
[WIP] Venator Continued
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 2035
- Joined: Wed, 18. Aug 10, 14:28
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
Sir Ken Robinson
-
- Posts: 72
- Joined: Thu, 4. Nov 10, 23:56
@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)
@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)
-
- Posts: 2035
- Joined: Wed, 18. Aug 10, 14:28
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
Sir Ken Robinson
-
- Posts: 550
- Joined: Tue, 15. Aug 06, 13:36
-
- Posts: 72
- Joined: Thu, 4. Nov 10, 23:56
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
just have them pop up and say "here i am", now thats intuitive
. if you'd like to lend a map to these files trixx i wouldnt not be happy 



-
- Posts: 550
- Joined: Tue, 15. Aug 06, 13:36
-
- Posts: 72
- Joined: Thu, 4. Nov 10, 23:56
-
- Posts: 203
- Joined: Tue, 20. Oct 09, 07:55
-
- Posts: 72
- Joined: Thu, 4. Nov 10, 23:56
-
- Posts: 550
- Joined: Tue, 15. Aug 06, 13:36
-
- Posts: 72
- Joined: Thu, 4. Nov 10, 23:56
@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.
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.
-
- Posts: 72
- Joined: Thu, 4. Nov 10, 23:56
-
- Posts: 845
- Joined: Mon, 2. Jun 03, 11:53
-
- Posts: 72
- Joined: Thu, 4. Nov 10, 23:56
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.
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.
-
- Posts: 86
- Joined: Wed, 11. Jan 06, 20:32
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
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
-
- Posts: 915
- Joined: Fri, 26. Mar 10, 21:15
-
- Posts: 76
- Joined: Sat, 3. Feb 07, 17:51
-
- Posts: 915
- Joined: Fri, 26. Mar 10, 21:15