That happens if the mod is installed on the wrong folder. Check the folder name, should be: litauen_capital_ship_bridgeMAX92 wrote:If I install this mod and dock on a capital ship, I get stuck inside a massive wall.
After that I can only exit the game as nothing like moving/looking around or CTRL+D work.
I'm using version 4.0 with Teladi Outpost and Home of Light installed.
Can anybody help?
[MOD] Capital Ship Bridge
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Hi to Hume is updating this mod.
Sometime back i stop using this mod not because it's bad but i did have issues info in earlier post.
I thought the bridge to be far to large for some ships and needed to be overall a lot smaller or either sizes small, medium, and large to compliment the relevant sizes of ships.
And those large doors/corridors do they have to be that big as i see it the lack of resources don't justify the size of those doors. cargo/dock doors yes this go's for the station doors as well maybe the corridors too thinking about it i want to walk down them not fly by the sizes (One for the DEV's i think).
I was wondering if the bridges and doors/corridors can be made smaller to look and fit in with reality.
Sometime back i stop using this mod not because it's bad but i did have issues info in earlier post.
I thought the bridge to be far to large for some ships and needed to be overall a lot smaller or either sizes small, medium, and large to compliment the relevant sizes of ships.
And those large doors/corridors do they have to be that big as i see it the lack of resources don't justify the size of those doors. cargo/dock doors yes this go's for the station doors as well maybe the corridors too thinking about it i want to walk down them not fly by the sizes (One for the DEV's i think).
I was wondering if the bridges and doors/corridors can be made smaller to look and fit in with reality.
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The issue is that the original mod author used existing models to make the bridge, he just flipped some upside down and the like to make them seem new. Without new 3D assets, there isn't much that can change here, short of small tweaks.JESS 246 wrote:Hi to Hume is updating this mod.
Sometime back i stop using this mod not because it's bad but i did have issues info in earlier post.
I thought the bridge to be far to large for some ships and needed to be overall a lot smaller or either sizes small, medium, and large to compliment the relevant sizes of ships.
And those large doors/corridors do they have to be that big as i see it the lack of resources don't justify the size of those doors. cargo/dock doors yes this go's for the station doors as well maybe the corridors too thinking about it i want to walk down them not fly by the sizes (One for the DEV's i think).
I was wondering if the bridges and doors/corridors can be made smaller to look and fit in with reality.
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correction: although the Bridge was originally an asset from the Game the Model was changed - for example the Window you see through in the Bridge was originally much smaller. the Tool/converter to create and change Models does exist (sorry, no link at hand, but a user named "arc_" created it) - it may not be perfect or complete (eg animations are missing) but it does work.Valhalla Awaits wrote:The issue is that the original mod author used existing models to make the bridge, he just flipped some upside down and the like to make them seem new. Without new 3D assets, there isn't much that can change here, short of small tweaks.JESS 246 wrote:Hi to Hume is updating this mod.
Sometime back i stop using this mod not because it's bad but i did have issues info in earlier post.
I thought the bridge to be far to large for some ships and needed to be overall a lot smaller or either sizes small, medium, and large to compliment the relevant sizes of ships.
And those large doors/corridors do they have to be that big as i see it the lack of resources don't justify the size of those doors. cargo/dock doors yes this go's for the station doors as well maybe the corridors too thinking about it i want to walk down them not fly by the sizes (One for the DEV's i think).
I was wondering if the bridges and doors/corridors can be made smaller to look and fit in with reality.
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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Also possible to add completely new models to the game:
https://www.youtube.com/watch?v=b71GhmzjIRA
Just don't ask me how.
https://www.youtube.com/watch?v=b71GhmzjIRA
Just don't ask me how.
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observe made a guide for that - in stickies http://forum.egosoft.com/viewtopic.php?t=376472
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
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As far as I am aware no modeller has managed to get any none Egosoft based model into X:R.YorrickVander wrote:observe made a guide for that - in stickies http://forum.egosoft.com/viewtopic.php?t=376472
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I don't know if would help create/add models but linolafett's "Behind the scenes" thread may have info.
Listed on the wiki under "info about sound and art production".
Listed on the wiki under "info about sound and art production".
Last edited by Sparky Sparkycorp on Wed, 16. Mar 16, 12:39, edited 1 time in total.
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Then you know wrong - this mod did exactly that. The model may be based on a default XR room, but it was modified in i think blender (read the early posts in this topic)TSM wrote:As far as I am aware no modeller has managed to get any none Egosoft based model into X:R.YorrickVander wrote:observe made a guide for that - in stickies http://forum.egosoft.com/viewtopic.php?t=376472
Also i know two more mods which include meshes not taken from Vanilla - but you wont exactly notice since its just a plane square in both cases. (Talking about my Logo mod and the Mod where life support,energy etc was added to the skunks gameplay)
I really wonder how often i have to correct people on this..
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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As Unitrader has said, both he, I and Lituan have ALL successfully imported new models into the game.
The video on youtube is my video ... with an ingame model ... just as a proof of concept.
The reason I said not to ask me how it's done is because it's a lengthy process and honestly I don't have much time anymore, but all the information needed is on this forum
Much as Unitrader, just trying to dispel the myth of 'no new models'
The video on youtube is my video ... with an ingame model ... just as a proof of concept.
The reason I said not to ask me how it's done is because it's a lengthy process and honestly I don't have much time anymore, but all the information needed is on this forum

Much as Unitrader, just trying to dispel the myth of 'no new models'

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I guess creating a geometry which can be loaded ingame is possible. The problem is the whole handling of materials and setup related things.
Making these tools avaliable is sdaly not possible in their current state. They are all workingn with a database, without databes no tools. We can not make the database avaliable afaik. CBJ/BurnIT migh be able to explain this better.
Making these tools avaliable is sdaly not possible in their current state. They are all workingn with a database, without databes no tools. We can not make the database avaliable afaik. CBJ/BurnIT migh be able to explain this better.
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Remember my logo mod? Its basically using the same mesh (the aforementoined plane square) over and over with diffrent textures/materialslinolafett wrote:I guess creating a geometry which can be loaded ingame is possible. The problem is the whole handling of materials and setup related things.
Making these tools avaliable is sdaly not possible in their current state. They are all workingn with a database, without databes no tools. We can not make the database avaliable afaik. CBJ/BurnIT migh be able to explain this better.

Also remember that for the classic X Games there are still no official importers/exporters to this date. And i dont think ego will ever create them.
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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Sure i can recall. Problematic are objects with more materials. You do not want to create them in an texteditor 

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My art stuff
My art stuff