[MOD] Capital Ship Bridge

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Armodeus
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Post by Armodeus »

MAX92 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?
That happens if the mod is installed on the wrong folder. Check the folder name, should be: litauen_capital_ship_bridge
Armodeus
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Post by Armodeus »

roy35150 wrote:Hi

Thx for the updates.. Great Mod. :thumb_up:

1 prob,im running at 1280 by 1024 and cannot see the hull shield indicator at all.Everything else is fine.

Any idea how to fix?
You would have to edit the mod and change the hintposition
from
<position x="82" y="96" />
to
<position x="82" y="93" />
MAX92
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Post by MAX92 »

Armodeus wrote:That happens if the mod is installed on the wrong folder. Check the folder name, should be: litauen_capital_ship_bridge
Thanks for your help, it works now.
With this great mod capital ships are now as they should be.
roy35150
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Post by roy35150 »

Thank you :)
JESS 246
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Post by JESS 246 »

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.
Valhalla Awaits
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Post by Valhalla Awaits »

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.
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.
UniTrader
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Post by UniTrader »

Valhalla Awaits wrote:
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.
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.
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.
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 ;)
Ginger470
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Post by Ginger470 »

Also possible to add completely new models to the game:

https://www.youtube.com/watch?v=b71GhmzjIRA

Just don't ask me how.
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TSM
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Post by TSM »

looks interesting but since nothing has been heard about it since Dec 2014 I guess that's about as far as it got.
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YorrickVander
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Post by YorrickVander »

observe made a guide for that - in stickies http://forum.egosoft.com/viewtopic.php?t=376472
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TSM
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Post by TSM »

YorrickVander wrote:observe made a guide for that - in stickies http://forum.egosoft.com/viewtopic.php?t=376472
As far as I am aware no modeller has managed to get any none Egosoft based model into X:R.
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Sparky Sparkycorp
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Post by Sparky Sparkycorp »

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".
Last edited by Sparky Sparkycorp on Wed, 16. Mar 16, 12:39, edited 1 time in total.
UniTrader
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Post by UniTrader »

TSM wrote:
YorrickVander wrote:observe made a guide for that - in stickies http://forum.egosoft.com/viewtopic.php?t=376472
As far as I am aware no modeller has managed to get any none Egosoft based model into X:R.
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)

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 ;)
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TSM
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Post by TSM »

I'm talking about full complex model, I was going to make some new ships in blender, but it became clear without full access to the assets it would not be possible, at least one Egosoft employee confirmed this ;)
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Ginger470
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Post by Ginger470 »

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' ;)
linolafett
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Post by linolafett »

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.
01001100 01101001 01101110 01100101 01110011 00100000 01101111 01100110 00100000 01110100 01101001 01101101 01100101 01110011 00101110 00101110 00101110

My art stuff
Ginger470
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Post by Ginger470 »

When tools are lacking, creativity and imagination step in ;)
antoniut
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Post by antoniut »

Copyright questions?
UniTrader
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Post by UniTrader »

linolafett 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.
Remember my logo mod? Its basically using the same mesh (the aforementoined plane square) over and over with diffrent textures/materials ;) ok, i didnt change it via a modelling program but via text editor, but you can use new materials in the game (just add them to the libraries/material_library.xml or something along those lines)

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 ;)
linolafett
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Post by linolafett »

Sure i can recall. Problematic are objects with more materials. You do not want to create them in an texteditor ;)
01001100 01101001 01101110 01100101 01110011 00100000 01101111 01100110 00100000 01110100 01101001 01101101 01100101 01110011 00101110 00101110 00101110

My art stuff

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