[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
Posts: 886
Joined: Mon, 3. Jul 06, 17:47
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Post by TheBypasser »

patched up version with a bug removed was uploaded on XFP, link at first post..
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dostillevi
Posts: 184
Joined: Thu, 9. Mar 06, 02:32
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Post by dostillevi »

hey thebypasser I think you're doing great work. I second that it would be great for new cockpits to be modeled, but maybe its a little unrealistic to hope for someone to do all that work. Anyway, just letting you know there are others out here appreciating your work!
Diaben
Posts: 20
Joined: Mon, 4. Dec 06, 11:06
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Post by Diaben »

Very nice job TheBypasser, may i ask you a question ? i still have the cockpit callback 1.3 mod, and i wanted to instal yours but i don't know how to do it ? do i need the script editor ? Thx, keep on the good work, a lot of person realy appreciate it !!
TheBypasser
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Joined: Mon, 3. Jul 06, 17:47
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Post by TheBypasser »

No you need absolutely nothing - just as I wrote in the readme, the 10.cat/dat are the files with a bit modified CCX13 - have Xenon and Khaak cockpits along with bigship cockpits disabled as Xenon have external cameras now and Khaakpits were always a pain in the rear ;) - and bigships I'll put back later.. If you want to use any other CC version, just do not copy the 10.*at files - so the original CC will be used, but only M3,4,5,6,TS,TP cockpits will have the new look, the others were not patched yet so will have original look.. 11.*at are actually the patch itself, the one you actually need to install (btw I remind you again - DO NOT overwrite files - if you have your own 11.cat/dat, rename the new one the other way!) If you want to use a modified M5 cockpit (has geometry fixed as it had a misplaced frame since X2 and after some talk with other pilots I also decided to replace just for fun the left MFD picture with a functional gravidar - can barely be usefull, but still cool to feel that your ship's screens provide battle info ;) ) - also use the 12.c/dat.. The 13.cat/dat is an experimental shader enhansion - use at your own risc! Theoretically it should with a small cost of fps add interesting effects - like improved pseudo-realtime reflections and correct normal-mapping.. I have this thingie working on my system, but it's not guaranteed yours will handle it as well.. The shader enhansion has no effect on sm1.0-1.4 cards (just renders the old way), has a limited lighting capability on sm2.0 (supports only background lights - one of them is a planetary dynamic light - but it's still very damn nice if you ask) and has a full-scale lighting functionality (complete background+up to eight dynamic lights) on sm3.0 - so gets illuminated by explosions and shots.. Is pretty hardware-tough however ;)
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Diaben
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Joined: Mon, 4. Dec 06, 11:06
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Post by Diaben »

Very thanks for the speed response :D ! let's try this out :twisted:
Skite
Posts: 268
Joined: Thu, 21. Dec 06, 20:19
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Post by Skite »

I'm pretty sure my questions are already asked, but here goes anyway.

First off, great work. I had downloaded another mod which added cockpits, but those look so out of place with the shininess of X3.

That brings me to my question. At the time of writing, I'm not sure if this is for X3 or X2, care to elaborate? :D

Second, This being an alpha version, do you foresee any big possible bugs that might screw up the game? (Savegame-wise)

Thanks!
TheBypasser
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Joined: Mon, 3. Jul 06, 17:47
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Post by TheBypasser »

Skite wrote:That brings me to my question. At the time of writing, I'm not sure if this is for X3 or X2, care to elaborate? :D
For X3 of course - it's X3 S&M forum, what else could it be then? ;)
Just it utilizes the X2 cockpits, that's why it's named that way..
Skite wrote:Second, This being an alpha version, do you foresee any big possible bugs that might screw up the game?(Savegame-wise)
Using the basic mode is completely safe, and the shader upgrade in 13.cat/dat is a not well tested however, but I'm 99.9% sure a possible crash may not cause any savegame damage.. I don't know - myself I run it completely loaded (eg WITH shader upgrade) and still had no problems nor crashes caused by one, but just for your better sleep you could back up the savegame for the case of anything weird in X3 engine.. However, I'm almost sure you'll not need that backup - the only things that patch affects are not related to anything but models and additional shader code..
As for shaders, they seem to work well only on ATI cards atm (at least on mine it works fine, smooth and never crashed yet), and seem to render black on most Nvidia cards and I can't fix them as I have no NV card to play with :(
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Skite
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Post by Skite »

TheBypasser wrote:As for shaders, they seem to work well only on ATI cards atm (at least on mine it works fine, smooth and never crashed yet), and seem to render black on most Nvidia cards and I can't fix them as I have no NV card to play with :(
Oh, I do have a Geforce. I'd help you, but I don't know where to start, nor do I have any scripting expertise.
PakSun
Posts: 11
Joined: Fri, 11. Aug 06, 16:44
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Post by PakSun »

why i only got black mesh cockpit???????????.......those panels grows and animated , but the ship's cockpit texture just becomes black in color
Skite
Posts: 268
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Post by Skite »

PakSun wrote:why i only got black mesh cockpit???????????.......those panels grows and animated , but the ship's cockpit texture just becomes black in color
You have a Nvidia graphics card.

EDIT: After installing the mod, it would set my game into a 100% CTD mode when loading save-games.
TheBypasser
Posts: 886
Joined: Mon, 3. Jul 06, 17:47
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Post by TheBypasser »

Hmm weird.. Is it only with 13'th pak? Also do you use the "HIGH" settings?

thanks, I'll start a major debug after the final exam on 15th, will send you some test shaders to understand what data isn't supplyed to it then..

btw made some shots from own rig, running ati x1900xt.. Had no problems so far btw, have tested one for a pretty long time though..
http://www.x3.xperiment.co.uk/bypasser/ ... n00411.jpg
http://www.x3.xperiment.co.uk/bypasser/ ... n00406.jpg
http://www.x3.xperiment.co.uk/bypasser/ ... n00404.jpg
http://www.x3.xperiment.co.uk/bypasser/ ... n00403.jpg
http://www.x3.xperiment.co.uk/bypasser/ ... n00401.jpg
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Skite
Posts: 268
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Post by Skite »

Uhm.. I installed all your packages. Unless I read wrong, you weren't exactly overthrowing us with info on which to install. :P

I'm using a Geforece 6800GT 128MB AGP, fyi.

I'll just wait till you can see into it.
TheBypasser
Posts: 886
Joined: Mon, 3. Jul 06, 17:47
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Post by TheBypasser »

for now remove the 13's pak then - it will use argon.fx shader in this case if anyone wonders - one's not suitable for cockpits so there will be three bugs - missing bumpmapping, static reflections and not applied spec texture - but it's still nice if you ask..
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Skite
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Post by Skite »

I'll check it out! :)
TheBypasser
Posts: 886
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Post by TheBypasser »

made another patch - some tweakes in the shader this time..
http://www.x3.xperiment.co.uk/bypasser/ ... x_0.21.rar
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PakSun
Posts: 11
Joined: Fri, 11. Aug 06, 16:44
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Post by PakSun »

Skite wrote:
PakSun wrote:why i only got black mesh cockpit???????????.......those panels grows and animated , but the ship's cockpit texture just becomes black in color
You have a Nvidia graphics card.

EDIT: After installing the mod, it would set my game into a 100% CTD mode when loading save-games.
I'm using Geforce 6600gt, and use high setting :)
PakSun
Posts: 11
Joined: Fri, 11. Aug 06, 16:44
x3

Post by PakSun »

the latest patch fixed my problem, good work !!! :lol:
TheBypasser
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Joined: Mon, 3. Jul 06, 17:47
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Post by TheBypasser »

made yet another one (0.3), all previous versions still available btw..

btw worth a look even for those using the default shader - bumpmapping works even there now thanks to new Doubleshadow's exporter!
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TheBypasser
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Post by TheBypasser »

Attach the nails and electrodes!
Mad Hatter
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Post by Mad Hatter »

Does the new one work on nvidia cards?

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