[MOD]XR Planets

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

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ICO_hr
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Re: removed mods

Post by ICO_hr »

losthart2611 wrote: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
Dont reinstall the game.Just verify the game files from Steam.I have two or tree times broken files.

EDIT: Commodore MJ Fire, mate i manage to change stars mesh in omicron with my custom.Now i need to find why my new nebula mesh is not visible.
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Commodore MJ Fire
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Post by Commodore MJ Fire »

Hm, check the adding entry, I made many mistakes until I read Observes Modding guide very carefully. And his OSR_Universe file is also very helpful- there is an entry for a new texture he got in the game, use this as referece and it works- and check your folder path 10 times, made many mistakes there. I've changed the Color Texture on the Gasgiant from Maelstrom and put it into Omicron Lyrae. Now only finetuning is left- get its haze into it too, roll it so you cant see the Pole any longer, But I think I got it... :D
http://imagizer.imageshack.us/v2/800x60 ... 9/y67z.jpg
http://imagizer.imageshack.us/v2/800x600q90/46/5lh8.jpg
greetings, MJ Fire
ICO_hr
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Post by ICO_hr »

Good job!Now if we find how we can patch these things will be great.

Btw i've edited Omicron background UV's so finaly i can paint it properly.No more tiling no more bullsh.t.But when i try to replace any geometry with custom something brakes.But editing existing meshes is fine.

I will start to edit tommorow all Planet UV's to display square textures properly and no more frakin tiling ala Techplanet.No more stereched textures on poles.Well they'll be streched but we can paint them single color like albion planet and i'll try to come up with some solution for the clouds on poles. :)
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Commodore MJ Fire
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Post by Commodore MJ Fire »

Yeah, And another good news: Thought, Animation is not possible because it breakes after trying to load my savegame, but I ony forgot to change the tags= entry in the cluster_c.xml. The ANIM_DATA file in the original game is useless, I think, after getting the original animation entry from Maelstrom (cluster_a) into cluster_c, the gasgiant has the same texture rotation as in Maelstrom. It works fine! Just don't forget any animation definition in the entry for your planet or nebula. Now I will change the texture animation a bit, its too fast, I think. And I will try to change the Planet position a bit... :twisted: :twisted: :twisted: :D
greetings, MJ Fire
Ginger470
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Post by Ginger470 »

Have either of you guys found a way to locate planets or suns via script? I'm desperately trying to figure out how to return their x,y,z co-ords from a script :evil: :evil:
THX
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Commodore MJ Fire
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Post by Commodore MJ Fire »

When you want to manipulate their positions you have to manipulate the cluster_x.xml file in the assets\environments\cluster. clusters-Systems: cluster_a-Maelstrom, cluster_b-Albion, cluster_c-Omicron Lyrae, cluster_d-DeVries. There you get the x, y z coordinates in a mathematical way (big numbers you get in this way: 1,76654E+07, stands for 17665400).

If you want to see the Sector in gmax: (my way is is not very easy to use, but it works) you will need blender, gmax, the xmf-dae Converter can be found in this forum, and a plugin for gmax to import .obj files (google it, easy to find)

Convert the whole cluster into a .dae file, import it into blender. Then export it into a .obj file. Start gmax, and import it via the script you installed (there is a guide with all you need: http://www.katsbits.com/tutorials/gmax/ ... models.php there is how to use a script, and the scripts can also import) The whole cluster now is imported into gmax as one object, but you will see what planet is what. now, when you go to Elements, you can select and move the planets. in the bottom you will get the xyz coordinates (ber carefully, after moving, undo and redo the moving with -edit- because gmax first will show you the old coordinates) These are the coordinates you can put back into the .xml. Search for the planet mesh you moved (look at the map names, then you will find out, what planet it is- but don't manipulate this map name, it has no effect).

How to get the game use this cluster_x.xml file in the game as extension? Look back in this Thread, there you will find how you get them and manipulated Planets into the game without patching

important: when using patching: be careful, game uses the cluster_c_v5.xml instead of cluster_c I think, although they are completely the same file. :wink:
greetings, MJ Fire
Ginger470
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Post by Ginger470 »

Sorry, I meant get the position of suns & planets via md script

eg

<find_object_component name="$planets" class="class.planet" object="player.sector" multiple="true" />

Can't find anything that will return the data.

But thanks for the info you posted. There's some useful info there )
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Commodore MJ Fire
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Post by Commodore MJ Fire »

Hm, sorry, i'm really helpless in scripting, i only understand the cluster datas because they are like the scene bods in X3....

btw, a Off-Topic question: After finishing my work on the Environments (every Planet with its own unique Cloudmap, new OL Background, new Planet textures, Screens soon) I play the Game now, and there is a Problem: Cannot find the Mk2 weapons exept the one I got in Story, or the mk5 shields. Played Storymode nearly bug-free (V 1.22) And had much luck with crew (found a Marine officer with five stars- No Problem to get a Sul or the Titurel... :lol: ) Started to build my own Company with many stations in DeVries to produce wares for the Shipyard. Don't want to restart... What did you need? Licences? A good rank? (+24 Canteran, +17 Argon Government with police licence now)
greetings, MJ Fire
UniTrader
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Post by UniTrader »

afaik Mk5 Shields are currently unavailable (without Mods) and Mk2 Weapons need luck (i think there is a 15% chance a Trader has them when generated (which happens on Sector change) but not absolutely sure and currently cannt look it up)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
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Commodore MJ Fire
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Post by Commodore MJ Fire »

Hm, I'm searchin for it for a while and cannot find any of them... Did the mk5 Shields (And Engine? Don't know) Exist in the Game but not be used for Player or did this Mod (which is it, is there a link? Its not in the Mod List) makes them and adds them to the Game?
Are there any restrictions for them not to be aviable after you manipulate the savegame or something like that? Heard about that, And Because of the Station building is still buggy (Should I post the Look of the Heart of Albion station in DeVries? No, many of us know this terrible looking...) I had to manipulate the game to make this and the shipyards working... (Hm, they will patch this in 23, but is there already a mod fixing this shipyard problem- now?)
Want to upgrade my Skunk to get the achievment and to be better in Combats (still very good, but it could be better :wink: )...

Now, to already being on Topic, my Cluster changes:
http://imageshack.com/a/img585/2797/49as.jpg
http://imageshack.com/a/img69/4332/9m9i.jpg
http://imageshack.com/a/img856/7669/zw16.jpg
http://imageshack.com/a/img560/8905/79v5.jpg
http://imageshack.com/a/img59/6186/pydp.jpg
http://imageshack.com/a/img845/6940/zlwm.jpg
http://imageshack.com/a/img850/1924/lge7.jpg
http://imageshack.com/a/img35/7022/2wpt.jpg
http://imageshack.com/a/img713/5547/wrkx.jpg
http://imageshack.com/a/img132/6563/tl6r.jpg
http://imageshack.com/a/img827/6380/iiw9.jpg
http://imageshack.com/a/img841/7391/53h3.jpg
http://imageshack.com/a/img850/3479/uyk7.jpg
http://imageshack.com/a/img844/4569/crpk.jpg

greetings, MJ Fire
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YorrickVander
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Post by YorrickVander »

The erstwhile and now broken by updates DEBUG menu would add mk5's and they can be added manually via mods (see Observe's code in the Modding Tutorial sticky).
X Rebirth - A Sirius Cybernetics Corporation Product

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iforgotmysocks
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Post by iforgotmysocks »

I can write a little script that would unlock mk5 stuff once i'm home if you guys wanna play around with those.

I wanted to throw some new shield and enginetypes in the game a while ago, but to be honest, i can't come up with another kind of shields or engines. Sure you can always add stronger ones, but where would be the point of doing that? ^^
ICO_hr
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Post by ICO_hr »

There is a mod on Nexus that unlocks mk5 stuff but i think was only for the plot.
iforgotmysocks
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Post by iforgotmysocks »

Ah okay. I'd have made them addable and removable for any save, but if there already are some out there, i'm good too. More time for Explore and Salvage. ^^

By the way, i love your mods, ICO_hr. Thanks!
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Commodore MJ Fire
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Post by Commodore MJ Fire »

Is there a way to only activate them so that they are sold by mechanics? Don't want to cheat them into my ship and this would be more realistic... :wink:
greetings, MJ Fire
Bareus
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Post by Bareus »

MJ and ICO are u doing this one together or MJ just ridding on OP?
ICO_hr
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Post by ICO_hr »

Bareus wrote:MJ and ICO are u doing this one together or MJ just ridding on OP?
Separate work, one thread. :)
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Commodore MJ Fire
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Post by Commodore MJ Fire »

Yes, separate work, we started this conversation on another thread. I wanted to know, how I can change things in the OL Cluster... Working now again on Albion Planet and The Backgrounds in DeVries and OL... By the way, ICO_hr, your nebula mod looks awesome, Like your other mods... Hm, Still not really happy with the DeVries Clouds, but I want Clouds there to continue the Ego-Concept of the Planet... Hm, Try to replace this Planet with Cloud, Haze and Planet of the OL Planet...
greetings, MJ Fire
IRaven
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Post by IRaven »

Commodore MJ Fire wrote:Is there a way to only activate them so that they are sold by mechanics? Don't want to cheat them into my ship and this would be more realistic... :wink:
greetings, MJ Fire
There you go.

it will check if you completed the plot first and if you did it will activate the mk2 weapons and mk5 engines + shields with a 15% Chance to spawn.

If you didnt it will activate them as soon as you finished the plot.

(Hopefully)

(It should work in Free Play too - activating them right of the bat)

(You might have to change to a different zone or sector or cluster for the traders to update their new Itemlist)

https://www.dropbox.com/s/0w42kxyp8petj ... K2v100.rar



Sorry for hijacking your thread ICO_hr
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Commodore MJ Fire
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Post by Commodore MJ Fire »

Ok, after loading DeVries into gmax: Objects in OL are much bigger, depending to the impossible Way to fly through a System without Superhighways, (Ego has no unified size parameter for big objects because they dont need this with the Superhighways- Decided to make the Planets in DeVries much smaller) So I decided to Change a bit to make this System much more realistic.

The star is many times too small and too dark for a Star- not much bigger than the Cloudplanet. So I Decided to make the Planet and its Twin to Gasgiants- Then the Smaller one could be a huge stoneplanet. The Sun could be a red dwarf- As nearby as we are, his Color seems to be more yellow in reality too. Only from far away a red dwarf really is red... :wink:
And his size then is more realistic- Red dwarfs are in many cases as big as Jupiter or only a bit bigger...

This will make it much easier- now I can use my good Gasplanet Textures for the Planets in red and yellow to preserve the original colors... :lol:

to be more realistic was also the reason I added the gasplanet to OL- Planets are not as nearby as they are in game- but moons can be...

Sorry, but I know, want too much... :D
Oh, And then I have to remove the powerplant debris- planet-size? really? :o Will replace it by the big asteroids...
greetings, MJ Fire

PS: will finish it and then I will upload the Mod, I think- when I can separate it from the Pimp-my-Skunk Mod... :D

EDIT: Thanks, IRaven! :) :thumb_up: :thumb_up: Will test it as soon as possible...

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