- New working models for Xenon and Xshuttle -

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StarChaser
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Post by StarChaser »

I had to create a (mods) folder, so it looks like this:

C:\Program Files\Enlight\X2 - The Threat\mods

then I put the cat and dat files in it.

But what 'button' are you talking about? Were?
StarChaser
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Post by StarChaser »

Just so you know. I got it working and WoW........ :o :o :o
those ships are fantastic!!
Clark_Kent
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Post by Clark_Kent »

And Massive Warmod with DarkWarriors Textures and Reis Xenon Mod is very fantastic :D
Zwei Dinge sind unendlich : Das Universum und die Menschliche Dummheit. Aber beim Universum bin ich mir nicht ganz sicher. (Albert Einstein)
E.R.Hyland
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Post by E.R.Hyland »

I love having the Xenon looking good again.

Is this going to be an X-Tension mod?

I'd like to have the XT pirate fighters all back with their XT cockpits, and the pirate TS cockpit in the pirate TS.

I'd also like to have all the XT fighter cockpits on the new fighters.

And Have:

Nova: speed 210, and Ion Disruptor on turret.
Barracuda : speed 240.
Falcon: speed 220.
Perseus: speed 230.
Mamba: 2x25 mw shields.

All TL 30 ships.

All M2 20 ships.

X-shuttle 500 cargo units, XL type.

And lastly Khaak 3x25, and fighter pods: 1 mw power generator. This will hopefully let the AI ships defeat them.

Any chance?
E.R.Hyland
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Post by E.R.Hyland »

I left off tha I'd like the M2's to be able to dock TS, and TP ships.
Omicron
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Post by Omicron »

Excellent excellent work

ive just a quick question:
if i load up one of my saves running the new xenon models mod and save, then turn the new xenon models mod off, will the models just return to normal, or will there be conflicts/problems?

also, does massive war mod come in the form where you put cat/dat files in the mod folder?

cheers
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dPM_HeMan
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Post by dPM_HeMan »

Omicron wrote:if i load up one of my saves running the new xenon models mod and save, then turn the new xenon models mod off, will the models just return to normal, or will there be conflicts/problems?
models should become the original xenon when you turn off the mod. The only prob you can get is with xshuttle as it's stats have been changed.

cu

HeMan
Epiphany
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Post by Epiphany »

I really would like the Xshuttle at the original XBTF stats. I was going to do it myself so I got their little mod kit off the main downloads page and followed instructions, but the program couldn't unpack the .dat file something about an error in creating some .bod file :?

Any suggestions on how to make it work would be appreciated, of course if someone wants to make the xshuttle capable of carrying 2 125MW shields for me then that to would be appreciated.

Thanks.
"Captain you have a steering wheel sticking out of your pants!"

"I know it's driving me nuts."
Kuro
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Post by Kuro »

WOW!

Man, this is *really* pretty. The screenshots don't do it justice.

I only have one little issue:

I would really like to play around with the ship stats, but use these models. The Xenon ships look great, but are still the same old useless flying targets that they were before.

I tried using x2tool to extract the reference files from the .dat, but nothing happens. It says it processed all the files, but it didn't create any of them in the directory.

I'd really like to use these excellent ship models in my game, but just can't find a way to play around with the settings.

Help! Can it even be done?
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Argonaught.
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Post by Argonaught. »

dPM_HeMan wrote:
Omicron wrote:if i load up one of my saves running the new xenon models mod and save, then turn the new xenon models mod off, will the models just return to normal, or will there be conflicts/problems?
models should become the original xenon when you turn off the mod. The only prob you can get is with xshuttle as it's stats have been changed.

cu

HeMan
@HeMan

Hello, I PM'd Rei a while ago asking about the old XT Pirate ships as I'd heard he was thinking about redoing them for X2, I haven't heard from him....any chance that you know anything about it?
I saw some pics of the proposed Pirate ships and they look cool.

If you see him pass on my congrats on the Xenon ships.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>

XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F

I lurk alot for the most part now
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The_Rock
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Post by The_Rock »

Very nice work guys and someone keep an eye over on the german forum for more good work like this.. :thumb_up:
"How very touching his meaningless death was. But this fight was never for mortals".
Kuro
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Post by Kuro »

Okay, if it's not possible (since nobody appears to have a response) to unpack the packaged mod files, are the individual ship meshes available somewhere? I can't read German, so I have no way of asking in the original forum.

Thanks for any help that might be given.
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Damar Stiehl
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Post by Damar Stiehl »

The new XShuttle model roxorz, I love it.

To unpack files, use OlisJ's X2Modder, available at x2source.com.

The meshes are inside the dat file.
Kuro
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Post by Kuro »

Thanks! I'm gonna try this later tonight!
Azzkicka
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Post by Azzkicka »

I just started using this mod a couple days ago under 1.4 and I noticed that it resets ships stats to 1.3.

Any chance we could get an update so using this mod doesn’t reset all the ships specs back to pre 1.4?
spirit151
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Post by spirit151 »

edited: posted at the wrong position...
spirit151
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Post by spirit151 »

I just started using this mod a couple days ago under 1.4 and I noticed that it resets ships stats to 1.3.

Any chance we could get an update so using this mod doesn’t reset all the ships specs back to pre 1.4?
He is working on a 1.4 compatible version and the ships will look even better.
He posted new screenies on the german board...here is the link to his thread: http://www.egosoft.com/x2/forum/viewtopic.php?t=41998
SunFire
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Post by SunFire »

Awsume work!!!! Looks great, once again the germans are way ahead of us.
Azzkicka
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Post by Azzkicka »

Awesome can’t wait for it. That Xenon M is looking just so cool.
Rei Ayanami
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Post by Rei Ayanami »

To show i'm still working on the next version i post some pics here:

I redesigned my first Pirate-M3-Orinoko-concept to give it a better look
Orinoko before http://www.sti-clan.de/Xenonwar/ships/Orinoko1.jpg
Orinoko now http://www.sti-clan.de/Orinoko_1.jpg

Orinoko before http://www.sti-clan.de/Xenonwar/ships/Orinoko2.jpg
Orinoko now http://www.sti-clan.de/Orinoko_2.jpg

Orinoko before http://www.sti-clan.de/Xenonwar/ships/Orinoko5.jpg
Orinoko now http://www.sti-clan.de/Orinoko_3.jpg

Orinoko ingame
http://www.sti-clan.de/x2screen39-2.jpg
http://www.sti-clan.de/x2screen40-2.jpg
http://www.sti-clan.de/x2screen41-2.jpg

And i brought the Bayamon-cockpit ingame.
Bayamon-cockpit
http://www.sti-clan.de/x2screen38-2.jpg

Renderarts from the new Pirate-TS:
(remake of the Pirate-Teladi-TS http://www.klarix.de/xbtf/download/Krtts.jpg from X-BtF/XT)
http://www.sti-clan.de/Pirate-TS-1.jpg
http://www.sti-clan.de/Pirate-TS-2.jpg
http://www.sti-clan.de/Pirate-TS-3.jpg
http://www.sti-clan.de/Pirate-TS-4.jpg

Have fun with pics,next pics will be ready soon :) (and the mod,too ;))
(i will style up the other ship-concepts,too (especially Pirate M4 and Pirate M5)

Other changes made:
-I reduced the polygoncount of the Xenonmodels to 50%-10% because some guys were talking about bad performance in Xenonsectors
(-90% polygons sounds that the ships will be blocky,but believe me,you'll notice no difference,the first models were only bad designed :D :oops: )
-the next version will be 1.4-compatible
-the next version will include LoDs by 75% chance (sometimes there are some errors with it,i'll try to fix it 'till the release)
-next version will be full unpackable (someone said it cant be unpacked with some unpacktools) to make better combine-able with other mods.

Rei

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