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

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killerog
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Post by killerog »

Works now :D
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Hansi
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Post by Hansi »

ok, when you modify the terran ships, may I work on the Teladi and Split fighter-ships? Sure, only when you agree...
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killerog
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Post by killerog »

Yes you can. Saves me some work :D

If i include it ill credit you for any work you have done ect ect.
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Hansi
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Post by Hansi »

That's not the point^^ I'm just happy that a proper and serious mod will been produced. So I try to help ;) The Credits are just the dot on the i.
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killerog
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Post by killerog »

Well i am very thankful for the help :wink:.
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someone else
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Post by someone else »

killerog wrote:Its very easy to increase the length of the trails, any particular trails in mind or all of them?
Are those scene files that have fixed Egosoft bugs ?
yep. most of them should be about half as long as the spitfyre's posted above. (imho)

yes. I fixed egosoft bugs in them. they were included into draffut's Bug-player fix Mod

I suggest to use his scenes (and maybe Tships) as a base for this mod... he fixed a lot of things... and is a very used mod.
(and the final mod will be easier to integrate with mine :D )
Trade, Fight, Build, Think, Modify.
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Hansi
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Post by Hansi »

wow... he did a lot of fixes... And I didn't hear anything about this mod before. Damn.

I hope the corrections of the Bug-Player-Fix Mod won't collide with mine. I'll try to correct this in my scene files, I've done all Teladi fighters by now.

Do you know where to find the khaak ship bodys and scenes? (Just a question, I won't modify them. I just wonder where they are. X³ Editor says "2412" as scene file path.
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killerog
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Post by killerog »

New version up. See change log in Op for changes.


@ Someone else :: i will take a look into the chances made by draffut when i start adding effects to M6 and bigger ships.
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Hansi
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Post by Hansi »

Coool. I already missed the blastclaw's FIRE!
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someone else
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Post by someone else »

cool new ones! I'd like to see the teladi (greenish) and Argon (cyan) longer too! :D

Pirate's trail royally kick arse...

I think that Borons fit better with a trail that looks like Pirate's but is blue-green (like bubbles under the sea)
Do you know where to find the khaak ship bodys and scenes?
the corvette is in "ships" folder.
the bodies of the other khaaks are into objects\v, 121 125 126 are the parts of the Khaak capitals, 769 771 772 are the fighter different modules, 773 is the engine glow, 43 44 khaak station modules.
the scenes are located in objects\cut folder, same number as stated in Tships.
I was thinking about creating Khaak Capitals that look like oversized Clusters.... that would be cooool. (especially with Improved Races script that makes them "disassemble" into the fighters or "reassemble the M2" as needed)
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
killerog
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Post by killerog »

Pack B will have a green boron effect, i carry on playing with the lengths of the trails. Easy enough to do.
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Hansi
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Post by Hansi »

Thanks for the khaak description.

I've done all teladi fighters now... (LINK)
I loaded the Bug Player Fix Mod and compared this scenes with my modded scenes, but I didn't find any difference. So I just loaded my scenes up. I hope they are correct.
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killerog
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Post by killerog »

Thanks i will take a look through them shortly.
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killerog
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Post by killerog »

Hansi wrote:Thanks for the khaak description.

I've done all teladi fighters now... (LINK)
I loaded the Bug Player Fix Mod and compared this scenes with my modded scenes, but I didn't find any difference. So I just loaded my scenes up. I hope they are correct.
Added to the mod and working fine thanks.
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Hansi
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Post by Hansi »

I saw that I crashed some cockpit positions of my first fighters. Here the fixed files. (LINK)

DBOX brought chaos in the scene files. It placed the new engine emitters at the ID-Place of other important gameobjects :roll:
Do you know if the correct ID-positions of the engines to manoeuvre in the scene file are important? I'll take a look over all of my ships tomorrow. Maybe DBox crashed more cockpit positions. Try and error. Hurray. :D
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killerog
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Post by killerog »

What you need to look out for is dbox rearranging the layout of the scene file eg Ego file might have turret at id 3. dbox will put 1 emitter before so the turret id is now 4.

All you need to do is make sure the new scene file ids match the old ones .

Hope thats what you meant.
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draffutt
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Post by draffutt »

Hansi wrote:Do you know where to find the khaak ship bodys and scenes? (Just a question, I won't modify them. I just wonder where they are. X³ Editor says "2412" as scene file path.
they are in the objects/cut folder
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Hansi
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Post by Hansi »

killerog wrote: Hope thats what you meant.
Jepp. That's exactly what I did to fix the files^^

I saw that all Yaki have small flame trails. I tested how it would look adding more small trails to keep the details of the engine.
Here's the File, please tell me what you think about that. (LINK) (The file with less engines is a corrected scene file, however please update this one into your mod.)

The mod becomes great. Don't know if you planned to add this anyway, but the only thing you have to add for a real superior mod are lens flares (that only appear when the ship is moving) Some people of the modding community already implemented lens flares, maybe they would help...

I will fix the split fighters, but the next days I haven't got that much time. So it may take some time...
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killerog
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Post by killerog »

I will take a look at adding lens flares, i do have an early mod file some where with them added.

New version up, all trails tweaked slightly and the Colossus now has engine emitters as a test, spawn one in and let me know what you think.
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ianrobo75
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Post by ianrobo75 »

2.0 link doesn't work

edit: renamed 2.1 (b) files to 10.* and works fine as a false patch. nice work.
Last edited by ianrobo75 on Thu, 30. Jul 09, 22:08, edited 3 times in total.
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