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

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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CobraMacius
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Post by CobraMacius »

Thanks for sorting that out, great job on the trails, makes the game so much more life like and missiles easier to spot too.

I think this has been mentioned before, but any chance you could try to add some trails to some "key" captitals to make them stand out ? like the rare ones as imo it would add to the feeling when one enters a sector and theres one flying around with all its beauty similar to the what one saw with the reaver in XTM, it still etched in my mind as an OH SH*T moment :P

thanks again for the amazing work you doing with this mod.
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dAkshEN3
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Post by dAkshEN3 »

Hmm, if it worked then there must be conflicting with something else entirely.
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StormMagi
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Post by StormMagi »

CobraMacius wrote:Thanks for sorting that out, great job on the trails, makes the game so much more life like and missiles easier to spot too.

I think this has been mentioned before, but any chance you could try to add some trails to some "key" captitals to make them stand out ? like the rare ones as imo it would add to the feeling when one enters a sector and theres one flying around with all its beauty similar to the what one saw with the reaver in XTM, it still etched in my mind as an OH SH*T moment :P

thanks again for the amazing work you doing with this mod.
I have to agree, it does make the game much better. However my personal opinion is that trails should be m6 and lower class (as well as tp/ts) while m7/m1/m2/tl should get the engine glow like the fighters orig had but that is probably much more work than doing trails...so maybe short and thick trails for cap ships?
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killerog
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Post by killerog »

@CobraMacius & StormMagi:: Cap ship trails is somthing I need to look into again. try a few different settings and ideas.

@ StormMagi:: I guess you mean the test trails I have just put up, this mod will not work with my X2 mod (tship files dont match), I will update all my mods to use the new trails once I have had a few opinions on the new ones and any bugs reported and fixed. Still one or two I need to do first as well.

@dAkshEN3:: That would be my guess.
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killerog
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Post by killerog »

New version of the test trails uploaded. Kha'ak now have trails and Terran have new ones.
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paulwheeler
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Post by paulwheeler »

killerog wrote:@CobraMacius & StormMagi:: Cap ship trails is somthing I need to look into again. try a few different settings and ideas.
The problem with adding effects to Capital ships is that the effects scale with the size of the model. So what looks good on one ship looks either too big or too small on the next ship. I added engine effects to the MK1 Titan in the X2 mod and they looked good - but the same effect did not sit quite as well on the MK1 Collosus.

To do this effectively you'd have to create an individual particle trail and effect for each ship - or at least have several different sizes to play with.
killerog
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Post by killerog »

Indeed that is a problem. There are a few other effects other or with partial trails that I can try. Just need my exams to be over.
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StormMagi
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Post by StormMagi »

I hear you with the exams bit, 3 weeks left until the quarter is over here >_>
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killerog
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Post by killerog »

Same, last is on the 29th I think cant wait to get them over and done with. Then the placement year hunt carries on...
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Windzor
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Post by Windzor »

I said in my last post, I was a newbie to modding, which is true. but not a newbie to the X series. I was always a pureist so i never bothered with mods/scripts.

This time around, I want a new experience with an old but great game. So i have delved into mods and scripts. I love this mod. After seeing the look of ships with these trails, I am now actively looking for more mods that alter the look and feel of the game. Great work, thank you.

Windzor
killerog
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Post by killerog »

Glade to hear to like the mod.

Check out some of the background mods that alter the way sectors look. They should work with my mod.
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StormMagi
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Post by StormMagi »

Windzor wrote:I said in my last post, I was a newbie to modding, which is true. but not a newbie to the X series. I was always a pureist so i never bothered with mods/scripts.

This time around, I want a new experience with an old but great game. So i have delved into mods and scripts. I love this mod. After seeing the look of ships with these trails, I am now actively looking for more mods that alter the look and feel of the game. Great work, thank you.

Windzor
I would highly recommend connary's Immersive Backround mod, Gazz's MARS (with it enabled on all AI ships), OOS combat rebalance and ai ammo reload. Other than that things are more preferential based upon people's taste.
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Windzor
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Post by Windzor »

StormMagi wrote:
I would highly recommend connary's Immersive Backround mod, Gazz's MARS (with it enabled on all AI ships), OOS combat rebalance and ai ammo reload. Other than that things are more preferential based upon people's taste.
Thank you for this info, I will check them out :)
StormMagi
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Post by StormMagi »

No problem, send me a PM if you want any other recommendations :)
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killerog
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Post by killerog »

New version out (same as test version).
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StormMagi
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Post by StormMagi »

I don't see the X2 Callback updated as well or is that being held off for now?
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killerog
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Post by killerog »

Will be updated same as pack b and ship pack. Just didn't have time last night. Should be done on wed after my next exam.
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StormMagi
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Post by StormMagi »

No worries man :) I know how that goes believe me >_<
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dAkshEN3
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Post by dAkshEN3 »

By the way, i sorted my problem, i just had to extract the contents of the mod into my x3 directory.

The trails are very nice, but is there a way to get them to show up on an M7 (Longsword MK2 aka normandy 2 specifically) without a whole load of jiggery pokery with the ships files?
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killerog
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Post by killerog »

Only way is to edit the ship scene files.
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