Cockpit Callback Version x14 --- STILL works with X3 v2.5
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 156
- Joined: Fri, 16. Dec 05, 19:47
Er. I've noticed something here.
Take a look at these screens:
Inside Cockpit
Outside Cockpit
Look at the backdrop and scenery through the cockpit, and then from outside the cockpit. It's very bright when inside, and normal when outside. This is using medium shaders with medium textures and glow off.
Anyone else seeing this in their game? Or is it just me? :/
Take a look at these screens:
Inside Cockpit
Outside Cockpit
Look at the backdrop and scenery through the cockpit, and then from outside the cockpit. It's very bright when inside, and normal when outside. This is using medium shaders with medium textures and glow off.
Anyone else seeing this in their game? Or is it just me? :/
-
- Posts: 8
- Joined: Sun, 22. Jan 06, 22:28
-
- Posts: 183
- Joined: Thu, 11. Dec 03, 21:43
-
- Posts: 44
- Joined: Tue, 27. Dec 05, 23:27
What happens when you roll the ship; does the blue hue move across the cockpit canopy? If you were close to a light source, like a planet, maybe the game simulates reflections on the cockpit glass, so you were seeing some reflected light from a planet.Shada wrote:Er. I've noticed something here.
Take a look at these screens:
Inside Cockpit
Outside Cockpit
Look at the backdrop and scenery through the cockpit, and then from outside the cockpit. It's very bright when inside, and normal when outside. This is using medium shaders with medium textures and glow off.
Anyone else seeing this in their game? Or is it just me? :/
-
- Posts: 3285
- Joined: Tue, 28. Dec 04, 02:19
Some cockpits (such as the M3 and M5 ones) have glass. Thus they recive light and make everything else look brighter. You know when you get a glare on your car window? It's like that.
BTW, I uploaded a fixed CC2X131, the space suit now has it's cockpit and turrets work. If they do not just go to a different sector and then they should work if everything you try doesn't work.
Just re-download it and replace the old .cat and .dat with the new ones.
BTW, I uploaded a fixed CC2X131, the space suit now has it's cockpit and turrets work. If they do not just go to a different sector and then they should work if everything you try doesn't work.
Just re-download it and replace the old .cat and .dat with the new ones.
10,000 Lightyears of awesomeness
-
- Posts: 151
- Joined: Wed, 11. Feb 04, 21:06
That's fantastic galaxy (and impy!). I haven't used the full mod, I just used your advice and modified the Tships file to use the main body ID of 940, this was so I could merge it with mehrunes m6 upgrade mod. It's worked a treat with my dragon atleast
dunno about anything else yet tho, so I could have screwed up a fair bit!
I take it that only the main body ID needed changing? Or were there other tweaks?
Once again very nice find, especially to have it work with 1.3

I take it that only the main body ID needed changing? Or were there other tweaks?
Once again very nice find, especially to have it work with 1.3

-
- Posts: 3285
- Joined: Tue, 28. Dec 04, 02:19
-
- Posts: 132
- Joined: Sun, 20. Nov 05, 06:26
Galaxy:
I still get black cockpits. The original Cockpit Callback worked perfectly for me until the official 1.3 patch. Then I got the black cockpits. Reducing shaders to medium got some primitive lighting back, but I lost glows. Unacceptable. I dropped the cockpits altogether, boosted the shaders again. I've downloaded CC2X131, and put it in the MODS folder, deleting the old CC files. I've had the X3 start page select the CC2X131 mod. I have black cockpits again.
Obviously, I've missed doing something correctly. Can you please help me troubleshoot this problem? Thanks.
Radeon X800 GTO
3 GHz P4 HT
1 G RAM
Win XP sp2
I still get black cockpits. The original Cockpit Callback worked perfectly for me until the official 1.3 patch. Then I got the black cockpits. Reducing shaders to medium got some primitive lighting back, but I lost glows. Unacceptable. I dropped the cockpits altogether, boosted the shaders again. I've downloaded CC2X131, and put it in the MODS folder, deleting the old CC files. I've had the X3 start page select the CC2X131 mod. I have black cockpits again.
Obviously, I've missed doing something correctly. Can you please help me troubleshoot this problem? Thanks.
Radeon X800 GTO
3 GHz P4 HT
1 G RAM
Win XP sp2
-
- Posts: 3285
- Joined: Tue, 28. Dec 04, 02:19
What did you do when you went in-game and tested the new version? Did you just load up a save game, saw that they are black, and backed down? If you did then that's your problem right there. Go back to that save game and goto a different sector. I am almost 90% that they WILL be fixed by doing this.
10,000 Lightyears of awesomeness
-
- Posts: 1627
- Joined: Thu, 5. Aug 04, 01:57
Any chance you could put up exactly what you edited etc? as I would like to edit the M6 mod so I get my coloured cockpits back in that..
I know I have to edit the tships file (where's that located) and change something..
( I using v1.3 since I got no real reason to use the beta version)
I know I have to edit the tships file (where's that located) and change something..

( I using v1.3 since I got no real reason to use the beta version)
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
-
- Posts: 3285
- Joined: Tue, 28. Dec 04, 02:19
The magic thing to getting cockpits working in 1.3 is setting 940 as the main body ID. Which if you save the tShips file as a Text file via X3 Editor, it will be the first value.
After that you'll need to copy the 04512.bod file from objects\cut and uncomment the cockpit parts in it and put it in your mod. Then all you have to do is give each ship it's proper cockpit depending on it's class and you should be set!
Here are the cockpit BOD numbers based on class:
After that you'll need to copy the 04512.bod file from objects\cut and uncomment the cockpit parts in it and put it in your mod. Then all you have to do is give each ship it's proper cockpit depending on it's class and you should be set!
Here are the cockpit BOD numbers based on class:
Code: Select all
4514 M1
4513 M2
4512 M3
4510 M4
4511 M5
4518 M6
4515 TS
4516 TL
4517 TP
10,000 Lightyears of awesomeness
-
- Posts: 148
- Joined: Wed, 23. Nov 05, 19:53
-
- Posts: 1627
- Joined: Thu, 5. Aug 04, 01:57
Many thanks for the replies guys, much appreciated....
Only one more little question then I'll go play....
Everyone talks about "tships" file.... - is this a file in itself? or is it embedded in the M6 Mod, or is it somewhere else??
Sorry for the noob type questions

Only one more little question then I'll go play....
Everyone talks about "tships" file.... - is this a file in itself? or is it embedded in the M6 Mod, or is it somewhere else??
Sorry for the noob type questions


Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
-
- Posts: 148
- Joined: Wed, 23. Nov 05, 19:53
Grab Doubleshadow's X3 Mod Manager or Editor and work with the version of TShips that is in the M6 mod. Mehrune already merged it with the CC mod so that much is done for you. I prefer to extract the file with the mod manager and work with it in a text editor most of the time so I'm not sure how easy or hard it would be in the X3 editor, I think there may also be a bug in the latest X3 editor with TShips.
But yeah, extract the file (the mod manager will give you the option of decompressing when you extract, do that) and make your changes. Then, put it back in (again the mod manager will give you the option of compressing it, do that). I'd just post the fix but I'm using a personally tweaked version of it for myself so it wouldn't be appropriate.
But yeah, extract the file (the mod manager will give you the option of decompressing when you extract, do that) and make your changes. Then, put it back in (again the mod manager will give you the option of compressing it, do that). I'd just post the fix but I'm using a personally tweaked version of it for myself so it wouldn't be appropriate.
-
- Posts: 1627
- Joined: Thu, 5. Aug 04, 01:57
Thanks for the explaination, I'll go have a play now

Edit: Am in my text editor now and am looking at the file.. - Line 1 has 2 numbers
48;210;
I presume it is the "48" that I change to "940"??


Edit: Am in my text editor now and am looking at the file.. - Line 1 has 2 numbers
48;210;
I presume it is the "48" that I change to "940"??
Last edited by NZ-Wanderer on Fri, 27. Jan 06, 00:51, edited 1 time in total.
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
-
- Posts: 151
- Joined: Wed, 11. Feb 04, 21:06
-
- Posts: 151
- Joined: Wed, 11. Feb 04, 21:06
Erm no leave those alone, it's only lines that apply to ships that you change- ie most of the lines after those two bits that all start with a 0 (hint makesure you have word wrap off!)
Or I can email you the updated file (whole m6 mod with updated cockpits). The only thing I ain't sure if I did right was the turrets- buts thats only if separate editing partway thru each ships line had to be done to get the turrets to br lit...
Or I can email you the updated file (whole m6 mod with updated cockpits). The only thing I ain't sure if I did right was the turrets- buts thats only if separate editing partway thru each ships line had to be done to get the turrets to br lit...
-
- Posts: 1627
- Joined: Thu, 5. Aug 04, 01:57
Hmmm now I'm confused (which is quite easy to do)
what was said above was:
Am I wrong in my thinking??
what was said above was:
The way I read that, is to turn the light on I only have to edit one thing...Seven05 wrote:That's the only part you need to worry about in Mehrunes modGalaxy613 wrote:The magic thing to getting cockpits working in 1.3 is setting 940 as the main body ID. Which if you save the tShips file as a Text file via X3 Editor, it will be the first value.
Am I wrong in my thinking??
obi-HERMITMAN wrote:Erm no leave those alone, it's only lines that apply to ships that you change- ie most of the lines after those two bits that all start with a 0 (hint makesure you have word wrap off!)
Or I can email you the updated file (whole m6 mod with updated cockpits). The only thing I ain't sure if I did right was the turrets- buts thats only if separate editing partway thru each ships line had to be done to get the turrets to br lit...
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
-
- Posts: 151
- Joined: Wed, 11. Feb 04, 21:06
-
- Posts: 1627
- Joined: Thu, 5. Aug 04, 01:57
Thanks
- much appreciated, will save me quite a bit of work....


Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.