[X3 mod] X2 Cockpit Fix - in progress atm! (v0.3 alpha ready for download!)

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So, any use of?

Usefull thingie!
40
85%
Nothing special..
3
6%
Total piece of cr@p!
4
9%
 
Total votes: 47

TheBypasser
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[X3 mod] X2 Cockpit Fix - in progress atm! (v0.3 alpha ready for download!)

Post by TheBypasser »

The v0.3alpha is ready, grab it here:
http://www.x3.xperiment.co.uk/bypasser/ ... ix_0.3.rar

Code: Select all

TheBypasser's X2 cockpit material/shader upgrade v0.3
------------------------------------------------
WARNING!! The shader upgrade is in the early testing stage so once your vcard blows up and it's debris rip your stomach split open, I WILL NOT WIPE YOUR BLOOD CUS IT'S YOUR OWN RISK, don't expect such things however but you are warned ;)

Please tell me about all the bugs and glitches you find so far, that data will be very usefull for the project!

Thanx 2 Galaxy613 for the original CockpitCallback and to Observe for help with light array linking to X3..


FIXED:
v0.3::
- models are now compiled
- bump-mapping available in standard shader too
- more shader optimization
- less packages - now shader is in pak 12

v0.21::
- optimized the sm3.0 shader a bit
v0.2::
- restored bumpmapping (SM2.0 and higher only)
- proper reflections (SM2.0 and higher only)
- fixed M5 cockpit mesh
- added gravidar for M5 left MFD
v0.1::
- improved shading
- all lights now glow
- "non-glowy" monitors (disappearing frames on monitors due to lighting) fixed
- all the textures used in shaders are converted into DDS
- "framy" lighting bug fixed (think of LED column on TS controls)
- improved glass


KNOWN PROBLEMS:
- static lightmaps - for some reason X3 refuses to use animmed ones, additional shader in progress atm
- problems with 12.cat/dat functionality on many videocards


SETUP:
If you have X3 v2.0.02 with no extra packages with IDs > 9 then just simply extract the archive there. Otherwse extract into a temp folder and rename files into the correct numbers. The patch should be compatible with every version of X3 (tested on 2.0.02 only). The 10 one is the modified (some cockpits were disabled) version of Galaxy613's Cockpit Callback fakepatch, 11 is the the material upgrade by me and 12 is the shader upgrade..



-----------------------------------------------------------
ФИКСЫ:
в0.3::
- модели скомпилированы в бинарный формат
- бамп-мэппинг доступен и без альтернативного шейдера
- дополнительная оптимизация шейдеров
- пакетов стало меньше - теперь шейдер - в 12ом пакете!

в0.21::
- немного оптимизировал шейдер под 3.0
в0.2::
- бамп-мэппинг (с шейдерами 2.0 и выше)
- правильные отражения (тоже)
- исправил модель кокпита М5
- добавлен гравидар вместо статической картинки на левом МФД
в0.1::
- улучшенное освещение
- все лампочки теперь подсвечены
- глюк с несветящимися мониторами исправлен
- все текстуры переведены в DDS-формат
- исправлен баг с "рамчатыми" лампочками (например, на штурвале TS)
- улучшено стекло

БАГИ:
- неанимированные карты освещения
- проблемы с работой нового шейдера (12.cat/dat) на многих моделях видеокарт

УСТАНОВКА:
Распаковать БЕЗ ЗАМЕНЫ ФАЙЛОВ в папку с игрой. Если требуется, использовать другую нумерацию пакетов. Файл 10 - модифицированный мод CockpitCallback авторства Galaxy613, 11 - мой патч моделей кокпитов и 12 - дополнительный шейдер (оставлять только при нормальной его работе).


So, I got annoyed with the fact that in X2 cockpits look better then in X3.. The key was using the MAT6 along with the dds textures. The fix is still in progress, but on the pics below you can see the improved specularity and working cockpit lighting on the cockpits of M3 and M4..
http://img96.imageshack.us/my.php?image ... opywj9.jpg
http://img96.imageshack.us/img96/3619/x ... opyil6.jpg
http://img67.imageshack.us/img67/1917/x ... opyaf4.jpg

The problems are that I can't get bumpmapping and animmed textures to work atm so those leds shine constantly.. Does anyone know how to make an animmed texture in X3? And wassup with cockpit rendering, any flags or what that deny the bump?
Last edited by TheBypasser on Fri, 19. Jan 07, 00:54, edited 11 times in total.
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dostillevi
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Post by dostillevi »

Those screens look great! Good luck resolving the remaining issues...
doubleshadow
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Post by doubleshadow »

Bump mapping is not supported for BOD files. Only for BOBs. The catch is that x2bc does not support it atm as I don't know how to do so. But I think I'm close, so damn close...

As for the animated textures - there was a post about it recently - try your luck finding it.

Ok, just because it's Xmas - I've found it for you.

Also see Animated textures on X wiki.
TheBypasser
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Post by TheBypasser »

heh thanks! As for the bump, I can see that the X3 meshes from original package have somewhat weird coords def:

Code: Select all

0; 0; 2; 1; -25; 2; 0.301651; 0.049347; 0.201797; 0.037415; 0.205841; 0.049347; /! { 0.008133; -0.999603; 0.026672; } { 0.001999; -0.997986; -0.063217; } { -0.003784; -0.998306; -0.057861; } !/ // 0
- looks like an alternative coord set! (a normal??) Dunno if it's gonna help..

as for animmed textures - they don't seem to work as self-illum anymore..
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Mad Hatter
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Post by Mad Hatter »

Very nice :D
I'm looking forward to this one.
doubleshadow
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Post by doubleshadow »

TheBypasser wrote:heh thanks! As for the bump, I can see that the X3 meshes from original package have somewhat weird coords def:

Code: Select all

0; 0; 2; 1; -25; 2; 0.301651; 0.049347; 0.201797; 0.037415; 0.205841; 0.049347; /! { 0.008133; -0.999603; 0.026672; } { 0.001999; -0.997986; -0.063217; } { -0.003784; -0.998306; -0.057861; } !/ // 0
- looks like an alternative coord set! (a normal??) Dunno if it's gonna help..

as for animmed textures - they don't seem to work as self-illum anymore..
Those are not original. Those are... presented to you by doubleshadow... :D

In fact those numbers are vertex normals (well, face normals in reality). But this is recent discovery.
TheBypasser
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Post by TheBypasser »

so, most surely that's used by the shader program to avoid recalculating that in runtime.. I bet that stuff can be attached in a modified dbox and will work well that way..
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Earthpilot
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Post by Earthpilot »

Could you please post a comparison of what the materials look like before and after your switching to Material6 ?
TheBypasser
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Post by TheBypasser »

Better see it in action yourself! ;)
http://www.axifile.com?2471436
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jhondidfool
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Post by jhondidfool »

it says that the url is wrong (the fileserver says it)
TheBypasser
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Post by TheBypasser »

weird - I just checked and it works fine - try again, refresh page etc.. Could mail one if ya'll keep havin' troubles, but the host seems to be ok..
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jhondidfool
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Post by jhondidfool »

yay! worked, thks :)
Computertech
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Post by Computertech »

The first cockpit you show is one i'm already using for weeks now. Got it when i downloaded a babylon 5 ship, fully working cockpit with it....
TheBypasser
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Post by TheBypasser »

damn, can you READ STUFF?! This is an X2 COCKPIT DAMMIT! I ONLY FIXED THE DAMN MATERIALS! READ THREADS BEFORE POSTING!

2all: first actual alpha (with more fixes etc) coming in a matter of hour!!
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TheBypasser
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Post by TheBypasser »

Alpha is done - plenty of fixes btw! Link added into first post..
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TheBypasser
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Post by TheBypasser »

a small upadate while messing with shader (minor bugs remain): M5 with fixed geometry problem and radar placed on the left MFD:
http://www.axifile.com/?9667533
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TheBypasser
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Post by TheBypasser »

and... THE v0.2!!!!!!!!!!

added lotsa tasty stuff, so dl now!
http://www.axifile.com/?7745914

a pic for those who is still unsure:
http://i8.photobucket.com/albums/a44/Th ... n00402.jpg
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russbo
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Post by russbo »

Nice, though I haven't "flown" that ship in a long time, so I don't remember what the differences are. :)

Did you make new cockpits for the larger ships (M3, capital ships..)?
jhondidfool
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Post by jhondidfool »

Bypasser, y have a proposal for you once you finish this project:
make all the vanilla's and bala-gi's ship's cockpits as they should.
yes, because it breaks inmersion that a falcon has the same cockpit than an octopus.
right now I can't model in 3DSMAX, i only know a bit of Blender, but i can help with sketches (sp?) and my limited capacity on moddeling.
I tell you this because the great job you are making with the cockpits now :)
TheBypasser
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Post by TheBypasser »

Ye, jhondidfool, I thought of that too - also I plan to add some additional fighters probably.. The goal of this particular mod however was to return the feel of X2 as I and many others find those cockpits very nice, but the lack of proper materials was killing all the fun, so I wanted to get it back.. Hope it works well..
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