[SHIP] Venator-class star Destroyer WIP

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HogMaster
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Post by HogMaster »

I have no clue how to work the ships... I mean the modelling is all done, its right there to download.

We need to take the model, turn it into a file to be used in X3 I guess and then use the X tools provided to add the weapons, engine values, shield values, cockpit etc...
Amon-ra
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Post by Amon-ra »

Input Model turn into BOD and add Scene (turrets, Camera's, Docking, Engines)

then bind that through the editor so that the game recognizes were the turrets, cockpits, weapon points engies are etc etc.
X-Enon
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Post by X-Enon »

good job dude Oo could you add internal docks for TS/M6 classes?
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novaliko
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Post by novaliko »

but who is in charge of the proyect???
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Killjaeden
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Post by Killjaeden »

nobody until the author showes some signs of activity or someone else does it.
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HogMaster
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Post by HogMaster »

I PMed the original guy but no response.

I'm trying to get my head around this, but I have no experience at this sort of thing.
Amon-ra
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Post by Amon-ra »

no at present an experience person is required because there are some texture issues to deal with. and the original guy has been missing for months.
AgentX250
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Post by AgentX250 »

Hi,

so what has to be done to this model exactly to make it work in game? if its just coding i should be able to get it working.
Amon-ra
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Post by Amon-ra »

Texturing Issues last I heard. turrets etc etc. He got the model from somewhere. it wasnt Native to X3, believe I placed in the model and slapped in textures THOUGH I am not sure if the textures were pre-existing on the model or not.

Would be great (very great) if you got this in game. take a whack at it :D

Overall the issues he posted seemed Minor.
AgentX250
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Post by AgentX250 »

I'll give it a try but I'm just starting out and code is relatively easy to reverse/copy. if model work or skinning is needed I'll need help, and the first bit is converting the skp file to bod (xsp might be better?)? do you know what texture issues? we can use stock turrets until everything else is finished, if thats the problem.

if you have any experience with modding i could definitely use the help.

EDIT: ok i have the rough ship values in and saved. once the model stuff gets sorted i can start on the turret set up. the plan is to have (at least) 4 missile tubes, 2 gun banks (4 dual barrel turrets, each side of the tower), 2 quad turrets on either side, and bow hanger entry* and side hanger bay exit* (depends on model).
HogMaster
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Post by HogMaster »

"The armament of a single Venator-class Star Destroyer consisted of 8 DBY-827 heavy dual turbolaser turrets, 2 medium dual turbolaser cannons, 52 point-defense dual laser cannons or turbolasers, and 4 heavy proton torpedo tubes."


Some Torpedo Tubes/Launcher on the bow, they need a broadside of guns running down the sides with some heavier cannons either side of the turret, 4 per side I believe.

Can you have entrance and exit to the hanger on the side rather than the entrance being on the bow?

If I am picturing what you mean correct, on the bow would create extra risk of collisions when AI is docking.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

8 x Dual Heavy = 16 Guns (2 turrets of 8 or 1 turret of 8 perhaps)
2 x Dual Medium = 4 Guns (1 turret of 2/4)
52 x Normal = 52 Guns (4 turrets of 12 and 1 turret of 4)
4 x Torpedo Tubes = 1 Turret

Maximum number of Turrets per ship is 6 plus the main cockpit but if you want a missile turret then the main cockpit is off-limits apparently meaning that you will have a limit of 5 turrets to work with.

I would suggest the following:-
L/R Turrets = 8 Heavy Weapons Each
U Turret = 4 Medium Weapons
F Turret = 4 Missiles
B/D Turrets = 12 Light/Flak Weapons Each

EDIT: WRT Docking, how about an aft/down docking bay and lauch bays at the sides or below?
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
HogMaster
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Post by HogMaster »

Roger L.S. Griffiths wrote:8 x Dual Heavy = 16 Guns (2 turrets of 8 or 1 turret of 8 perhaps)
2 x Dual Medium = 4 Guns (1 turret of 2/4)
52 x Normal = 52 Guns (4 turrets of 12 and 1 turret of 4)
4 x Torpedo Tubes = 1 Turret

Maximum number of Turrets per ship is 6 plus the main cockpit but if you want a missile turret then the main cockpit is off-limits apparently meaning that you will have a limit of 5 turrets to work with.

I would suggest the following:-
L/R Turrets = 8 Heavy Weapons Each
U Turret = 4 Medium Weapons
F Turret = 4 Missiles
B/D Turrets = 12 Light/Flak Weapons Each

EDIT: WRT Docking, how about an aft/down docking bay and lauch bays at the sides or below?


Missle Turrets are not really vital, but you do need to get the main guns either sdie of the Bridge Tower working and batteries of guns down either broadside of the ship so it is fitting with the real Venator. Then place some guns under and on the bow?

I like the Docking idea! :D
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

In light of what Hog Master said
I would suggest the following:-
L/R Turrets (centred 45 degrees off the front line so both can turrets can still fire forward) = 8 Heavy Weapons Each (Main Guns?)
U Turret (pointing forward?) = 4 Medium Weapons (Secondary Guns?)
F/D Turrets (mapped left/right but both cover underside) = 12 Light/Flak Weapons Each
B Turret = 12 Light/Flak Weapons
Main (unused - in keeping with other big ships)

No cockpit can have more than 12 gun mounts which is why I suggest the Heavy being split between two turrets.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
Amon-ra
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Post by Amon-ra »

lol please dont give the Cockpit any turrets. its an M1(what the original person was doing) and has no forward/Nose weaponry. the torpedo tubes..I have no idea.
HogMaster
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Post by HogMaster »

Well ok, no forwards weaponry (shame because the Venator is a Destroyer, Destroyers in X3 being M2s, any chance it could be an M2 with a `decent` hanger bay?)

Anyway...


So long as he has gun batteries on her broadsides and some real powerful cannons either side of the Bridge towers and some other weaponry to protect to the topside and below her.

Her broadside and the heavy cannonry should be the mainly anti-captial ship weaponry I believe.
AgentX250
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Post by AgentX250 »

I'm tired and have a headache so if i missed one of the above points let me know.

1. this ship WILL stay an M1/M2 like intended.
2. it WILL have 4 heavy dual turrets on either side of the command bridge (aft tower)
3. it WILL have 2 medium dual OR quad turrets half way between the bow and side hanger bay doors
4. side, front, top, and bottom hangers are all canon. where they go depends on what you want and who ends up putting them in.
5. there WILL NOT be main cockpit view guns (like in M3-M7 class ships)
6. medium or heavy broadside guns will be placed on the overhanging plating of the top and bottom surfaces, and placed so they can fire slightly forward.
7. there MIGHT be forward facing turrets (look below)
8. there WILL be a large hanger (temp code has 80 slots, might be reduced a little) and should hold at least 4 M6s (if we can get that working)

for the missile tubes, i was hoping i could make it to launch 4 at a time instead of 1 without making a turret. since the venator was a mid-weight carrier/battle cruiser it should have strong weapons AND fighter/bomber capabilities. lets see what else, as of now i don't know how to work turrets for the underside which is currently defenceless, and a few light dual turrets will be placed on the aft rigging/boom between the engines. turrets might be placed on the swept aft wing facing forward

finally, I need someone to get the model converted and in working order since i cant model, rig or skin/texture.
Sn4kemaster
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Post by Sn4kemaster »

Interestingly the AFT Woden is a very similar ship in specification to the Venator Class....a multi-role medium weight warship (ok the Woden maybe classed more a heavy weight in the X universe) that can fulfill both carrier and ship to ship combat duties...

The similarities i have always thought are quite striking between the 2....even down to the nose docking port on the Woden, (yes i know the Venator could launch and dock ships primarily from its nose but it could also launch the fighters verticaly like the Woden) and the two side batteries of 8 heavy anti ship weaponry and then anti-fighter (flak) all-around.

Anyway that's my thoughts on the balancing issue if this ship does make it into the x universe world
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Sounds good, but please see my comments below :)
AgentX250 wrote:2. it WILL have 4 heavy dual turrets on either side of the command bridge (aft tower)
3. it WILL have 2 medium dual OR quad turrets half way between the bow and side hanger bay doors
Ok this will account for 3 or 4 of your 6 allowed Turret Cockpits depending on how you map the medium guns.
AgentX250 wrote:4. side, front, top, and bottom hangers are all canon. where they go depends on what you want and who ends up putting them in.
WRT Hangers, I suggest you pick one of the faces for the docking bay and put a number of launch bays on the other faces (there is some debate as to if you can have combined docking/launch bays for internally docked ships and doing so could have some nasty collision problems)
AgentX250 wrote:6. medium or heavy broadside guns will be placed on the overhanging plating of the top and bottom surfaces, and placed so they can fire slightly forward.
I presume this is refering to the guns in points 1 and 2. If not see my response to 7 and your notes below.
AgentX250 wrote:7. there MIGHT be forward facing turrets (look below)

for the missile tubes, i was hoping i could make it to launch 4 at a time instead of 1 without making a turret.
If you want rapid fire of 4 missiles I think you will need to make it a cockpit, unless you want to get involved with some funky scripting.
AgentX250 wrote:since the venator was a mid-weight carrier/battle cruiser it should have strong weapons AND fighter/bomber capabilities. lets see what else, as of now i don't know how to work turrets for the underside which is currently defenceless, and a few light dual turrets will be placed on the aft rigging/boom between the engines. turrets might be placed on the swept aft wing facing forward
With the Heavy guns mapped to 2 Turret Cockpits, the Medium guns mapped to 1 Turret Cockpit, and the Missiles mapped to 1 Turret Cockpit then you will have 2 Turret Cockpits to play with which can be placed anywhere you like with the limit of 12 guns per cockpit (12 single, 6 dual, or 3 quad turrets).
AgentX250 wrote:8. there WILL be a large hanger (temp code has 80 slots, might be reduced a little) and should hold at least 4 M6s (if we can get that working)
The m6 docks should be quite easy to do, I would suggest looking at the Vanilla Goner Aran if you want them internal, and Cadius's Xtra Ship/Station pack if you want them external (there are probably other examples to look at but I can not think of any at the momment.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
AgentX250
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Post by AgentX250 »

ok so who wants to join my team?

to do list:
1. get model in game and functional
2. get remaining turrets on the model
3. add hanger, docking, and launch bays
4. finish and apply code

anyone that can do any of the above pm me. i'm a noob so i cant do this alone, if you wanna see this happen you'll need to help :) .

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