[MOD] Rise of the Ossian Raider v2.0 and ashipmod

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sco1981
Posts: 282
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Re: [Mod] a ship mod

Post by sco1981 »

Azran_Zala wrote: Mon, 31. Dec 18, 18:41 I <3 Arawn. Great mod thanks.

May I be as forward to suggest an addition:

Could you create an optional addon that implements carmaster's mobile production mod, to give the Arawn ability to repair/equip docked ships?
https://bitbucket.org/aftokinito/x4-mob ... production

It requires PlayerOwnedShipProduction and MobileShipProduction mods as dependencies though.

I've added the modifications to your mod in my game. Works as intended (had to build new ship though / didn't affect already build ship in the save).
Now my Flagship can remain behind enemy lines restocking its bomber squadrons. v0v
Will look into this, but have to do some other things before.
Vince_K wrote: Tue, 1. Jan 19, 02:50
sco1981 wrote: Mon, 31. Dec 18, 08:55
Vince_K wrote: Mon, 31. Dec 18, 03:17 I'm having difficulty getting this mod to work. I have the GOG version of X4. I unpacked the mod files in the extensions directory in my documents folder, and the ships do not load. I then placed it in the extensions folder I created in the Root\game directory and still the ships do not load. Any advise?
it should looks like:
Gamedirectory\extensions\ashipmod\ext_01.cat, ext_01.dat and content.xml
Thank you for your reply. I have it set up as instructed, however the game will not start. Any additional attempts to launch the game produces a pop up stating that the game is already running.
GOG Galaxy\Games\X4 Foundations\extensions\ashipmod\Content.xml, ext_01, ext_01.dat
What am I missing? Thank you so much for your assistance with this.
Can you start your game with "-debug all -logfile c:\x4.log" ? Maybe you can see some hints.
unit757 wrote: Tue, 1. Jan 19, 00:27
Yeah I generally try not to upset game balance this early on.
Back on the topic of the Arawn docks, I wonder if the AI would handle internal docks better if the large front hanger door was opened, giving them an easier path inside?

As always though, keep up the good work! Are you planning at adding in any of the frigates? Personally hoping for the Balor
I will try to look at the docking problems further, did it so that the front M hangar will only be useable for player direct controlled ship.

unit757 wrote: Mon, 31. Dec 18, 22:41 Yeah it was the balanced version I was talking about, sorry. I've never been one for "I WIN" ships.

I've just edited a personal copy bringing their stats and weapon numbers even closer to vanilla ships.

Reason for the speed is the Arawn has 4 XL engines vs the Taranis's 2, which makes a difference.
The Arawn should be stronger in all ways in the balanced version. Can you compare your ingame ship stats with the images on the mod page?
I am trying to bring in the old engines, so it will be slower as the Taranis.
sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
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Re: [Mod] a ship mod

Post by sco1981 »

I released a new version:

- Fixed Sounds of the Bridge Mesh
- Changed front side M dock of Arawn to player controlled Ship only and added two M size docks on the upper heck
- Fixed docking and Drone Waypoints for Arawn and Sucellus
- Added more player logos to all Ships
- Added exclusive Engine to Arawn and Taranis in the battleship version
ApoxNM
Posts: 783
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Re: [Mod] a ship mod

Post by ApoxNM »

Would this mods work with "Weapons and Shield Rebalance" Mod?

Really want to have it! But too far in, in my modded game.
sco1981
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Re: [Mod] a ship mod

Post by sco1981 »

ApoxNM wrote: Sun, 6. Jan 19, 10:13 Would this mods work with "Weapons and Shield Rebalance" Mod?

Really want to have it! But too far in, in my modded game.
Yes, the ships only use weapons and shields from X4. I used the weapons and shield rebalance mod too in the past. :-)
ArbeeRB
Posts: 5
Joined: Thu, 6. Dec 18, 22:48
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Re: [Mod] a ship mod

Post by ArbeeRB »

Could you by any chance release a version where the files are loose, instead of .cat files?
Would be much appreciated.
sco1981
Posts: 282
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Re: [Mod] a ship mod

Post by sco1981 »

ArbeeRB wrote: Sun, 6. Jan 19, 12:54 Could you by any chance release a version where the files are loose, instead of .cat files?
Would be much appreciated.
You can use the XRCatTool to convert back, it is easy and fast. :)
o-papaya-o
Posts: 42
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Re: [Mod] a ship mod

Post by o-papaya-o »

Hello, really good work.
Should we go back to an old backup (before the purchase of the vessel) or the vessel is automatically updated (vessel already owned)?
C’est en voyant un moustique se poser sur ses coui**** que l’on s’aperçoit qu’on ne peut pas régler tous les problèmes par la violence.
sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
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Re: [Mod] a ship mod

Post by sco1981 »

o-papaya-o wrote: Sun, 6. Jan 19, 15:26 Hello, really good work.
Should we go back to an old backup (before the purchase of the vessel) or the vessel is automatically updated (vessel already owned)?
You should always backup your safe. :)
But the vessel should be automatically updated per script.
unit757
Posts: 116
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Re: [Mod] a ship mod

Post by unit757 »

What was it causing the crash with the new engines? Looking forward to the balanced versions getting them!
sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
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Re: [Mod] a ship mod

Post by sco1981 »

unit757 wrote: Sun, 6. Jan 19, 18:00 What was it causing the crash with the new engines? Looking forward to the balanced versions getting them!
The resized engines aren't included right now. :-) Maybe in the next version, when i fixed some things.
Lord Simpson
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Re: [Mod] a ship mod

Post by Lord Simpson »

Think there may be something wrong with the upgrade script as when i updated from V3.2 to V3.3 my Arawn suddenly had no turrets,engines or shields ?
snackynak
Posts: 36
Joined: Sun, 12. Feb 12, 07:59
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Re: [Mod] a ship mod

Post by snackynak »

I've been trying to see if I could improve the ship's textures a bit, to try and see if I could get the decals working, or even making it somewhat compatible with the paint system. So far, I've pretty much come up empty. I may have found some useful info, as the issues may only be fixable in the .xmf files.

In the material_library.xml file contains legacy definitions for XR textures. In it, I found the common hull textures for both ships.
Here's an example:
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<material name="ar_hulls_01" shader="XU_surface_test.fx" blendmode="NONE" preview="none">
      <properties>
        <property type="BitMap" name="diffuse_map" value="assets\legacy\textures\Argon\ar_hulls_01_diff" />
        <property type="BitMap" name="specular_map" value="assets\legacy\textures\Argon\ar_hulls_01_spec" />
        <property type="BitMap" name="normal_map" value="assets\legacy\textures\Argon\ar_hulls_01_bump" />
        <property type="BitMap" name="color_glow_map" value="assets\legacy\textures\Argon\ar_hulls_01_glow" />
        <property type="BitMap" name="color_age_map" value="assets\fx\textures\dirt_diff" />
        <property type="BitMap" name="diffuse_paint_map" value="assets\legacy\textures\paint\ar_paintoverlays.tga" />
      </properties>
    </material>
And here is an example what the X4 argon ships use:
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<material name="generic_p1_hulltexture" shader="P1_complex_surface.fx" blendmode="NONE" preview="none">
      <properties>
        <property type="Float" name="AnisoX" value="0.5" />
        <property type="Float" name="AnisoY" value="0.5" />
        <property type="BitMap" name="smooth_map" value="assets\textures\generic\generic_p1_hulltexture_01_smooth" />
        <property type="BitMap" name="metal_map" value="assets\textures\generic\generic_p1_hulltexture_01_metal" />
        <property type="BitMap" name="diffuse_map" value="assets\textures\generic\generic_p1_hulltexture_01_diff" />
        <property type="BitMap" name="normal_map" value="assets\textures\generic\generic_p1_hulltexture_01_normal" />
        <property type="BitMap" name="diffuse_paint_map" value="assets\textures\generic\generic_p1_dirt_03_diff" />
        <property type="BitMap" name="color_dirt_map" value="assets\textures\generic\generic_p1_dirt_02_diff" />
        <property type="BitMap" name="diffuse_detail_map" value="assets\textures\generic\generic_p1_detail_02_diff" />
        <property type="BitMap" name="normal_detail_map" value="assets\textures\generic\generic_p1_detail_01_normal" />
        <property type="Float" name="diffuseStr" value="1.0" />
        <property type="Float" name="diffuse_detail_tiling" value="10.0" />
        <property type="Float" name="diffuse_detail_tiling_v" value="5.0" />
        <property type="Float" name="diffuse_detailStr" value="1.0" />
        <property type="Float" name="diffuse_paintStr" value="1.0" />
        <property type="Float" name="normalStr" value="1.0" />
        <property type="Float" name="normal_detail_tiling" value="10.0" />
        <property type="Float" name="normal_detail_tiling_v" value="5.0" />
        <property type="Float" name="normal_detailStr" value="0.05" />
        <property type="Float" name="color_glowStr" value="1.0" />
        <property type="Float" name="color_dirt_tiling" value="5.0" />
        <property type="Float" name="color_dirt_tiling_v" value="10.0" />
        <property type="Float" name="color_dirtStr" value="1.0" />
        <property type="Float" name="environmentStr" value="1.0" />
        <property type="Float" name="Smoothness" value="1.0" />
        <property type="Float" name="Metallness" value="1.0" />
      </properties>
    </material>
It looks like the legacy materials aren't using the new shader "P1_complex_surface.fx" and instead are using a test shader "XU_surface_test.fx" which might be why the ships appear very flat with no reflections.

I attempted to adapt the the XR materials to the new surface shader like this:
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<replace sel="/materiallibrary/material[@name='ar_hulls_01']">
<material name="ar_hulls_01" shader="P1_complex_surface.fx" blendmode="NONE" preview="none">
      <properties>
	  <property type="Float" name="AnisoX" value="0.5" />
        <property type="Float" name="AnisoY" value="0.5" />
		<property type="BitMap" name="smooth_map" value="assets\legacy\textures\Argon\ar_hulls_01_spec" />
        <property type="BitMap" name="metal_map" value="assets\legacy\textures\Argon\ar_hulls_01_spec" />
        <property type="BitMap" name="diffuse_map" value="assets\legacy\textures\Argon\ar_hulls_01_diff" />
        <property type="BitMap" name="specular_map" value="assets\legacy\textures\Argon\ar_hulls_01_spec" />
        <property type="BitMap" name="normal_map" value="assets\legacy\textures\Argon\ar_hulls_01_bump" />
        <property type="BitMap" name="color_glow_map" value="extensions\NAKMOD\assets\textures\patterns\naksolid" />
        <property type="BitMap" name="color_dirt_map" value="assets\fx\textures\dirt_diff" />
		
        <property type="BitMap" name="diffuse_paint_map" value="assets\legacy\textures\paint\ar_paintoverlays" />
		<property type="Float" name="diffuseStr" value="1.0" />
        <property type="Float" name="diffuse_detail_tiling" value="10.0" />
        <property type="Float" name="diffuse_detail_tiling_v" value="5.0" />
        <property type="Float" name="diffuse_detailStr" value="1.0" />
        <property type="Float" name="diffuse_paintStr" value="1.0" />
		<property type="Float" name="normalStr" value="1.0" />
        <property type="Float" name="normal_detail_tiling" value="10.0" />
        <property type="Float" name="normal_detail_tiling_v" value="5.0" />
        <property type="Float" name="normal_detailStr" value="0.05" />
		<property type="Float" name="color_glowStr" value="1.0" />
        <property type="Float" name="color_dirt_tiling" value="5.0" />
        <property type="Float" name="color_dirt_tiling_v" value="10.0" />
        <property type="Float" name="color_dirtStr" value="1.0" />
        <property type="Float" name="environmentStr" value="1.0" />
        <property type="Float" name="Smoothness" value="1.0" />
        <property type="Float" name="Metallness" value="1.0" />
      </properties>
	  </material>
 </replace>
However, it seems to have no effect at all. Looking at some of the vanilla argon ships I noticed they also had a material called "p1.multimat" in a matieral ID slot, so I tried to add that to the ported ships but didn't see any difference at all, and that's pretty much the last roadblock before calling it a dead end for now.
I'm going to see if maybe I can get the decals working at least. I hope you find this info useful in the future.
snackynak
Posts: 36
Joined: Sun, 12. Feb 12, 07:59
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Re: [Mod] a ship mod

Post by snackynak »

Well, good news. I've pushed past the dead end and made some good gains.

Taranis
https://imgur.com/GLRz40v

Arawn
https://imgur.com/m7Bb98b

Sucellus
https://imgur.com/WR9uAgQ
sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
x4

Re: [Mod] a ship mod

Post by sco1981 »

Lord Simpson wrote: Sun, 6. Jan 19, 21:38 Think there may be something wrong with the upgrade script as when i updated from V3.2 to V3.3 my Arawn suddenly had no turrets,engines or shields ?
Ty, will take it out in the next version.
snackynak wrote: Mon, 7. Jan 19, 04:31 Well, good news. I've pushed past the dead end and made some good gains.

Taranis
https://imgur.com/GLRz40v

Arawn
https://imgur.com/m7Bb98b

Sucellus
https://imgur.com/WR9uAgQ
Looks really good, how did you do that? I didn't look in the texture part yet but want to change some parts to make it able to use for paintjobs.
unit757
Posts: 116
Joined: Fri, 21. Feb 14, 21:20
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Re: [Mod] a ship mod

Post by unit757 »

With those texture updates these ships look amazing ingame! Unfortunately the white highlights on the Taranis hide parts of your logo, but that isn't a huge deal.

Have you given any thought as to what ship you might port over next?
o-papaya-o
Posts: 42
Joined: Sun, 29. Mar 09, 11:53
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Re: [Mod] a ship mod

Post by o-papaya-o »

For textures it's here
Warning, the mod texture corrupts the backup
C’est en voyant un moustique se poser sur ses coui**** que l’on s’aperçoit qu’on ne peut pas régler tous les problèmes par la violence.
snackynak
Posts: 36
Joined: Sun, 12. Feb 12, 07:59
xr

Re: [Mod] a ship mod

Post by snackynak »

sco1981 wrote: Mon, 7. Jan 19, 16:03
Lord Simpson wrote: Sun, 6. Jan 19, 21:38 Think there may be something wrong with the upgrade script as when i updated from V3.2 to V3.3 my Arawn suddenly had no turrets,engines or shields ?
Ty, will take it out in the next version.
snackynak wrote: Mon, 7. Jan 19, 04:31 Well, good news. I've pushed past the dead end and made some good gains.

Taranis
https://imgur.com/GLRz40v

Arawn
https://imgur.com/m7Bb98b

Sucellus
https://imgur.com/WR9uAgQ
Looks really good, how did you do that? I didn't look in the texture part yet but want to change some parts to make it able to use for paintjobs.
I managed it by realizing my xml diff was incorrect and wasn't replacing the material libraries entries that I wanted :P. But basically I found the legacy matieral entries that the x rebirth ships use(which still exist in X4), and just changed them to better match the materials that the new ships use. I also needed to adapt the old textures to "fit in" with the new by making them as white and desaturated as possible, and I needed to convert the spec textures to smooth and metal textures. So my new textures should help with future paint mod support. Which, I think might be possible on the ship's xml. The ship's xml defines which material libraries each part uses, and I think to use paint mods they need ""p1.multimat" to be added. I'm not sure if that can just be done directly in the xml file, or if it need to also be added to the actual model file.
Thecrippler
Posts: 368
Joined: Tue, 8. Jan 19, 15:43

Re: [Mod] a ship mod

Post by Thecrippler »

question you mentioned Ojump on the Nexus is working on the mod is there any link ore any screenshots haw his mods is progressing ??
sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
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Re: [Mod] a ship mod

Post by sco1981 »

snackynak wrote: Tue, 8. Jan 19, 01:52
sco1981 wrote: Mon, 7. Jan 19, 16:03
Lord Simpson wrote: Sun, 6. Jan 19, 21:38 Think there may be something wrong with the upgrade script as when i updated from V3.2 to V3.3 my Arawn suddenly had no turrets,engines or shields ?
Ty, will take it out in the next version.
snackynak wrote: Mon, 7. Jan 19, 04:31 Well, good news. I've pushed past the dead end and made some good gains.

Taranis
https://imgur.com/GLRz40v

Arawn
https://imgur.com/m7Bb98b

Sucellus
https://imgur.com/WR9uAgQ
Looks really good, how did you do that? I didn't look in the texture part yet but want to change some parts to make it able to use for paintjobs.
I managed it by realizing my xml diff was incorrect and wasn't replacing the material libraries entries that I wanted :P. But basically I found the legacy matieral entries that the x rebirth ships use(which still exist in X4), and just changed them to better match the materials that the new ships use. I also needed to adapt the old textures to "fit in" with the new by making them as white and desaturated as possible, and I needed to convert the spec textures to smooth and metal textures. So my new textures should help with future paint mod support. Which, I think might be possible on the ship's xml. The ship's xml defines which material libraries each part uses, and I think to use paint mods they need ""p1.multimat" to be added. I'm not sure if that can just be done directly in the xml file, or if it need to also be added to the actual model file.
Ty, will play with your mod and will look into the p1.multimat.
Thecrippler wrote: Tue, 8. Jan 19, 16:27 question you mentioned Ojump on the Nexus is working on the mod is there any link ore any screenshots haw his mods is progressing ??
There is a WIP thread of his mod here on egosoft forum. You should post there and ask him. :)
Thecrippler
Posts: 368
Joined: Tue, 8. Jan 19, 15:43

Re: [Mod] a ship mod

Post by Thecrippler »

sco1981 wrote: Tue, 8. Jan 19, 17:52
snackynak wrote: Tue, 8. Jan 19, 01:52
sco1981 wrote: Mon, 7. Jan 19, 16:03

Ty, will take it out in the next version.



Looks really good, how did you do that? I didn't look in the texture part yet but want to change some parts to make it able to use for paintjobs.
I managed it by realizing my xml diff was incorrect and wasn't replacing the material libraries entries that I wanted :P. But basically I found the legacy matieral entries that the x rebirth ships use(which still exist in X4), and just changed them to better match the materials that the new ships use. I also needed to adapt the old textures to "fit in" with the new by making them as white and desaturated as possible, and I needed to convert the spec textures to smooth and metal textures. So my new textures should help with future paint mod support. Which, I think might be possible on the ship's xml. The ship's xml defines which material libraries each part uses, and I think to use paint mods they need ""p1.multimat" to be added. I'm not sure if that can just be done directly in the xml file, or if it need to also be added to the actual model file.
Ty, will play with your mod and will look into the p1.multimat.
Thecrippler wrote: Tue, 8. Jan 19, 16:27 question you mentioned Ojump on the Nexus is working on the mod is there any link ore any screenshots haw his mods is progressing ??
There is a WIP thread of his mod here on egosoft forum. You should post there and ask him. :)
i didn't know ty

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