[Mod]Engine Colours + particle trails[v1.21] [New images] [27/12 3.0 compatible]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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

Post Reply
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Sun, 9. Oct 11, 12:23

@ HeNeArKrXeRn :: Thanks for report ill look into it :)
Image

Ducci
Posts: 29
Joined: Mon, 6. Dec 10, 20:49
x3tc

Post by Ducci » Mon, 26. Dec 11, 12:46

Heh. Would this work with Albion Prelude?

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Mon, 26. Dec 11, 13:33

Nope not yet, I need to use the AP Tship file instead of the currently used TC file. I should have a new version out in a few days as it wont take too long to do, I just cant be bothered at the moment far to hungover to even know what this mod dose anymore let alone fix it.
Image

I_am_Stranger
Posts: 7
Joined: Mon, 16. Aug 10, 20:34

Post by I_am_Stranger » Sun, 11. Mar 12, 20:01

Hello can u tell me how can i adjust the trails lenght ?
(longer is better u know :wink: )

Thx

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Sun, 11. Mar 12, 21:19

There's a bit of a dark art to getting trails to work correctly but if you do want to play with the length you need to adjust the lifespan field in the particles3 Tfile.
Image

User avatar
Charon_A
Posts: 105
Joined: Wed, 6. Nov 02, 20:31

Post by Charon_A » Sun, 13. May 12, 08:53

killerog, thanks for the great visual enhancement!
I am now playing albion prelude and wondering if there is a chance to get a version that is compatible with AP? Thanks! :roll:
Be careful about reading health books. You may die of a misprint.
---Mark Twain---

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Sun, 13. May 12, 13:14

There is a version in the works but its on hold with everything else until I finish uni.
Image

Godslayer
Posts: 8
Joined: Fri, 22. Jun 07, 13:28
x3tc

Post by Godslayer » Sun, 27. May 12, 18:16

I just can't wait to have this on AP, great work :)
I always wondered why they removed all engine trails for cap ships in X3:R

Ghostrider[FVP]
Posts: 3262
Joined: Wed, 6. Nov 02, 20:31
x3ap

Post by Ghostrider[FVP] » Tue, 16. Oct 12, 17:59

hm... the download-link is broken, can anyone fixed it

Warning: mysql_connect() [function.mysql-connect]: Access denied for user 'killerog_admin'@'localhost' (using password: YES) in /home/killerog/public_html/base.php on line 8
MySQL Error:Access denied for user 'killerog_admin'@'localhost' (using password: YES)
Föderation Vereinter Planeten -=)FVP(=-
Since 1998... join the future! X3-The Sonen
Image
Ghostrider's X-Universum [INDEX]Lucikes Scripts & Mods

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Tue, 16. Oct 12, 20:22

Doing some work on the website and its broken at the moment.
Image

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Wed, 17. Oct 12, 22:30

Website is back up and running now.
Image

Ghostrider[FVP]
Posts: 3262
Joined: Wed, 6. Nov 02, 20:31
x3ap

Post by Ghostrider[FVP] » Wed, 17. Oct 12, 23:46

Great - THX :thumb_up: :)
Föderation Vereinter Planeten -=)FVP(=-
Since 1998... join the future! X3-The Sonen
Image
Ghostrider's X-Universum [INDEX]Lucikes Scripts & Mods

viperfan7
Posts: 36
Joined: Sun, 2. Mar 08, 07:28
x4

Post by viperfan7 » Fri, 6. Sep 13, 22:51

Just wondering, what changes need to be made in the Tships file to get it working with AP, I'm trying to get it working with not only that but the x-tra ship pack, I've already gotten PSCO1's cockpit mod working properly I think, I'm just wondering what needs to be done to add this to it

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Thu, 12. Sep 13, 20:10

Here is a link to the latest version of this mod I made for AP (will need updating for the latest version).

http://killerog.co.uk/ccount/ModFiles/A ... VB0.03.zip

Im sure there most be a thread on here for it somewhere.

To update it you will need to put any new ships, effects etc that have been added in patch's to the same files included in the mod.
Image

User avatar
Joda
Posts: 217
Joined: Sun, 18. Jan 04, 23:44
xr

Post by Joda » Sun, 24. Jul 16, 16:31

Website is down.
Please reup the MK2 files :)

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Sun, 24. Jul 16, 19:03

Shut down my site and domain recently as I haven't used them in years, I last made any mods for this years ago now.

I might still have the files some where backed up, if i do I will host them on my onedrive.
Image

User avatar
Joda
Posts: 217
Joined: Sun, 18. Jan 04, 23:44
xr

Post by Joda » Sun, 24. Jul 16, 19:27

thx

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Mon, 25. Jul 16, 19:41

This link should work

https://1drv.ms/u/s%21AhdLe0wCfvtrvd1LZBET8-r2oDwAQA


Edit: fixed link to be properly displayed in the forum. X2-Illuminatus
Image

User avatar
Joda
Posts: 217
Joined: Sun, 18. Jan 04, 23:44
xr

Post by Joda » Tue, 26. Jul 16, 20:13

Thanks again

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Tue, 26. Jul 16, 21:23

No Problem.

Thanks X2-Illuminatus didnt notice the link was messed up, silly Onedrive.
Image

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”