[Mod]Engine Colours + particle trails[v1.21] [New images] [27/12 3.0 compatible]

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killerog
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Post by killerog »

@ lostsoulzeffigy :: There is no reason why this mod would cause any of those problems.

@ zane80 :: It will work with any mod that doesn't change ships.
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lostsoulzeffigy
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Post by lostsoulzeffigy »

@killerog :: thanks for the reply
lostsoulzeffigy
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Post by lostsoulzeffigy »

turns out the problem i encountered was between

Engine Colours + particle trails 1.14
-and-
MARS Fire Control 4.74 (Specifically the MARS Goblin Mod)

On Gazz's mod thread he included the following info:
Q: I use a ship mod already. How can I use the one in MARS_Repair_Drones.zip?

A: You will start a career in scripting and modding now.
First you need Doubleshadow's Mod Manager and X3 Editor.

Whatever mod you are using will be a .CAT file. Drag and drop TShips.txt from that one to TC\types
(there are other ways but this one works)

Drag this file onto the X3 Editor.exe.

Now locate all 3 fighter drones and add the repair (=mining) laser to their cockpit guns.
Save and enjoy your first modding project.
What program would you recommend i use to make these changes to your mod's cat/dat files so that i can use your awesome particle trail effects? X3 Editor 2?
killerog
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Joined: Fri, 28. Oct 05, 16:31
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Post by killerog »

Heres a fix :: http://www.x3dmod.com/dev/killerog/TShips.txt

All you have to do is create a folder in X3:TC (exe location) called types and put the file in there .
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pepperg
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Post by pepperg »

hey killer,

did you get a chance to address that issue i mentioned, where the size the of the engine glow obscures smaller ships entirely? be awesome if you could minimze the engine trail "bloom" size a bit. :-)
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killerog
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Post by killerog »

It has been looked into. Waiting on the 2.5 patch before i release a newer version.
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lostsoulzeffigy
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Post by lostsoulzeffigy »

@killerog
You're the man! thank you!
killerog
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Post by killerog »

Updated for 2.5 check op for details.
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paulwheeler
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Post by paulwheeler »

Hi, does the current version of your trails mod for the Ship Rebalance Mod work OK with 2.5?

I've had a quick look and I couldn't see anything that would cause a problem.

Also does this latest version include trails for the last remaining ships?

And one last request (sorry!) any chance of getting a version of pack b that will work with the SRM?

Thanks

Paul
killerog
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Post by killerog »

The Ship Rebalance Mod version needs updating but it should work fine with 2.5.

And yes i will be making a pack B version when i update pack A.
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nikvest
Posts: 43
Joined: Sat, 16. Dec 06, 12:28
x3ap

Post by nikvest »

I have trouble installing this... When I copy both files in X3 TC directory, nothing happens in game. I have no trails at all.

I am currently using patch 2.5.
killerog
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Post by killerog »

What files do you have in the Mod folder ?
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whitewolf007
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Post by whitewolf007 »

Killerog!

Wohoo you are the man for getting this updated. I find this mod, the Hubble backgrounds mod, and the no fog in sector mod to be the premier graphics updates.

Just out of curiosity could a mod be made that affected the warp tunnel. I have seen the dds files that are used to create this tunnel. Most people probably don't even have show warp tunnel turned on but I was wondering how you would go about changing it?

I was missing my ship and missile trails!

:)
killerog
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Joined: Fri, 28. Oct 05, 16:31
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Post by killerog »

Yes you could mod the warp tunnel, but i am not sure on how you would or what you can do with it as i have never looked at it.

The first thing i would do is change the dds texture for it and see what happens.
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nikvest
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x3ap

Post by nikvest »

killerog wrote:What files do you have in the Mod folder ?
aXeL White Star 1.29 .cat and .dat, and MARS_Repair_Drones .cat and .dat.
killerog
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Post by killerog »

You should also have the 2 from this mod in that folder

Colour engAv14.cat/dat

or

Colour engBv14.cat/dat
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nikvest
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x3ap

Post by nikvest »

OK, now I do, but the version is Colour engBv1.15. Now what? Can I have them active all at the same time?
killerog
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Post by killerog »

Sorry i meant ver 15.

You can only have one mod activated at a time. You can either use teh fake patch method or combine the mods into one.
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nikvest
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Post by nikvest »

Can you please explain fake patch method? My last .cat and .dat number is 10, and it was created by X3 plugin manager.
killerog
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Post by killerog »

What ever mod you want to run with this mod you rename it to 1 higher then the current cat so in this case you rename it to 11.

But you need to make sure that the 2 mods do not change the same files or one will over lap the other.
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