, please?
you can click my signature and see what it is like in the X3 TC, it will be similar. Sorry I don't have time now to upload screenies and most of all have very bad internet connection.

That said, the porting was successfull !! :roll: , the material.xml option is a good thing, didn't take long to make it work...only I replaced the 2048 textures with some 4096, so it could be slowing the game a bit.

As some of you know this was the version nr1 for X3, replacing textures, the version nr2 was replacing all the model/meshes for the backgrounds and nebulae, what I'll do as soon as I understand how the meshes are made in rebirth and if I can convert the old BOD files (I doubt it).

Now I go on with the story and see how it works in other solar systems, if the textures is too big I'll replace it, so expect release in about 2 days

Deleted User

Post by Deleted User » Sun, 17. Nov 13, 21:40

what is the default size, for x-rebirth, for Sky textures?

Realspace
Posts: 555
Joined: Wed, 15. Nov 06, 11:21
xr

Post by Realspace » Sun, 17. Nov 13, 22:29

Dark_Ansem wrote:what is the default size, for x-rebirth, for Sky textures?
it uses 2048 and 1024 textures with mipmaps of course, I still don't have a clear idea how the mesh is build and how the textures are distribuited, it seems very simple sky bok thou, not as it was in X2, just as in X3. In Albion the result is very good, in the second sector (don't remember the name, that with the big sun) there are too many stars now, Don't know if it is using overlapping textures..must experiment with it a bit

Deleted User

Post by Deleted User » Mon, 18. Nov 13, 00:33

would you consider releasing a vanilla-size version of your mod?

have you checked which DXT version do those textures use?

Realspace
Posts: 555
Joined: Wed, 15. Nov 06, 11:21
xr

Post by Realspace » Mon, 18. Nov 13, 06:19

Dark_Ansem wrote:would you consider releasing a vanilla-size version of your mod?

have you checked which DXT version do those textures use?
I'm exploring easier solutions by using light textures and changing the references to the meshes, it seems to work, I accomplished a nice result and the game is stable, mean I have an old pc with a radeon hd 4850...that shows how this game is optimized for low specs pc and consoles..anyway, realeasing in a couple of days, then I'll address nebulae and planets. I also achived to remove all the zone highways, the game is much better, I'm just looking for a way to use the booster as traveling drive with no shield drain..I'll figure it out, I hope

User avatar
ScorpyX
Posts: 11
Joined: Tue, 15. Nov 11, 04:36

Post by ScorpyX » Mon, 18. Nov 13, 08:22

-> Realspace: Do you even know how real space looks like?
like "pitch black" because of HDR effect of human eye..
its mean you mod not "real" its just different clear design with feel of "real" space
My experience tells that is looking good but practicaly (for game-play) is bad.. is baaad
probleme is simple - on black without good hud player dont see anything
many things merges \ sense of movement is lost \ etc

- but i like your idea and works : ]

so.. most developers slightly tint background
for example in KSP used (artistic) space photo image with more magnitude lighting..
basicaly its concept what you want

also simple trick is use nebula on background for tint - it will separate objects from background

---------------------------------------
PS. but try slightly tint background in some color (not much)
all stuff will be more visible - try it and you will see

---------------------------------------
ADD: but also! look on background of X-rebirth and you will see - its not just image any more
now solar system have 3d model and environment objects - its design of sol.systems..
just creation of flat image can be not enough now
i think good references for now its X-rebirth itself \ Homeworld 2.. dont remember other good stuff..

---------------------------------------
ADD2: as far as i noticed.. background meshes not just placeholder for separate sectors
looks like solar system have 1 model scene and skybox-camera (like in Half-Life2)
which actually moving with player then player moves from one point of system to another..
so.. maybe there is a scene file with objects coordinate..

I was very intrigued by the possibility of fast flights through system without highways (seamlessly)

---------------------------------------
ADD3: also Egosoft not made just "bad" environment - its awesome but cartoon'ish
just very different style with color accent - people like stuff like this.. its simple for eye
but now whole picture looks not clear because not polished overall quality with many different effects
shader post-effect as usual in modern games used too harsh
and specially exaggerated (which is sad) its just cheap tricks.. but in the end quality looks cheap too.. (not for target audience of course)
just compare feel of picture looking in NFS HP 2010 and other NFS games
Last edited by ScorpyX on Mon, 18. Nov 13, 08:50, edited 1 time in total.

Rowddy
Posts: 87
Joined: Sun, 14. Dec 08, 14:54
x3tc

Post by Rowddy » Mon, 18. Nov 13, 08:42

awsome i cannot wait to add this MOD when it comes out :) i have only 1 request though, can we have please also external view???? Please, please?

Deleted User

Post by Deleted User » Mon, 18. Nov 13, 08:52

that's not in the mod scope, aye?

User avatar
ScorpyX
Posts: 11
Joined: Tue, 15. Nov 11, 04:36

Post by ScorpyX » Mon, 18. Nov 13, 08:54

->Rowddy: this theme about "Real space Star Backgrounds"
not about different camera modes right?.. right? : ]

Realspace
Posts: 555
Joined: Wed, 15. Nov 06, 11:21
xr

Post by Realspace » Mon, 18. Nov 13, 09:26

ScorpyX wrote:->Rowddy: this theme about "Real space Star Backgrounds"
not about different camera modes right?.. right? : ]
yeah I don't have any clue how to do it since it is an animation so i guess is not that easy, we must wait for a next patch for it (it is planned, they say). I could implement a no-highways (zones) mod instead, but it is separated from this one, it also ameliorates the visuals and immersion, for me.

Realspace
Posts: 555
Joined: Wed, 15. Nov 06, 11:21
xr

Release

Post by Realspace » Mon, 18. Nov 13, 15:48

Ok this is the first release. It seems balanced and quite clean. I'm still playing the plot sot just tested the mod in the first 2 systems, sorry I don't want to spoil my game to test the backgrounds, they are ok.

No screenies for the moment, just try it, it does not change any file except the skybox so enjoy it :)

http://xrebirth.nexusmods.com/mods/53/

PLEASE IF USING IT UPLOAD SOME SCREENSHOTS HERE! :roll:

jeroll3d
Posts: 646
Joined: Thu, 26. Jun 08, 02:28
x3ap

Post by jeroll3d » Mon, 18. Nov 13, 16:06

Need paid to registration???

What is it boy???

In here post LINK FREE too. :evil: :evil: :evil:
Entusiasta da série X3! The best game.

Post Reply

Return to “X Rebirth - Scripts and Modding”