[Mod] XR Ship Pack - 6.0 ready!
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- Posts: 532
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Re: [Mod] XR Ship Pack (now including 48!! ships)
I have to say Max Bain, out of all the mods in the community this would be the 1st one I would want to nominate to be integrated into the game.
More diverse ships that handle different rolls is exactly what I thought it was missing the most and all I can say is thank you for doing the time and efforts to create and implement a magnificent mod.
That all being said, since you have a handle on L to XL ships, have you thought of some of the smaller ones with more specialized roles like a bomber or sniper ship? Will you also be doing capitol ships for Terran and pirate races?
Would also like to see carriers for Xenon and Kha'ak filled with smaller fighters and support ships. The Xenon can get tug ships, grab salvage from whatever they destroy, take it back to their carrier and continuously spew out new ships at set rates.
Not sure how the AI would handle that, but it would add that much more diversity.
More diverse ships that handle different rolls is exactly what I thought it was missing the most and all I can say is thank you for doing the time and efforts to create and implement a magnificent mod.
That all being said, since you have a handle on L to XL ships, have you thought of some of the smaller ones with more specialized roles like a bomber or sniper ship? Will you also be doing capitol ships for Terran and pirate races?
Would also like to see carriers for Xenon and Kha'ak filled with smaller fighters and support ships. The Xenon can get tug ships, grab salvage from whatever they destroy, take it back to their carrier and continuously spew out new ships at set rates.
Not sure how the AI would handle that, but it would add that much more diversity.
Re: [Mod] XR Ship Pack (now including 48!! ships)
Hello, I like your mod especially the Arawn. And I think it would be really nice to add pirate ships for the Avarice's factions, for Yaki and another pirates like common pirate ships, this is lost sector mod in XR, there photos are exemple of pirate ship :
M => L size : https://staticdelivery.nexusmods.com/mo ... 72309.jpeg |||||||| the same : https://i.imgur.com/hD1pdmv.jpeg
XL => XL size : https://staticdelivery.nexusmods.com/mo ... 53053.jpeg
L => L size : https://apocalypse.moy.su/_fr/8/5331044.jpg ///|||\\\ the same but modified later L => XL size : https://i.imgur.com/wDUwUjx.jpeg ||||||| the same https://i.imgur.com/WOa3fqz.jpeg
But I remenber to saw pirate ships with an circle around and differents ship like that on L size.
What do you think about this idea ?
M => L size : https://staticdelivery.nexusmods.com/mo ... 72309.jpeg |||||||| the same : https://i.imgur.com/hD1pdmv.jpeg
XL => XL size : https://staticdelivery.nexusmods.com/mo ... 53053.jpeg
L => L size : https://apocalypse.moy.su/_fr/8/5331044.jpg ///|||\\\ the same but modified later L => XL size : https://i.imgur.com/wDUwUjx.jpeg ||||||| the same https://i.imgur.com/WOa3fqz.jpeg
But I remenber to saw pirate ships with an circle around and differents ship like that on L size.
What do you think about this idea ?
Re: [Mod] XR Ship Pack (now including 48!! ships)
Will you be updating the mod for 6.0 beta?
Re: [Mod] XR Ship Pack (now including 48!! ships)
Looks like 6.0 breaks loadouts (shields, weapons, turrets, etc.) for ships of this mod. Can't upgrade any ship, not even "low, mid, high" presets work. As it stands this mod is unfit for anyone wanting to own ships within it, but it works for enemies.
Re: [Mod] XR Ship Pack (now including 48!! ships)
I think everyone already knows that ship mods need to be updated for 6.0.
Re: [Mod] XR Ship Pack (now including 48!! ships)
Do they? The author of this mod was last online at the end of January. He may not be following forums or anything going on with this game, so he may not know about issues with his mod, but he may receive notifications of posts on his thread in his email box and thus read it - which is why I wrote this so bluntly here.
Re: [Mod] XR Ship Pack (now including 48!! ships)
My best guess is (And I'd do the same thing) that with a mod this extensive and popular he's not going to do anything or release an update until the betas are over and the final is released. Otherwise, bugs will likely keep popping up better to fix once than constantly chasing fires...
WGI Industries [modified]
Re: [Mod] XR Ship Pack (now including 48!! ships)
The mod got updated on Nexus and now the turrets and engines are working. Thank you, Optimus!
Re: [Mod] XR Ship Pack (now including 48!! ships)
Hi,
is there any ship statistic table for ships from this mode? It would be nice to have a tool to compare ships.
is there any ship statistic table for ships from this mode? It would be nice to have a tool to compare ships.
Re: [Mod] XR Ship Pack (now including 48!! ships)
There is still the collision issue, so most of the ships dont have a working collision model anymore.
I must admit, that if I would have to fix this in blender for each ship individually and export, convert and replace it one by one, that I most probably can not do this in the next days/weeks. I really hope that Egosoft can fix the issue on their end and just convert collision models when loading a mod automatically.
I must admit, that if I would have to fix this in blender for each ship individually and export, convert and replace it one by one, that I most probably can not do this in the next days/weeks. I really hope that Egosoft can fix the issue on their end and just convert collision models when loading a mod automatically.
Re: [Mod] XR Ship Pack (now including 48!! ships)
Thank you still for fixing turrets and the other stuff so we can at least make them operational.Max Bain wrote: ↑Fri, 31. Mar 23, 13:44There is still the collision issue, so most of the ships dont have a working collision model anymore.
I must admit, that if I would have to fix this in blender for each ship individually and export, convert and replace it one by one, that I most probably can not do this in the next days/weeks. I really hope that Egosoft can fix the issue on their end and just convert collision models when loading a mod automatically.
Re: [Mod] XR Ship Pack (now including 48!! ships)
Egosoft has released modding tools to fix collisions for mod ships, right?
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
I just realisied that all ships are broken. Even if some have working collision meshes, you can not land on them.
Seriously, I have no idea how with the new tools I would ever be able to fix the Arawn for example with its complicated shape and interiour docking area.
I give up on fixing because it would simply be an enormous amunt of work for me.
If anyone with the knowledge and time is willing to help me, please contact me so I can give you the blender files. But I can not help you a lot more.
Sorry for that.
Here is the link to the Arawn blender file:
https://www.dropbox.com/s/jyqtr5lb4thbn ... blend?dl=1
If anyone can fix it so you can start and land from the interiour docks, let me know.
Seriously, I have no idea how with the new tools I would ever be able to fix the Arawn for example with its complicated shape and interiour docking area.
I give up on fixing because it would simply be an enormous amunt of work for me.
If anyone with the knowledge and time is willing to help me, please contact me so I can give you the blender files. But I can not help you a lot more.
Sorry for that.
Here is the link to the Arawn blender file:
https://www.dropbox.com/s/jyqtr5lb4thbn ... blend?dl=1
If anyone can fix it so you can start and land from the interiour docks, let me know.
- StoneLegionYT
- Posts: 1428
- Joined: Fri, 4. Nov 05, 01:18
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
Not sure if you know this, but you can downgrade back to 5.1 and continue to enjoy your game.
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
StoneLegionYT wrote: ↑Sun, 16. Apr 23, 21:46
Not sure if you know this, but you can downgrade back to 5.1 and continue to enjoy your game.
Yeah, if nothing else, just to finish that game, then move on.
This is very sad, i consider XR Ship pack pretty much a necessary mod at this point.
I aim to misbehave...
Maybe we've got 'em demoralised!
Guide on How to Steal Blueprints
Guide - Raw Resource Trading Post
How I completed each Terraforming project
Maybe we've got 'em demoralised!
Guide on How to Steal Blueprints
Guide - Raw Resource Trading Post
How I completed each Terraforming project
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
You have to add save="0" in the context xml (see some other mods for example), load a savegame, save it (so that the is included) and then you can remove the mod.
Before saving I would sell the ships, to get the money back
Last edited by |K.O.S.H. on Mon, 17. Apr 23, 10:34, edited 1 time in total.
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- EGOSOFT
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Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
I generated the jolt hulls for the three main parts of the arawn.
I hope this helps.
https://drive.google.com/file/d/1ITNLZ6 ... share_link
I hope this helps.
https://drive.google.com/file/d/1ITNLZ6 ... share_link
01001100 01101001 01101110 01100101 01110011 00100000 01101111 01100110 00100000 01110100 01101001 01101101 01100101 01110011 00101110 00101110 00101110
My art stuff
My art stuff
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
Thank you very much!linolafett wrote: ↑Mon, 17. Apr 23, 09:51I generated the jolt hulls for the three main parts of the arawn.
I hope this helps.
https://drive.google.com/file/d/1ITNLZ6 ... share_link
But I fear without further explanation it wont help a lot. Here is what I did:
In Blender I used the Egosoft Tool to add "col" and "uv1" to the 3 main objects (without the converter did nothing). Then I exported everything.
Here I got already confused because instead of 4 files per object, I got 5. "part_heck-hull.jcs" and "part_heckxcollision-hull.jcs". Before I only got "part_heckxcollision-hull.jcs" and I renamed it to "part_heck-hull.jcs" so it would be taken in game. Why is that and which one is the correct -hull file (they both have different file size, so they are different)?
Now I tried both (always only used one and renamed it properly) but in game the collision is still all over the place.
It seems it is not properly aligned and rotated and this is what I dont understand. All objects have 0, 0, 0 rotation as described in the tutorial and the ship is aligned along the y axis which looks good in my opinion. Some objects do have location values set other than 0. Is that an issue? Do I have to apply the location to make it 0, 0, 0?
Here is how it looks in Blender:
Also I see that you have deactivated all other nodes in the object tree... will these be simply ignored by the tools for export? Because so far I always removed them.
Also how long did it take you to create the collision mesh? Have you moved the vertices by hand? What values for the automated V-HACD tool have you used?
Edit: I noticed that the single parts generated by the V-HACD all have rotation value of x = 90 and they all have set location values. Can this be an issue? Can I just apply the values?
Edit2: tried to apply the locations of the small collision parts but still collision is broken. It seems that all three ship parts are in the center of the ship and not positioned correctly. But it seems to make no difference if the location of the objects have values or if I apply these values and set them to 0.
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- EGOSOFT
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Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
As i dont have an idea, how the community exporter works, i just did the work i am used to in the office.
For each "main" part we have following set up:
part_main
(part_main.col) - rarely used on ships, mostly on interiors - used for defining the high precision raycast hit box (e.g. bullets/lensflares)
part_main.LOD1 - Level of detail
part_main.LOD2
part_main.LOD3
part_main.wreck - the geometry shown when the ship is destroyed.
[hulls] - collection - used for ship to ship or ship to station collision
part_main_hull_xxx
The hulls are created with the V-HACD tool.
A rough guide about what the settings mean can be found in the Egosoft Blender Mod Tools thread.
viewtopic.php?f=203&t=453487&p=5172281#p5172281
I just hid most of the parts in the file, so i can see what i am doing.
Again, the layout of the blend file is nothing i am familiar with, it is much simpler with the in house tool - which i hope we can release in the future.
For each "main" part we have following set up:
part_main
(part_main.col) - rarely used on ships, mostly on interiors - used for defining the high precision raycast hit box (e.g. bullets/lensflares)
part_main.LOD1 - Level of detail
part_main.LOD2
part_main.LOD3
part_main.wreck - the geometry shown when the ship is destroyed.
[hulls] - collection - used for ship to ship or ship to station collision
part_main_hull_xxx
The hulls are created with the V-HACD tool.
A rough guide about what the settings mean can be found in the Egosoft Blender Mod Tools thread.
viewtopic.php?f=203&t=453487&p=5172281#p5172281
I just hid most of the parts in the file, so i can see what i am doing.
Again, the layout of the blend file is nothing i am familiar with, it is much simpler with the in house tool - which i hope we can release in the future.
01001100 01101001 01101110 01100101 01110011 00100000 01101111 01100110 00100000 01110100 01101001 01101101 01100101 01110011 00101110 00101110 00101110
My art stuff
My art stuff