[MOD]Pimp my Skunk: textures overhaul

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Thurmonator
Posts: 205
Joined: Thu, 4. Dec 03, 22:07

Post by Thurmonator » Fri, 6. Dec 13, 06:52

I tried deleting the cockpit folder and deleting any references to cockpits in the material library file and just kept the ship folder but it didn't work . I'm running better cockpit and I was looking for a workaround but that doesnt seem to be it.

X2return
Posts: 298
Joined: Sat, 19. Nov 05, 23:54

Post by X2return » Fri, 6. Dec 13, 11:23

Hi ICO,
as you told me, i tried once more. Its the only installed MOD and it works (Mainfolders name was the problem). I have to restart the game every time i change the MOD - there were no differences just overwriting the files with [Alt] + [Tab] and walking to cockpit or dock anywhere, not even reload the savegame.

It seems to me that you included the name of the main folder in your texture-pathes. I just extracted the MOD to its destination and it worked. If i rename the folder made in Extensions from "Pimp_My_Skunk" to any other, it stops working.
In my Extensionsfolder i prefer names like "PMS Shiny 1.0 +Up1.1 (ICO_hr)" like it works for most other MODs so far (excepting "RS_Stars" & "Nebulawolfes Yisha Mod").

Thank you very much for your support - perhaps i should do an exeption in renaming my extensions mainfolders with version number and author. I will now try to run your MOD together with "Better Cockpits"
btw. I'm wondering why you made a PMS vanilla version ... it seems there's no difference between vanilla and PMS vanilla, is there?

X2return

ICO_hr
Posts: 412
Joined: Sat, 31. Aug 13, 17:56

Post by ICO_hr » Fri, 6. Dec 13, 13:48

Thurmonator wrote:I tried deleting the cockpit folder and deleting any references to cockpits in the material library file and just kept the ship folder but it didn't work . I'm running better cockpit and I was looking for a workaround but that doesnt seem to be it.
This is how mod path should look like: STEAM/SteamApps/common/X Rebirth/extensions/Pimp_My_Skunk/....

Btw i should add this in the description. :)
X2return wrote:If i rename the folder made in Extensions from "Pimp_My_Skunk" to any other, it stops working.
In my Extensionsfolder i prefer names like "PMS Shiny 1.0 +Up1.1 (ICO_hr)" like it works for most other MODs so far (excepting "RS_Stars" & "Nebulawolfes Yisha Mod").
Its intended to work that way.Mostly because when is loaded ones in the game you can change it with different version of the mod on the fly without editind save files or game restarts.It replace only textures after all.Another reason is that i dont want to create more convoluted instalation because alot of people are not that tech savy or they just want the game to work and this is the simplest way...extract the mod in Extensions, if you want to change the mod version replace everything from the main folder and you're done.Also this ensures that no one will ever need to open the main mod folder and by accident changing something.

Btw maybe i should add read_me file that contains what version is the mod+ instalation notes.I didnt do it because i know alot of people doesnt read these things. :)

EDIT:Mate i understand what you want.I didnt know till now that this is posibble.I'll re-upload the files without the main mod folder in ''Material_Library.xml'' :)

EDIT_2: Nope,I tested it and this doesnt work when game assets are changed(Textures,meshes,sound files). The folder names and structure needs to be exactly the same in my case with ''Material_Library.xml'' paths. Sorry mate you cannot change it if you want these mods to work.

Or just i dont know how to... :?
X2return wrote:Thank you very much for your support - perhaps i should do an exeption in renaming my extensions mainfolders with version number and author. I will now try to run your MOD together with "Better Cockpits"
You need to edit ''Material_Library.xml'' with the new paths if you rename any of the folders.
X2return wrote:btw. I'm wondering why you made a PMS vanilla version ... it seems there's no difference between vanilla and PMS vanilla, is there?

X2return
Take some screenshots with and without the mod and you will see. :)
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freesoul
Posts: 21
Joined: Wed, 3. Mar 04, 01:50

Post by freesoul » Fri, 6. Dec 13, 23:07

Hi Ico,
very good work, i like the military look of the Skunk.
But i have some texture problems in the room with the ramp and the lounge area.
If i go in the back while in flight, the textures work fine.
But when I docked at a station, the textures doesn't work.
Only the texture of the hull is okay.

I don't know what's happened. The mod is correctly installed.

Can you help? Does anyone have the same problem?

freesoul

ICO_hr
Posts: 412
Joined: Sat, 31. Aug 13, 17:56

Post by ICO_hr » Sat, 7. Dec 13, 00:13

freesoul wrote:If i go in the back while in flight, the textures work fine.
But when I docked at a station, the textures doesn't work.
Only the texture of the hull is okay.
Upload some screenshots please.Also did you change something in the mod like folder names or files?
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freesoul
Posts: 21
Joined: Wed, 3. Mar 04, 01:50

Post by freesoul » Sat, 7. Dec 13, 01:11

Wow you are fast :)

No, I have not changed anything or renamed.

screenshot on bord (Crewmember in the new lounge)
with corect textur:
http://steamcommunity.com/sharedfiles/f ... =201426067

ship landed without new textures:
http://steamcommunity.com/sharedfiles/f ... =201426002

freesoul

ICO_hr
Posts: 412
Joined: Sat, 31. Aug 13, 17:56

Post by ICO_hr » Sat, 7. Dec 13, 01:33

freesoul wrote:Wow you are fast :)

No, I have not changed anything or renamed.

screenshot on bord (Crewmember in the new lounge)
with corect textur:
http://steamcommunity.com/sharedfiles/f ... =201426067

ship landed without new textures:
http://steamcommunity.com/sharedfiles/f ... =201426002

freesoul
Mate, everything is fine.This is how it should be.If you're confused by the difference in textures when you just go in the back of the ship and when you land somewhere this is because they use different textures.the mod replace only textures when the ship lands somewhere.
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freesoul
Posts: 21
Joined: Wed, 3. Mar 04, 01:50

Post by freesoul » Sat, 7. Dec 13, 02:15

ICO_hr wrote: Mate, everything is fine.This is how it should be.If you're confused by the difference in textures when you just go in the back of the ship and when you land somewhere this is because they use different textures.the mod replace only textures when the ship lands somewhere.
Okay now I understand, but it's the other way around. The mod replace only textures when the ship is flying and I go in the back. :?
freesoul wrote:
screenshot on bord (Crewmember in the new lounge)
with corect textur:
http://steamcommunity.com/sharedfiles/f ... =201426067
Is it possible to change both?
It's kind of strange when someone constantly renovated my lounge while I dock on a station. :)

freesoul

ICO_hr
Posts: 412
Joined: Sat, 31. Aug 13, 17:56

Post by ICO_hr » Sat, 7. Dec 13, 02:40

freesoul wrote:Okay now I understand, but it's the other way around. The mod replace only textures when the ship is flying and I go in the back. :?
No.Mod changes cockpit textures which some of them are used in the back of the ship when flyin and when is docked.On top of that they use two more textures that are from the Stations.Also changes all textures when the ship is docked including the hull.

Basically the mod replace everything except one texture that is used when you flying in space for the back of the ship(the lounge) where are re-used 3 more textures. :)
freesoul wrote:Is it possible to change both?
It's kind of strange when someone constantly renovated my lounge while I dock on a station. :)
Even without the mod someone constantly renovates your lounge.They''re different models using different textures.Why is build that way, i have no idea.I can't fix this currently.The ship needs to be re-mapped or at least part of it.
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freesoul
Posts: 21
Joined: Wed, 3. Mar 04, 01:50

Post by freesoul » Sat, 7. Dec 13, 02:55

That is confusing. So I will probably have to live with it.
I've got my technician in suspicion. The Teladi do not comprehend it. REPAIR not RENOVATE. :)

Thank you for the quick replies

freesoul

Lord Morpheus
Posts: 756
Joined: Thu, 15. Dec 05, 22:27

Post by Lord Morpheus » Sat, 7. Dec 13, 19:44

I tried your mod. While the Skunk looks fantastic now, there is a big problem. The textures you changed are used on many other ships too. And on other ships the new textures just don't fit. As an example Rahanas freighters now have many orange spots at their hull. This looks awful.

ICO_hr
Posts: 412
Joined: Sat, 31. Aug 13, 17:56

Post by ICO_hr » Sat, 7. Dec 13, 21:08

Lord Morpheus wrote:I tried your mod. While the Skunk looks fantastic now, there is a big problem. The textures you changed are used on many other ships too. And on other ships the new textures just don't fit. As an example Rahanas freighters now have many orange spots at their hull. This looks awful.
I know.The ship uses 2 extra materials that are used for Stations and Ships.The really weird part is these two materials are exactly the same as two of the Skunk materials and for some reason they are assigned on the Skunk.I need to find a way to replace them with the existing Skunk materials which is still stupid solution because the ship will have two duplicated materials but is still better than two extra materials.

Anyway, you can remove my textures for that specific material thats is used on Stations and ships very easy, open material_library.xml which is located here: STEAM\SteamApps\common\X Rebirth\extensions\Pimp_My_Skunk\libraries ....and delete these lines that are located at the bottom.

Code: Select all

<!--AR_Hulls_02-->
      <!--Diffuse-->  
<replace sel="/materiallibrary/collection[@name='argon']/material[@name='ar_hulls_02']/properties/property[@name='diffuse_map']">
    <property type="BitMap" name="diffuse_map" value="extensions\Pimp_My_Skunk\assets\textures\player\ship\playership_hulls_02_diff"></property> 
  </replace>
      <!--Normal_Map-->
  <replace sel="/materiallibrary/collection[@name='argon']/material[@name='ar_hulls_02']/properties/property[@name='normal_map']">
    <property type="BitMap" name="normal_map" value="extensions\Pimp_My_Skunk\assets\textures\player\ship\playership_hulls_02_bump"></property> 
  </replace>
      <!--Specular-->
<replace sel="/materiallibrary/collection[@name='argon']/material[@name='ar_hulls_02']/properties/property[@name='specular_map']">
    <property type="BitMap" name="specular_map" value="extensions\Pimp_My_Skunk\assets\textures\player\ship\playership_hulls_02_diff"></property> 
  </replace>
      <!--Detail_Map-->
<replace sel="/materiallibrary/collection[@name='argon']/material[@name='ar_hulls_02']/properties/property[@name='color_age_map']">
    <property type="BitMap" name="color_age_map" value="extensions\Pimp_My_Skunk\assets\textures\player\ship\cp1_dirt"></property> 
  </replace>  
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Nebogloee
Posts: 69
Joined: Sat, 18. Aug 07, 00:15

Post by Nebogloee » Sun, 8. Dec 13, 05:30

Nicely done. It looks much better now. You should make a version with "Pride of Albion" decals instead of "S.K.U.N.K." - even if the ship ID was changed, the "original" decals could have remained unchanged.

ICO_hr
Posts: 412
Joined: Sat, 31. Aug 13, 17:56

Post by ICO_hr » Sun, 8. Dec 13, 12:20

Nebogloee wrote:Nicely done. It looks much better now. You should make a version with "Pride of Albion" decals instead of "S.K.U.N.K." - even if the ship ID was changed, the "original" decals could have remained unchanged.
I'll add optional download with the original decals and logo. :)
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User avatar
nonnex
Posts: 300
Joined: Wed, 28. Aug 13, 12:42

Post by nonnex » Sun, 8. Dec 13, 14:51

Very nice work, I like your skill and style.
Any plans to pimp more then the skunk in the future?

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