[MOD]XR Planets

The place to discuss scripting and game modifications for X Rebirth.

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

Ginger470
Posts: 158
Joined: Sun, 20. Jun 04, 03:24
x2

Post by Ginger470 »

Hey ICO_hr,

If it's any use to you, you CAN replace the skunk textures WITHOUT replacing the station interiors:

http://forum.egosoft.com/viewtopic.php?t=361838

I think you'd have to duplicate, rename and hex-edit all the models used in the skunk (at least the ones you want to retex), plus all the usual texturing work. It's a painful process, but thought it may be of use.

At the very least you may spot a way to point the textures back into the extension folder so everything's tidy.

:)
User avatar
Commodore MJ Fire
Posts: 476
Joined: Mon, 27. Jul 09, 17:45
x4

Post by Commodore MJ Fire »

The techplanet problem is 99% solved, cant get closer I think, without damaging the good look in Eclipse Clouds. in Both Highways, to Commerce core and to Eclipse Clouds, the Mapping isn't showing any longer, and it still looks great in the close up view. Screens:
Highway 1 (to Commerce Core):
http://imageshack.com/a/img13/7247/4jit.jpg
Highway 2 (to Eclipse Clouds):
http://imageshack.com/a/img191/5884/8cc2.jpg
In Eclipse Clouds:
http://imageshack.com/a/img716/8913/eetj.jpg

Only the polar region of the watermoon is left, i think I can handle this today...

greetings, MJ Fire
User avatar
Commodore MJ Fire
Posts: 476
Joined: Mon, 27. Jul 09, 17:45
x4

Post by Commodore MJ Fire »

I finished Omicron Lyrae texturing. Here are all changed planets in different views got from the sectors and the views during superhighway traveling.
http://imageshack.com/a/img845/5760/83ub.jpg
http://imageshack.com/a/img716/3315/4bxy.jpg
http://imageshack.com/a/img842/5453/94nn.jpg
http://imageshack.com/a/img62/7130/grgz.jpg
http://imageshack.com/a/img716/5157/x6ye.jpg
http://imageshack.com/a/img208/6888/9qb3.jpg
http://imageshack.com/a/img202/5340/wryu.jpg
greetings, MJ Fire

EDIT: first one is an older screenshot before retexturing the techplanet, so the look of it is as in the last post now... :wink:
ICO_hr
Posts: 415
Joined: Sat, 31. Aug 13, 17:56

Post by ICO_hr »

Looks cool. :)
User avatar
Commodore MJ Fire
Posts: 476
Joined: Mon, 27. Jul 09, 17:45
x4

Post by Commodore MJ Fire »

Arg, I was so sillly couldn't believe it...
:headbang: :headbang: :headbang:
It wasn't the env_cloudtrims, it was the planet_clouds_blue_diff, i've already copied with the others into the assets folder- I thought file replacing would work like in X3, the new extension file replaces the original file, that was my miskake. I forgot to replace the Detail texture and the mask texture in the material libary... but XR works not in the same way with texture files. If you replace only the diff then the game only replaces the diff and the other unreplaced clouds_blue_diff entries are ALREADY USE THE ORIGINAL FILE. Ah, I've seen it, but I haven't realized it- The planet uses the Gasgiant AND the Cloud texture and I thought it was two cloudmeshes. Silly. Ok, now it works normally in the mod-folder, dont need the other replacing method any longer. :roll:

Hm, ICO_hr, how did you manage the moon texture in DeVries? They use a 1:1 Texture on the Planet with the clouds where they had to use a 2:1 planetary texture, so I replaced it (2048x2048) with a new texture (4096x2048) it worked fine, but the other moon uses the same texture file- and I got a problem with it- see the top of the planet in screen. how did you managed it?
http://imageshack.com/a/img41/1364/j08r.jpg

EDIT: Now working on the Cloudtexture for the planet to create a better one...

greetings, MJ Fire
ICO_hr
Posts: 415
Joined: Sat, 31. Aug 13, 17:56

Post by ICO_hr »

User avatar
Commodore MJ Fire
Posts: 476
Joined: Mon, 27. Jul 09, 17:45
x4

Post by Commodore MJ Fire »

Ah, yes, see, you solved the Problem. what texture format is it? a square or a rectangle like the earth map (4096x2048)? btw it looks great, based on a Mars texture I think, looks great on the Moon.

Sorry, it was hard to localize because I flew 300km out of the Sector until the Asteroid Field ends to get a clear view...
greetings, MJ Fire

PS: Cannot load your Mod because you only can load a file up to 2 MB from Nexusmod without Membership and I have too many Accounts on many different sides, don't want more... :wink:
ICO_hr
Posts: 415
Joined: Sat, 31. Aug 13, 17:56

Post by ICO_hr »

I'm using single square 4k diffuse texture and 32x32pixels flat color normal and specular maps for Devries planets.Albion planet is single 8192x4096 diffuse map and Omicron Earthlike planet is 4096x2048.Btw i dont use normal, specular or detail maps anywhere, they're all 32x32 pixels flat color.

Edit: yes for Devries i've used as base ''Mars'' texture from internet but i dont know if is actual planet Mars or someone painted it for game or a movie.If you know who create it i want to credit him,her,them or it. :)
User avatar
Commodore MJ Fire
Posts: 476
Joined: Mon, 27. Jul 09, 17:45
x4

Post by Commodore MJ Fire »

Thanks for Info, wan to know the texture format so that it looks good. The problem is that the Planet with clouds in DeVries uses the same texture as the other Planets in the System- but you can see that it needs a 2x1 Texture to look right. So I have to change the Ref of the Planet Mesh I think... :( But now testing a new made surface Texture...
greetings, MJ Fire
ICO_hr
Posts: 415
Joined: Sat, 31. Aug 13, 17:56

Post by ICO_hr »

DDS, DXT1 RGB 4dpp/ no alpha, 6 MIP maps, Compression Quality- Highest, MIP map Sharpening- sharpen soft, everything else default settings.

Btw you still can use 2k or 4k texture but you'll need 2x1 ratio source texture.Just copy the 2x1 texture in the square texture and squash it to fit.In photoshop will look like verticaly stretched but on the planet mesh will look fine.That way i did Devries nebula background.
User avatar
Commodore MJ Fire
Posts: 476
Joined: Mon, 27. Jul 09, 17:45
x4

Post by Commodore MJ Fire »

Hm, I know in most cases It works fine but of course squash and then re-stretch in game makes the texture losing quality and I want as many of it as possible... I know, I'm a perfectionist :roll: :lol:
But I easily changed my original texture to square format after cutting come of the middle out-And now my cloudmap for the big planet is strong enough to cover the surface texture... So, testing again...
greetings, MJ Fire
ICO_hr
Posts: 415
Joined: Sat, 31. Aug 13, 17:56

Post by ICO_hr »

Commodore MJ Fire wrote:Hm, I know in most cases It works fine but of course squash and then re-stretch in game makes the texture losing quality and I want as many of it as possible... I know, I'm a perfectionist :roll
I think you misunderstood me.You have 4096x2048 source texture, the actual texture that goes in the game is 2048x2048.In other words you make 4096x2048 texture into 2048x2048.Nothing is lost in that case and you fix the streching on the mesh by compensating with the texture.Of course you can always use 4096x2048. :)

Btw if i can manage to replace Mesh UV's i will rework everything to use square textures 2k or 4k.
User avatar
Commodore MJ Fire
Posts: 476
Joined: Mon, 27. Jul 09, 17:45
x4

Post by Commodore MJ Fire »

After finally finishing the moon, I go to bed. Tomorrow is the day of the big one with the clouds... :D
http://imagizer.imageshack.us/v2/800x60 ... 6/9e2r.jpg
http://imagizer.imageshack.us/v2/800x600q90/27/j910.jpg
greetings, MJ Fire
losthart2611
Posts: 22
Joined: Fri, 27. Dec 13, 01:04

crash

Post by losthart2611 »

can you think of any reaseon why x-rebirth would crash when i have XRplanets installed?

It works fine again as soon as i remove it.
User avatar
Commodore MJ Fire
Posts: 476
Joined: Mon, 27. Jul 09, 17:45
x4

Post by Commodore MJ Fire »

YES, YES, YES! Found out how to get XR to read the cluster_c.xml in the extensions folder: YOURMODFOLDER\index\component.xml with this entry:

<?xml version="1.0" encoding="iso-8859-1"?>
<!-- ?xml-stylesheet href="index.xsl" type="text/xsl" ? -->
<index>

<entry name="cluster_c" value="extensions\Pimp_My_Skunk\assets\environments\cluster\cluster_c"/>

</index>

Yes,in the experimental state all of my working is in your Pimp-my-Skunk Mod... :wink:
greetings, MJ Fire
ICO_hr
Posts: 415
Joined: Sat, 31. Aug 13, 17:56

Re: crash

Post by ICO_hr »

losthart2611 wrote:can you think of any reaseon why x-rebirth would crash when i have XRplanets installed?

It works fine again as soon as i remove it.
What other mods did you use and what are your PC specs ?
Commodore MJ Fire wrote:YES, YES, YES! Found out how to get XR to read the cluster_c.xml....
This is how to read them without patching i guess?
losthart2611
Posts: 22
Joined: Fri, 27. Dec 13, 01:04

my mods and rig

Post by losthart2611 »

Directory of C:\games\Steam\SteamApps\common\X Rebirth\extensions

BetterAIPhysics
BetterSpeedControl
better_highway_alphas
ButterRanges
DirtyJobs
Fight Reloaded
Fixing URV production
highway_altcontrol_tscnim
highway_hiddelanes
highway_no_falsetraffic
IgnoreFuel
IncreasedDroneRangePaxTheSublime
ManagerCall
Map Reveal
MoreFuel
MoreReducedMasstraffic_V0.3
Nebulawolf's_Yisha_Eye_Mod_Blue
Nebulawolf's_Yisha_Face_Mod_C_DL_01
Nebulawolf's_Yisha_Hair_Mod_Brown
NESA
NoMoreGrandmasInSpace
OmicronShipyardsResourceFix
OverrideObstructionCheck
Pimp_My_Skunk
Premium Ship Trader
RS_Booster
SafeStationDock
Show Skills
Unlock Mk5 Upgrades 2-1
Warning System Extension
XR_Nebulas
YishaTakeOver

MyRig:

gpu: 2 x GTX670
cpu: I7-2700K cpu @ 3.5 GHz
ram: 16GB
os: Windows 7
ICO_hr
Posts: 415
Joined: Sat, 31. Aug 13, 17:56

Post by ICO_hr »

losthart2611 just for the experiment disable all mods except XRPlanets and start new game, dont save or anything.
losthart2611
Posts: 22
Joined: Fri, 27. Dec 13, 01:04

removed mods

Post by losthart2611 »

removed all mods except XR planets

new game => free play

crashes while loading

hmmm just removed all mods and still crashes.

Going the hard way now removed xrebirth and started fresh reinstall
User avatar
Commodore MJ Fire
Posts: 476
Joined: Mon, 27. Jul 09, 17:45
x4

Post by Commodore MJ Fire »

Yes, without patching, only modding. Don't forget to change the path to the data folder where the .xmf files are to the folder in the extensions folder- from assets\environments... to extensions\YOURMOD\assets\environments... , this path is written in the cluster_c.xml... and you need the whole data folder with all other files you haven't change in the mod, because you've changed the path to the whole folder, not only to one .xmf file. But then it works, replaced the haze of the earthlike planet in the xml with the copied gasgiant from Maelstrom, changed position that its not too close (the planet is much bigger) and it worked! There was a crash after changing something but this could be the animation, without it works... Testing a little bit longer... :D
greetings, MJ Fire

Return to “X Rebirth - Scripts and Modding”