[MOD] Asteroid Fade-in

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Phinixa
Posts: 320
Joined: Sun, 4. Apr 10, 01:47
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Re: [MOD] Asteroid Fade-in

Post by Phinixa » Fri, 12. Mar 21, 15:21

|K.O.S.H. wrote:
Fri, 12. Mar 21, 08:54
SirNukes wrote:
Thu, 11. Mar 21, 19:19
I just checked, and the beta does indeed add alpha transparency to the base game. Though it still has the problem with big asteroids popping in with zone visibility. I'll hop over to the beta forum and make a post on how to fix it, after which my mod will be fully obsolete.

(A bit of a shame, since I am proud of the scripted lod/material patches and shader tweaks to make this mod work, but fading is still best as part of the standard game.)
No shame. You made the game much better for many ppl (like me) for months.
Thank you for that.

See it that way: Even the developers appreciate your work so much, that they include it in the product!
Indeed this mod is awesome and made travel-mode way more pleasent! So thanks SirNukes <3
***modified*** 4 life!

Falcrack
Posts: 4911
Joined: Wed, 29. Jul 09, 00:46
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Re: [MOD] Asteroid Fade-in

Post by Falcrack » Mon, 15. Mar 21, 11:44

This was a great mod, thanks for making it!!! The new effect in 4.0 b11 does look better, but I'm glad you helped inspire Egosoft to add that in.

steamjr00000000
Posts: 11
Joined: Mon, 13. Sep 21, 14:05

Re: [MOD] Asteroid Fade-in

Post by steamjr00000000 » Sat, 25. Sep 21, 13:40

This MOD doesn't work for me (4.10, GOG version). It makes asteroids invisible.

Falcrack
Posts: 4911
Joined: Wed, 29. Jul 09, 00:46
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Re: [MOD] Asteroid Fade-in

Post by Falcrack » Sun, 26. Sep 21, 07:00

steamjr00000000 wrote:
Sat, 25. Sep 21, 13:40
This MOD doesn't work for me (4.10, GOG version). It makes asteroids invisible.
This mod is obsolete since Egosoft added their own official version of fading in asteroids. I would remove this mod.

SirNukes
Posts: 546
Joined: Sat, 31. Mar 07, 23:44
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Re: [MOD] Asteroid Fade-in

Post by SirNukes » Tue, 28. Sep 21, 21:46

Git/steam are updated now (to 1.4), which seems to fix the invisible asteroids in my quick testing. I don't know what the problem was, but just rerunning my mod construction script appears to have worked.

And yes, egosoft added their own fade-in logic, which you can use if you prefer. I don't like the way theirs works, personally, since it still tends to have a lot of pop to it.

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