[WIP] Take Control

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John Colman
Posts: 75
Joined: Sat, 3. Jan 15, 23:35

Re: [WIP] Take Control

Post by John Colman » Wed, 21. Oct 20, 21:09

Yes i mean the side console. When i open the side console inside a controlled ship and also inside skunk (happens only in the take control gamestart) the console doesnt appear and the game doesnt react in any way except for opening the main menu. But i believe, this issue might be created by another mod, cause i get the same problem when trading with a person inside a station. So i will test this out and let you know when i know more.

Realspace
Posts: 611
Joined: Wed, 15. Nov 06, 11:21
xr

Re: [WIP] Take Control

Post by Realspace » Sun, 3. Jan 21, 20:22

Great! I enjoy this game right now after years I left it down after purchase...what a surprise. Of course without mods it'd be quite unplayable for me but now it is a little gem, an evolution of Freelance more than X3. Catches me more than X4 that still looks...shallow. The only thing not adressed by mods was indeed controlling other ships (and a better universe map). Thanks!

Clownmug
Posts: 376
Joined: Wed, 11. Dec 13, 03:39
x4

Re: [WIP] Take Control

Post by Clownmug » Mon, 3. May 21, 02:31

Hi all, just released a version 0.4 which makes things slightly more polished. There's still the annoying issue of certain ship models obstructing cockpit view though. If anybody knows a way to hide, mask, cloak, or turn invisible an object in the game I would greatly appreciate it!

tomchk
Posts: 1234
Joined: Mon, 26. Jan 15, 20:55
x4

Re: [WIP] Take Control

Post by tomchk » Mon, 3. May 21, 17:14

Clownmug wrote:
Mon, 3. May 21, 02:31
Hi all, just released a version 0.4 which makes things slightly more polished. There's still the annoying issue of certain ship models obstructing cockpit view though. If anybody knows a way to hide, mask, cloak, or turn invisible an object in the game I would greatly appreciate it!
Nice, I'll have to try this!
Have you already tried placing the player/view inside the object mesh? I believe that is supposed to make the object invisible.

Clownmug
Posts: 376
Joined: Wed, 11. Dec 13, 03:39
x4

Re: [WIP] Take Control

Post by Clownmug » Mon, 3. May 21, 19:10

tomchk wrote:
Mon, 3. May 21, 17:14
Clownmug wrote:
Mon, 3. May 21, 02:31
Hi all, just released a version 0.4 which makes things slightly more polished. There's still the annoying issue of certain ship models obstructing cockpit view though. If anybody knows a way to hide, mask, cloak, or turn invisible an object in the game I would greatly appreciate it!
Nice, I'll have to try this!
Have you already tried placing the player/view inside the object mesh? I believe that is supposed to make the object invisible.
Yeah, I wanted to try moving the cockpit position but editing each one seems like a headache. Can't even use the xmf to dae converter because the cockpits have animated parts.

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KrYcHokE
Posts: 234
Joined: Wed, 2. Dec 15, 14:15
xr

Re: [WIP] Take Control

Post by KrYcHokE » Tue, 4. May 21, 10:22

Great work! 👍

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