[Request] Can anyone fix the FireFXMod?

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Max Bain
Posts: 1463
Joined: Wed, 27. Jun 18, 19:05
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Re: [Request] Can anyone fix the FireFXMod?

Post by Max Bain »

So how is progress going? :)
I am very interested in this mod especially if you can magically add explosion effects if the ship hull is really damaged (50%, 30% 15%). Would be awesome!

Wasn't able to fix the mod myself because I am very buisy with my own mod (working on 2 at the same time).

A beta would be very much appreciated!
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Angsaar
Posts: 151
Joined: Thu, 7. Mar 19, 14:03
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Re: [Request] Can anyone fix the FireFXMod?

Post by Angsaar »

Max Bain wrote: Tue, 24. Dec 19, 01:08 So how is progress going? :)
I am very interested in this mod especially if you can magically add explosion effects if the ship hull is really damaged (50%, 30% 15%). Would be awesome!

Wasn't able to fix the mod myself because I am very buisy with my own mod (working on 2 at the same time).

A beta would be very much appreciated!
Decided to push a middle-of-the-road version, effects for 3.0b turrets, some tweaked effects and reworked XR textures.

Detailed feedback would be much appreciated, like "X size components smoke/fire is too big/small/bright/dark" etc).

New effects still need experimentation (and looots of tweak-stuff-open-game-load-game-close-game-repeat), will drop in a near future test version :wink:

Edit: Slightly rushed job, blame any questionable quality on the digital elves.
Max Bain
Posts: 1463
Joined: Wed, 27. Jun 18, 19:05
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Re: [Request] Can anyone fix the FireFXMod?

Post by Max Bain »

Hi, so far no big bugs discovered. I noticed that instead of fire, sometimes the destroyed turret kinda triggers a small explosion. Is that new? Looks cool!
Keep up the good work :)
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link
Angsaar
Posts: 151
Joined: Thu, 7. Mar 19, 14:03
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Re: [Request] Can anyone fix the FireFXMod?

Post by Angsaar »

Max Bain wrote: Mon, 30. Dec 19, 00:34 Hi, so far no big bugs discovered. I noticed that instead of fire, sometimes the destroyed turret kinda triggers a small explosion. Is that new? Looks cool!
Keep up the good work :)
Great to hear! What do you think about the lightness of the smoke? XML controls for this shader seem to be extremely limited (only brightness) so I'm having to tweak the texture directly for hue/saturation/contrast.

I've added a couple of explosions for turrets (the one throwing out debris for M, can't remember if the L's do too), explosion for engines and a sparky blue one for shields. Do any components not present fire? Might be buried under the mesh, I'm fixing the height issues for 0.3, currently some fires and smoke might even show below the object like the turrets and small shields of the construction ships. Or it could be something new from Vanilla, defaults.xml shows that in theory more stuff should have a chance based damage effect on certain thresholds.

But I've tested more extensively on M components, if the larger ones seem off it's because I've yet to try out the various effects available before starting tweaking (particularly XL, some effects don't have large versions).
XTC0R
Posts: 401
Joined: Sat, 1. Dec 18, 19:58
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Re: [Request] Can anyone fix the FireFXMod?

Post by XTC0R »

Angsaar wrote: Fri, 13. Dec 19, 19:03 Temporary update being uploaded to Nexus :wink:

No new effects, but has better fire/smoke lighting and doesn't break 3.0b effects.
Just wanted to ask if you still working to get the beta into a final version? :mrgreen:
Angsaar
Posts: 151
Joined: Thu, 7. Mar 19, 14:03
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Re: [Request] Can anyone fix the FireFXMod?

Post by Angsaar »

XTC0R wrote: Sat, 18. Jan 20, 13:30
Angsaar wrote: Fri, 13. Dec 19, 19:03 Temporary update being uploaded to Nexus :wink:

No new effects, but has better fire/smoke lighting and doesn't break 3.0b effects.
Just wanted to ask if you still working to get the beta into a final version? :mrgreen:
Sorry, this quarter I'll be short on spare time, I'll try to sneak something new in with any possible updates for a 3.0 release. :goner:
Misunderstood Wookie
Posts: 377
Joined: Mon, 15. Mar 04, 08:07
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Re: [Request] Can anyone fix the FireFXMod?

Post by Misunderstood Wookie »

Angsaar wrote: Tue, 18. Feb 20, 00:06
XTC0R wrote: Sat, 18. Jan 20, 13:30
Angsaar wrote: Fri, 13. Dec 19, 19:03 Temporary update being uploaded to Nexus :wink:

No new effects, but has better fire/smoke lighting and doesn't break 3.0b effects.
Just wanted to ask if you still working to get the beta into a final version? :mrgreen:
Sorry, this quarter I'll be short on spare time, I'll try to sneak something new in with any possible updates for a 3.0 release. :goner:
You won't have long, 3.0 is in Beta 6 soon sometime this week.
I suspect by end of FEB or first week of march it may hit public release to stable branch, Split DLC also soon ish.
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