[WIP] Venator Continued

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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TrixX
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Post by TrixX »

Actually recreating that bolt of blue light (I assume it's of a similar length to Turbolasers) wouldn't be that hard. However it does need bloom to be enabled ingame (has a large effect on gates and fx). I think the game even has textures that support that colour already :)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
AgentX250
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Post by AgentX250 »

@geekey: you also have to be sure you extract the image files as image files when using x3mod manager.

@bounty: well thats how it looks if you are looking at it from behind or in front of the bolt, if you look at it from the side with it moving parallel to you it's a different color.

@carl: I'm not looking for an exact match but even if i was its not impossible. i want a deeper more striking blue, the one in the pic is a bit bland (not that the white core helps). as for quality limitations, check out some of the weapons fire mods done for sins of a solar empire. some of that stuff is really sharp. with regard to the star trek torps from what i recall seeing the aura they emit had a glimmer type of effect instead of just a glow. star wars weapons fire just has the glow (from what i've seen anyway.)

@trixx: a bit smaller than the bolts the main dual turrets fire. i agree, bloom is a must. and even if it didn't (have supporting textures) couldnt you just make a copy of one and recolor it in gimp or something? (idk about x3 but thats how it works in SoaSE)
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TrixX
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Post by TrixX »

All the weapon textures are held in about 3-4 very small jpg/dds files. Lasers I believe are in a jpg and they are really easy to edit the colour of. To have a blue halo to a white bolt (as seen in the pic) is relatively easy. getting the model size right is a little more difficult but possible when comparing sizes to all the different ones ingame already :)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
bounty_hunter66
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Post by bounty_hunter66 »

How do you change a bullet's color? I know it has something to do with finding coordinates on the jpg file but where exactly do you look to see what bullet uses what jpeg file and what coordinates.
AgentX250
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Post by AgentX250 »

well i'm currently looking for the model/texture file for the IRE and HEPT now. it'd be nice if everything had its name on it and not all these numbers, it'd be nice not to have to hunt down the files :x just have them pop up and say "here i am", now thats intuitive :lol: . if you'd like to lend a map to these files trixx i wouldnt not be happy :P
bounty_hunter66
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Post by bounty_hunter66 »

So you were looking for the same thing huh?

Yeah, a map would be great :)
AgentX250
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Post by AgentX250 »

ya, since trixx said it is either a jpg or a dds that means i can open it in gimp and (hopefully) just change the color/hue of the projectile then hit 'save as' and boom custom (semi-custom) projectile.
Gemini24
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Post by Gemini24 »

Quick question...are you going to be offering this as a Mod or a SPK?

Mainly wondering if im gunna need to bust out the old merge folder lol
AgentX250
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Post by AgentX250 »

i haven't decided yet, the scripts and text etc will be in spk but idk about the actual mod files (tships, lasers, etc). will probably be released as both, but like i said I'm not sure yet.
bounty_hunter66
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Post by bounty_hunter66 »

Any luck with bullet colour yet?

Im still having a hard time finding out where to look to see what bullet uses what jpeg file and what coordintes on that file.
AgentX250
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Post by AgentX250 »

@bounty: well they are almost certainly in the cat/dat file 1 with the rest of the textures and such. however since all the files (most of them anyway) are named by number and i have yet to find the file that links the name to its corresponding number i have yet to make head way. short of going through and viewing every dds file (which i don't plan on doing) or someone pointing out were the bullet names are tied to the file numbers i don't see myself finding these files.

on another note, I have received several PMs asking permission to be beta testers and to have early access to the mod for personal use and so on. This may be my fault for not saying such in the first post but NO ONE WILL HAVE EARLY ACCESS TO THIS MOD. I don't mean to sound mean or be an ass but I refuse to let some one use it before the rest with exception to Anubitus an myself for obvious reasons (read mod team), and no you cant be part of the team (unless you'll be contributing in a major way). again i don't mean to be rude or mean but come on, I started this b/c I wanted the ship and figured that it wasn't right to request this just for me so please don't ask for special treatment. If you'd like to use it in a mod that you're developing for public release we can talk but otherwise (unless you're dying in a week or something and your last wish is to use this ship) don't ask. I don't mean to be harsh or rough, and in hindsight i should have said we wouldn't take testers in the first post but the some of the PMs just rubbed me the wrong way.

now that thats out of the way, I've been thinking of an OPEN beta and what it might contain. i was hoping to include somethings that we don't have like rough projectiles, integrated add-ons, plus a few bonus surprises. the ship is almost finished, with just a few fixes needed. So what I'm going to do is talk with Anubitus and see what we think, i don't want to take away from the finalized version when it's released but i don't want ppl getting board and forgetting about us either. i will let you know.
AgentX250
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Post by AgentX250 »

OK a beta will be released around the 26th of this month. more details to come.
KongDeluxe
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Post by KongDeluxe »

really looking forward to this ;)
DarthVain
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Post by DarthVain »

Same here. She will be a great addition to my current fleet :twisted:
Another one bites the dust!!

DarthVain
AgentX250
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Post by AgentX250 »

i have good news and i have bad news, the bad news is the beta wont be released on the 26th.

the good news is that i had some free time and finished making the adjustments to the beta early.

link: http://www.filefront.com/17836109/venator beta.rar

readme included, have fun.

EDIT: i should add, it hasnt been balanced so you'll have to adjust the tbullets file if you want it toned down/powered up.
Argon Destroyer
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Post by Argon Destroyer »

TShips file have information about many other ships.
I suppose this beta version is for Original X3TC but you forgot to delet information about other ships(the same problem in other files).
I'm trying to "cut" all that not needed and make XTM compatible version of the ship only.
P.S. Ship looks amazing, great work ! I'm loving it
KongDeluxe
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Post by KongDeluxe »

Cheers mate :)
Striker304
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Post by Striker304 »

Looks very good!
But you should balance it, as you mentioned. And you should include a t-file...

mfg
Striker
maxurugi
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Post by maxurugi »

Striker304 wrote:But you should balance it, as you mentioned. And you should include a t-file...
The t-file is included in the .spk. About balancing: It's a beta...
Striker304
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Post by Striker304 »

Oh, I used the .cat/.dat file.

@AgentX250: If you want, I can create a german topic and german translation of this mod. So if you want me to do that, let me know.

mfg
Striker

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