MIS: More Immersive Skunk -- [POC] New Interiors, subsytems etc

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-Skipp-
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Post by -Skipp- »

Oh wow... can't wait to see this as a finished mod! :o

It has that Star citizen - look to it and i love it. any ETA on the project?
Ginger470
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Post by Ginger470 »

...any ETA on the project?
Soon :)
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piscisferro
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Post by piscisferro »

Ginger470 wrote:I'd hold off installing for the moment (at least unless you just wanna peak)... it's seriously pre-alpha :)
Can you at least post the HUD? Its very cool
Ginger470
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Post by Ginger470 »

The huds in the WIP link .... but honestly, this is a large and involved project where most everything interrelates in some way.

Currently, I'm fleshing out the interior of the skunk, playing with modeling and seeing what interactivity is possible ... this will allow some control over the new sub-components. This is quite laborious though.
Ginger470
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Post by Ginger470 »

Have you seen the weapons room in the skunk? No? 75 missiles take up a lot of room :)

NEW INTERIOR MODELS!!!!!

(untextured and badly lit - just a proof of concept at this point, Lousy screengrab, game isn't laggy when not using the grabber.)

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

HAPPY NEW YEAR!!!!!!!!!
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Litauen
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Post by Litauen »

Amazing. Did you find a way to add some controls to teleport Ren to another room "in" the Skunk?
Ginger470
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Post by Ginger470 »

Hi Litauen,

Currently I replaced the exit door (by the microwave) with a button operated sliding door (like the door back into the cockpit) ... and that works pretty well.

You'll see the door around 4.00 in this video https://www.youtube.com/watch?v=GMXdkdM0WWM

That said, I think I understand how the models work, so it may be possible to cut holes in existing collision meshes for other doorways (like the toilet? :) or the hatch leading to the second deck).

I have a (theoretical) idea about climbing ladders too, so that the upper floor is accessible, but we'll have to wait and see if that's possible.

Plus, I still need to figure out UV mapping so I can texture the new rooms. Not even attempted this yet so I can't say how easy/hard it is.

Just loving that I can get models (and collisions) in the game ;)

BTW: As a fallback player.entity.position can be queried and set, so it may be possible to get the player position and if within a certain area, trigger a jump to another position via the md. I'd rather not use this method but it should work.
UniTrader
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Post by UniTrader »

Ginger470 wrote:BTW: As a fallback player.entity.position can be queried and set, so it may be possible to get the player position and if within a certain area, trigger a jump to another position via the md. I'd rather not use this method but it should work.
i think this combined with a cutscene is the most realistic possiblity for going up and down. maybe with some kind of button on the ladder to trigger it.


PS there is one thing that really disturbed me when you first posted your Extension of the Skunks Interior: arent your new Rooms partially outside of the Skunks Hull?
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 ;)
antoniut
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Post by antoniut »

@Ginger470

Amazing work! Can do ya reveal how to get the models n collisions from the game? :roll:

Now try to find where the hell are the 50 marines!

:lol:


P.s. I believe we need a L skunk rather tan S one...
Ginger470
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Post by Ginger470 »

Hey UniTrader,

I'm thinking along the same lines ... maybe a small (invisible) ramp at the base of the ladder that puts player.entitiy.position at a certain co-ordinate range which then triggers an animation through the hatch. It would also trigger if you jump to it also.

The interiors being too large (and being a pain to position) is what made me start modelling my own. The magazine is modelled from the schematics release from egosoft, so the new magazine is (roughly) the right size -- what you're not seeing in the video is the exterior wall, which is really tight to the missile loaders.

It also had to be extended back from the original plan, but that wasn't designated as having any rooms there.

I'm keeping an eye on making this as true to original as possible, but a certain amount of latitude has to be taken... for instance The skunk can be armed with any one of 75 missiles at a given moment within seconds of the request ... which means that all missiles need to be accessible to a single launch tube -- hence the drum-within-drum loading method.... and that takes up a bit more space than I'd like given the size of the missiles...

So please don't be too disturbed :) I'm aiming at squeezing everything in within the airframe in a plausible and accessible way .... just wanted to see if it was within my means to insert a complicated model within the game ;)
Ginger470
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Post by Ginger470 »

@antoniut,

I'm using XRConverter:

http://forum.egosoft.com/viewtopic.php?t=360045

... UniTrader gave me a simple 2d plane a while back. I use that as a 'dummy' file after passing it into XRConverter and opening it in blender (but any simple XMF will do the trick).

After modelling new stuff (in C4d) I output as an .obj (no dae support), import it into blender and follow the node structure (copying the mesh) of the dummy.

It's then exported as a collada file, which in turn gets converted by XRConverter into an XMF.

Once that's done, I assign the texture by manually (hex) editing the resultant XMF lod.

To get it in game, you'll then need to add it as a connection in an xml.

Sorry for the short description, but maybe that's enough for someone to get going with it -- I have to go and party :D
antoniut
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Post by antoniut »

Thanks a lot and happy new year :D


PS Maybe someday the devs will gift to modders some app to make easier to
model :?:
UniTrader
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Post by UniTrader »

just looked a bit through your mod and i have some suggestions for changes which would be beneficial when actually integrating Effects into the Consoles of a CP, not just displaying them on a HUD:

create a new Connection in the CP with the current coordinates of your Effects and assign some dummy macro to it, also change the pos of all effects to 0/0/0 - if you add/remove effects do it to this dummy macro - this makes moving/scaling the HUD easier since you only have to do it in one place ;)

or even better: make multiple connections with diffrent Tags and assign the Dummy Macro to each of them (one connection/dummy for each subsystem group to be displayed in the same console) and split the add/remove effect likewise in the mdscripts -> this way it is possible to move certain elements of the current HUD to Consoles on the CP for each CP individually without change in the Scritps or Effects ;)
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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Litauen
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Post by Litauen »

Currently I replaced the exit door (by the microwave) with a button operated sliding door (like the door back into the cockpit) ... and that works pretty well.

You'll see the door around 4.00 in this video https://www.youtube.com/watch?v=GMXdkdM0WWM
Terrific job with the interiors!

Let me know how you connected the button near microwave to open the door nearby? I could find this from your code, but just want to save time.
That said, I think I understand how the models work, so it may be possible to cut holes in existing collision meshes for other doorways (like the toilet? Smile or the hatch leading to the second deck).
Yes, it is possible with Blender. I tried this then was working on the Bridge mod.

My interest is to have Skunk with interiors similar to this: http://i.imgur.com/B73Lnpw.png
Ginger470
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Post by Ginger470 »

@UniTrader -- great idea ... I know the 'crane' cockpit doesn't work well with the hud nor do lower resolutions, so easily maneuvering elements would be very beneficial. There are two monitors on the arm of the piots chair which I think are te only two which appear in every cockpit and I have my eye on them .... but maybe with your ideas it would be easy enough to have unique layouts for each cockpit.

@Litauen -- the code for the doors isn't uploaded in this version...but I just used part of the door interiors_rooms_swa_skunk_exit and just (slightly) modified the existing code.

MACRO:

Code: Select all

<connection ref="ConnectionFor_interiors_rooms_swa_button_012">
        <macro>
          <component ref="interiors_rooms_swa_button_01" connection="space" />
        </macro>
      </connection>
      <connection ref="ConnectionFor_interiors_rooms_swa_skunk_exit2">
        <macro>
          <component ref="interiors_rooms_swa_skunk_exit2" connection="space" />
        </macro>
      </connection>
COMPONENT:

Code: Select all

<connection name="ConnectionFor_interiors_rooms_swa_skunk_exit2" group="exit2 " tags="switchable">
				<offset>
					<position x="-3.607273" y="1.114259" z="1.711373"/>
					<rotation yaw="270" />
				</offset>
			</connection>
			<connection name="ConnectionFor_interiors_rooms_swa_button_012" group="exit2 " tags="button">
				<offset>
					<position x="-3.1169222" y="1.451601" z="2.37636557"/>
					<rotation yaw="135" />
				</offset>
			</connection>
The important thing is connecting the switch and door with the same group name (exit2 in this case).

And that schematic of the skunk is what I'm working off of .... so you'll end up with the interior of the skunk fully modelled soon, plus with all the subsytems enabled within the room (so you'll be able to control engine subsystems from the engine room etc)
R-TEAM
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Post by R-TEAM »

Hi,

i like your mod - make the game much more like an "Real" sim ...
But .... (yes - yes ... it is always an "But" .. :P )

I dont like, how you change the flight model to more "Air plane style" ...
If i like to fly an Air plane, i start an filght Sim ....

I know, the ATM nowdays used full newtonian flight model in real space is not usable without senseless training and so i understand a "real newtonian" system (like in the old frontier Elite series) is no solution for the most user to have fun (the idea to force to fly this hard model if core systems broken however, is well) , but by changing an space craft to an air plane is the wrong (or go too far) way .... IMHO

I hope you "seperate" your nice mod in an "base" mod and an "flight model" AddOn mod who the user can use the flight model he like.

And it would be nice to have the "Skunk pivot Fix" integratet as option :)

Regards
R-TEAM
Ginger470
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Post by Ginger470 »

He RTEAM,

In the latest code (not downloadable yet) the semi Newtonian flight can be turned on and off as you see fit.... Unless the flight vectoring hydraulics are broken ... In which case the Skunk steers like a sausage in an icerink :)
R-TEAM
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Post by R-TEAM »

Hi,

mmhh .. i think you missunderstand my post a little bit :)
(sorry - english is not my primäry language ..)

I am happy with the ability, if core systems broken, you are only with the basic space flight mechanic - and this is newtonian.
So here no problem ...

The things i dont like (from an previous post from you) :
----------------------
Flight_vector_engines:
----------------------
Reduces strafe and yaw and introduces semi-newtonian flight. Makes flight more like a conventional aircraft -- but with far less air resistance Wink

+ Strafe is only good for leveling out flight dynamics and not as part of combat manouvering
---
---
+ Roll is much more important as the Skunk now flys more like an aircraft -- makes for a better combat experience (but watch out for High Gs!)
-----------------------

I dont like, my spacecraft fly like an conventional aircraft.
it makes no sense to waste all the additional manouver elements you have in an zero g environment with no "air" (the space), to have an better flyable spacecraft for the user who only know to fly an aircraft ...

You mod added much "simulation" feeling to the game ...
but your attemp to reduce the space flight/combat to an simple air flight/combat is the opposite way ...
I dont say, it is not an good play style for many user ... but it is not an option for me ...

Regards
R-TEAM
Ginger470
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Post by Ginger470 »

@ RTEAM,

ok .. I understand .. and I agree.

On damaged engine vectors I was reducing yaw, but if anything pitch and roll would be mostly effected -- yaw could feasibly be compensated for by increasing power to a single engine, kinda like how a tank steers.

Now that'll make for an interesting damaged flight model :D

Thanks!
lawyer237
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Joined: Fri, 4. Apr 08, 18:49

Post by lawyer237 »

Hello,

Any update on progress?

Thanks.

J.

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