[MOD] Rise of the Ossian Raider v2.0 and ashipmod
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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Re: [Mod] Taranis
Question, is this the texture the ship automatically loads when you port it over? I only ask because I was messing around in rebirth earlier, and was near a Taranis, and I noticed the texture looks alot different in here compared to rebirth, sort of like the ship itself is displaying its distant texture instead of it's "in your face" one.
Not a criticism ofcourse, I realize this is all new territory for everybody when it comes to putting ships ingame, especially from a different engine.
Not a criticism ofcourse, I realize this is all new territory for everybody when it comes to putting ships ingame, especially from a different engine.
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Re: [Mod] Taranis
I believe it has to do with the rendering the game engine is using, I think Xrebirth used a different render than what Foundations uses which explains why XR looks so beautiful compared to Foundations.unit757 wrote: ↑Sun, 23. Dec 18, 00:57 Question, is this the texture the ship automatically loads when you port it over? I only ask because I was messing around in rebirth earlier, and was near a Taranis, and I noticed the texture looks alot different in here compared to rebirth, sort of like the ship itself is displaying its distant texture instead of it's "in your face" one.
Not a criticism ofcourse, I realize this is all new territory for everybody when it comes to putting ships ingame, especially from a different engine.
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Re: [Mod] Taranis
I know base rebirth and foundations use different engines, that will predominantly affect lighting and such. The actual texture itself doesn't drastically change between engines, just how it reacts to the environment.Requiemfang wrote: ↑Sun, 23. Dec 18, 04:43I believe it has to do with the rendering the game engine is using, I think Xrebirth used a different render than what Foundations uses which explains why XR looks so beautiful compared to Foundations.unit757 wrote: ↑Sun, 23. Dec 18, 00:57 Question, is this the texture the ship automatically loads when you port it over? I only ask because I was messing around in rebirth earlier, and was near a Taranis, and I noticed the texture looks alot different in here compared to rebirth, sort of like the ship itself is displaying its distant texture instead of it's "in your face" one.
Not a criticism ofcourse, I realize this is all new territory for everybody when it comes to putting ships ingame, especially from a different engine.
Compare an image of a Taranis in Rebirth, to either the one in sco's mod, or the WIP image Ojump has up of his, lighting aside you can see the textures are different.
Reason I bring this up is because I'm curious if, like the radar accessory, the LOD for the ship itself is also not loading properly, and is instead displaying the "distant" version like the radar does, but is less noticeable because the ship itself wont disappear like the extra parts do, it just loads a lower quality texture such as the one the ported ships currently have.
Again I'm not knocking the hard work both sco and Ojump are putting into getting these ships into Foundations, nor am I saying its a bug that needs to be fixed, but this entire process is largely trial and error, so finding all the errors is a good thing. I know it will probably be a while before anybody figures out how to get them moved and remodeled properly. Input from Egosoft would be amazing, they don't have to do it, but a quick "hey, look at changing this setting to fix that issue, or try doing it this way to get it right" never hurts.
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Re: [Mod] Taranis
Yeah, it looks different but it is not as bad as the Sucellus.unit757 wrote: ↑Sun, 23. Dec 18, 05:42I know base rebirth and foundations use different engines, that will predominantly affect lighting and such. The actual texture itself doesn't drastically change between engines, just how it reacts to the environment.Requiemfang wrote: ↑Sun, 23. Dec 18, 04:43I believe it has to do with the rendering the game engine is using, I think Xrebirth used a different render than what Foundations uses which explains why XR looks so beautiful compared to Foundations.unit757 wrote: ↑Sun, 23. Dec 18, 00:57 Question, is this the texture the ship automatically loads when you port it over? I only ask because I was messing around in rebirth earlier, and was near a Taranis, and I noticed the texture looks alot different in here compared to rebirth, sort of like the ship itself is displaying its distant texture instead of it's "in your face" one.
Not a criticism ofcourse, I realize this is all new territory for everybody when it comes to putting ships ingame, especially from a different engine.
Compare an image of a Taranis in Rebirth, to either the one in sco's mod, or the WIP image Ojump has up of his, lighting aside you can see the textures are different.
Reason I bring this up is because I'm curious if, like the radar accessory, the LOD for the ship itself is also not loading properly, and is instead displaying the "distant" version like the radar does, but is less noticeable because the ship itself wont disappear like the extra parts do, it just loads a lower quality texture such as the one the ported ships currently have.
Again I'm not knocking the hard work both sco and Ojump are putting into getting these ships into Foundations, nor am I saying its a bug that needs to be fixed, but this entire process is largely trial and error, so finding all the errors is a good thing. I know it will probably be a while before anybody figures out how to get them moved and remodeled properly. Input from Egosoft would be amazing, they don't have to do it, but a quick "hey, look at changing this setting to fix that issue, or try doing it this way to get it right" never hurts.
But i dunno how to change that, i ported models and textures, nothing change from my side on these things.

If anyone have an idea, you are welcome.

[Edit]
Released version 2.0 and added the Sucellus for further Tests.
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Re: [Mod] Taranis
Yeah no worries, hopefully someone manages to figure out how to get them to behave.sco1981 wrote: ↑Sun, 23. Dec 18, 09:47Yeah, it looks different but it is not as bad as the Sucellus.unit757 wrote: ↑Sun, 23. Dec 18, 05:42I know base rebirth and foundations use different engines, that will predominantly affect lighting and such. The actual texture itself doesn't drastically change between engines, just how it reacts to the environment.Requiemfang wrote: ↑Sun, 23. Dec 18, 04:43
I believe it has to do with the rendering the game engine is using, I think Xrebirth used a different render than what Foundations uses which explains why XR looks so beautiful compared to Foundations.
Compare an image of a Taranis in Rebirth, to either the one in sco's mod, or the WIP image Ojump has up of his, lighting aside you can see the textures are different.
Reason I bring this up is because I'm curious if, like the radar accessory, the LOD for the ship itself is also not loading properly, and is instead displaying the "distant" version like the radar does, but is less noticeable because the ship itself wont disappear like the extra parts do, it just loads a lower quality texture such as the one the ported ships currently have.
Again I'm not knocking the hard work both sco and Ojump are putting into getting these ships into Foundations, nor am I saying its a bug that needs to be fixed, but this entire process is largely trial and error, so finding all the errors is a good thing. I know it will probably be a while before anybody figures out how to get them moved and remodeled properly. Input from Egosoft would be amazing, they don't have to do it, but a quick "hey, look at changing this setting to fix that issue, or try doing it this way to get it right" never hurts.
But i dunno how to change that, i ported models and textures, nothing change from my side on these things.![]()
If anyone have an idea, you are welcome.
[Edit]
Released version 2.0 and added the Sucellus for further Tests.
I'm fairly certain though it's something to do with LODs loading incorrectly, as the Taranis is missing it's forward bridge structure, and the sucellus is missing it's bridge, which I think goes invisible at a distance so it makes sense.
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Re: [Mod] Taranis
Have you checked all the files if there is maybe a different file for the bridge LOD?
Die Nacht ist nur so dunkel, damit man sie besser sieht.
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Re: [Mod] Taranis
Which bridge structure and bridge is missing? Do you have a picture?unit757 wrote: ↑Sun, 23. Dec 18, 15:23
Yeah no worries, hopefully someone manages to figure out how to get them to behave.
I'm fairly certain though it's something to do with LODs loading incorrectly, as the Taranis is missing it's forward bridge structure, and the sucellus is missing it's bridge, which I think goes invisible at a distance so it makes sense.
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Re: [Mod] Taranis
i tested it out and it looks quite nice actually. Naturally the stairs clip but who cares..... that can easily be fixed later.
Spoiler
Show

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Re: [Mod] Taranis
Yepsco1981 wrote: ↑Sun, 23. Dec 18, 18:45Which bridge structure and bridge is missing? Do you have a picture?unit757 wrote: ↑Sun, 23. Dec 18, 15:23
Yeah no worries, hopefully someone manages to figure out how to get them to behave.
I'm fairly certain though it's something to do with LODs loading incorrectly, as the Taranis is missing it's forward bridge structure, and the sucellus is missing it's bridge, which I think goes invisible at a distance so it makes sense.
https://i.imgur.com/47Wt422.jpg
And heres a shot of the Sucellus bridge
https://i.imgur.com/HaVJbQl.jpg
It's the same model actually, which leads me to suspect that it is another addon part for the ship, since it's also the bridge for the Arawn, Balor, the Argon capitals, and I think a couple others use it to.
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Re: [Mod] Taranis
Yeah, looks good. I don't like clipping on the stairs, but i think this is avoidable.Takei wrote: ↑Sun, 23. Dec 18, 19:15i tested it out and it looks quite nice actually. Naturally the stairs clip but who cares..... that can easily be fixed later.SpoilerShow
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Re: [Mod] Taranis
I looked into it. It is indeed the good old XL Cockpit for the ships. But here comes the problem, it is classified as cockpit and will conflict with the new cockpit in X4.unit757 wrote: ↑Sun, 23. Dec 18, 19:18Yepsco1981 wrote: ↑Sun, 23. Dec 18, 18:45Which bridge structure and bridge is missing? Do you have a picture?unit757 wrote: ↑Sun, 23. Dec 18, 15:23
Yeah no worries, hopefully someone manages to figure out how to get them to behave.
I'm fairly certain though it's something to do with LODs loading incorrectly, as the Taranis is missing it's forward bridge structure, and the sucellus is missing it's bridge, which I think goes invisible at a distance so it makes sense.
https://i.imgur.com/47Wt422.jpg
And heres a shot of the Sucellus bridge
https://i.imgur.com/HaVJbQl.jpg
It's the same model actually, which leads me to suspect that it is another addon part for the ship, since it's also the bridge for the Arawn, Balor, the Argon capitals, and I think a couple others use it to.
Tried to change it to a "part" and renamed all possible components but it won't show up ingame. Maybe it is hardcoded or some entries are in the XMF files, but i can't alter these.
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Re: [Mod] Taranis
Its classified as a cockpit? That seems really weird for them to code it that way, because none of the ships it's used on actually have cockpits, just landing pads. Either way, it still has a model attached to it, so hopefully someone will figure out how to pry the model off and turn it into a prop. Not so bad for the Taranis because it has the secondary structure that easily can stand is as a bridge, but the Sucellus looks weird without it lol.sco1981 wrote: ↑Mon, 24. Dec 18, 00:24I looked into it. It is indeed the good old XL Cockpit for the ships. But here comes the problem, it is classified as cockpit and will conflict with the new cockpit in X4.unit757 wrote: ↑Sun, 23. Dec 18, 19:18Yep
https://i.imgur.com/47Wt422.jpg
And heres a shot of the Sucellus bridge
https://i.imgur.com/HaVJbQl.jpg
It's the same model actually, which leads me to suspect that it is another addon part for the ship, since it's also the bridge for the Arawn, Balor, the Argon capitals, and I think a couple others use it to.
Tried to change it to a "part" and renamed all possible components but it won't show up ingame. Maybe it is hardcoded or some entries are in the XMF files, but i can't alter these.
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Re: [Mod] Taranis
I think i have found a solution to integrate this as part and not as cockpit. But have to change the LODs a bit, because the "bridge" disappears too fast.unit757 wrote: ↑Mon, 24. Dec 18, 01:53Its classified as a cockpit? That seems really weird for them to code it that way, because none of the ships it's used on actually have cockpits, just landing pads. Either way, it still has a model attached to it, so hopefully someone will figure out how to pry the model off and turn it into a prop. Not so bad for the Taranis because it has the secondary structure that easily can stand is as a bridge, but the Sucellus looks weird without it lol.sco1981 wrote: ↑Mon, 24. Dec 18, 00:24I looked into it. It is indeed the good old XL Cockpit for the ships. But here comes the problem, it is classified as cockpit and will conflict with the new cockpit in X4.unit757 wrote: ↑Sun, 23. Dec 18, 19:18
Yep
https://i.imgur.com/47Wt422.jpg
And heres a shot of the Sucellus bridge
https://i.imgur.com/HaVJbQl.jpg
It's the same model actually, which leads me to suspect that it is another addon part for the ship, since it's also the bridge for the Arawn, Balor, the Argon capitals, and I think a couple others use it to.
Tried to change it to a "part" and renamed all possible components but it won't show up ingame. Maybe it is hardcoded or some entries are in the XMF files, but i can't alter these.
[Edit]
The Cockpit/Bridge will be in version 2.2 as well as the main radar LOD fix.
Last edited by sco1981 on Mon, 24. Dec 18, 14:52, edited 1 time in total.
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Re: [Mod] Taranis
I wouldn't add more docking pads to the ship. It is alraedy powerful enough and carrier managment is crap atm anyway.
Die Nacht ist nur so dunkel, damit man sie besser sieht.
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Re: [Mod] Taranis
Gotta agree with this, think the whole point of trying to bring XR ships over is to make it so we have more ship selection and no overpowered ships that completely break what balance there is with the game.
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Re: [Mod] Taranis
Agree with it aswel and with it's current gun placement it feels more like a heavy destroyer/battleship with 2 landing pads in the rear between the XL guns.Requiemfang wrote: ↑Mon, 24. Dec 18, 13:34Gotta agree with this, think the whole point of trying to bring XR ships over is to make it so we have more ship selection and no overpowered ships that completely break what balance there is with the game.
The ship is a great in that role as an escort for carrier ship that is like 3 times the size of it with 20-30 pads to speed up docking/undocking.
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Re: [Mod] a ship mod
New version 2.2 released.
- Fixed main Radar LODs
- Added missing bridge mesh for both ships
- Fixed main Radar LODs
- Added missing bridge mesh for both ships
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Re: [Mod] a ship mod
Can you maybe post a picture of how it should look now?
Because for me no change, Sucellus still missing bridge and Taranis still missing 2nd bridge and radar.
Because for me no change, Sucellus still missing bridge and Taranis still missing 2nd bridge and radar.
Die Nacht ist nur so dunkel, damit man sie besser sieht.
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Re: [Mod] a ship mod
Have you tried building them? Because in the shipyard view it didn't appear for me, but once built, the bridge was there on the Sucellus. I haven't tried the Taranis yet though.