Are you going to make another video for 2010? Your fans demand it.
Somehow think Pirates of the carribean and combine that with Fallout 3 and Farcry 2 and The homeworld series. Then figure out a way to put that in the X-universe. BIG BATTLE!!! Those suggestions for your next video were completely random but that was kind of the point. To inspire you to make another kick ass video!
[Video]X3TC -Tutorial making an x3tc movie
Moderators: TheElf, Moderators for English X Forum
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The skunk really is a bare bones model. It doesn't even have a GPS to highlight the way. Or targeting software MK 2 to allow target selection and painting from the sector map. It lacks a Trading System Extention to show prices in the sector you are in. The lack of satellites in rebirth is also annoying to the trader/pirate looking for a mark.
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Ok I figured out the answer to my original question is no.
With that in mind I have another question.
Is there an alternate method of getting a ship from point A to point B in a relatively straight line?
The follow / protect / fly to commands make the ship follow at a distance making it take an off course approach rather a straight line.
I have a scene that requires the ship to fly a straight path, but it's not cooperating.
[ external image ]
*EDIT: 1-5-10*
Alright, yet again I found my own answer.
When Ship B is facing towards Ship A, Ship A will do everything it can to move around it to be able to "follow" or "move to" it.
So there are two solutions. Simply turn Ship B so that it faces AWAY from Ship A or simply increase the distance between them.
Also, depending on how natural you want the ships to move from point A to point B, I recommend you do not tune up the ship, that way you can see it power it's engines and take off much more naturally.
On a side note, metalvenom should show another tutorial on how to stage a scene between two or more ships and include all possible short cuts to moving around the game world i.e. "camera ships", "actor ships", "rigged to explode ships", "stations rigged to explode" ect. If not, I am planning on making one anyway, once my project is completed of course
With that in mind I have another question.
Is there an alternate method of getting a ship from point A to point B in a relatively straight line?
The follow / protect / fly to commands make the ship follow at a distance making it take an off course approach rather a straight line.
I have a scene that requires the ship to fly a straight path, but it's not cooperating.

[ external image ]
*EDIT: 1-5-10*
Alright, yet again I found my own answer.
When Ship B is facing towards Ship A, Ship A will do everything it can to move around it to be able to "follow" or "move to" it.
So there are two solutions. Simply turn Ship B so that it faces AWAY from Ship A or simply increase the distance between them.
Also, depending on how natural you want the ships to move from point A to point B, I recommend you do not tune up the ship, that way you can see it power it's engines and take off much more naturally.

On a side note, metalvenom should show another tutorial on how to stage a scene between two or more ships and include all possible short cuts to moving around the game world i.e. "camera ships", "actor ships", "rigged to explode ships", "stations rigged to explode" ect. If not, I am planning on making one anyway, once my project is completed of course

Deep within the confines of the multiverse... a bad sector is formed.