[MOD] Lordjack's Highway System

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LordSneazy
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[MOD] Lordjack's Highway System

Post by LordSneazy »

The MOD currently modifies the local highway entry and exit gates, removes stream animation while your in the highway, and adds mini gate in zones only in between entry and exit gates along highway path. The entire Episode 1 of X-Rebirth currently has minigates. Entrance gates now have two billboards with unique new ads.

I highly recommend updating to 1.09 as it came to my attention that all the real ships in the game, when trying to fly through gates would try to counteract the collisions with the gates. Which would end them flying off course and then actually hitting the gates. So I removed the collisions by placing nocollision as a tag. everything should work perfectly now.

Version 1.09 has gone live on Steam.
http://steamcommunity.com/sharedfiles/f ... =327687391


Download V1.09
https://www.dropbox.com/s/oi48tdj8edf0x ... m.zip?dl=0


Some finished work photos:



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Last edited by LordSneazy on Tue, 25. Nov 14, 06:19, edited 24 times in total.
LordSneazy
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Post by LordSneazy »

If anyone would like to help with coding, I would be interested in taking on more help.
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Miniding
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Post by Miniding »

Nice work... even if I don't really know how much :wink: Idea sounds good...

I don't know how to code... but i will keep an eye here and will test when you'll be in this phase...

Good luck
Miniding
X3 Reunion - X3 Terran Conflict - X3 Albion Prelude - X Rebirth - X4 CE...
LordSneazy
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Post by LordSneazy »

I can't seem to get the pathing right, can anyone help me?

Code: Select all

<?xml version="1.0" encoding="UTF-8"?> 
<diff> 
  <replace sel="/macros/macro[@name='props_he_local_highway_entrance_macro']/properties/component[@ref='props_he_local_highway_entrance']"> 
    <component ref="props_lordjack_highway_entrance" /> 
  </replace> 
</diff>
YellowBelllyBlackSnake
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Post by YellowBelllyBlackSnake »

Haven't tested it, but this should work.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<diff>
  <replace sel="/macros/macro/component">
    <component ref="props_lordjack_highway_entrance" />
  </replace>
</diff>
SyberSmoke
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Post by SyberSmoke »

(scratches head) A statement at the top has me wondering...if these are in system and you are not traveling several light years, instead may be a couple AU at best. How will you move far enough to have a star fly by?

I could see something like this happening for a gate...but in system travel...the stars would remain constant.
LordSneazy
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Post by LordSneazy »

It wouldn't make sense, but it would look rather awesome. Or, at least you could imagine your seeing space dust...
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Post by LordSneazy »

@YellowBelllyBlackSnake thanks that helped. Now I just need the DAE Exporter to work and it should all come together. Still having no luck with that exporter.
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Miniding
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Post by Miniding »

I keep an eye on your fine idea dude... do you have any new picture with a new texture to show us?
Miniding
X3 Reunion - X3 Terran Conflict - X3 Albion Prelude - X Rebirth - X4 CE...
LordSneazy
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Post by LordSneazy »

I think I'm going to stop working on modeling until a better converter program exists or till egosoft releases more tools. I just can't get the exporter to work.

I'm going to focus on figuring out coding to have the highway entrance load at each spline point.

My problem is my friends are coders and understand this type of thing but they are busy and haven't yet helped me.

So I'm trying with out knowledge of any coding language of how to perform what I want.
LordSneazy
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Post by LordSneazy »

Does anyone know a workaround for this error?

Code: Select all

[=ERROR=] Child connection not supplied when adding component 'props_lordjack_highway_entrance' to 'standardzone'.
Also I decided it was too hard getting my own creations to work with the DAE exporter, so I've modified egosoft models to do what I want. Which worked with the exporter. Now I just need to figure out how to deal with that error.

[ external image ]
UniTrader
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Post by UniTrader »

i think i have an idea whaat causes this.. currently i cannt look in the game files to confirm since i am at work, but i think your zones.xml and/or sectors.xml would be useful, and if you changed it the libraries/components.xml iirc please post it, too ^^ (<-- probably this file is missing something for this)

i will be at home in around 5 hours, so if this didnt help by then please poke me because i know i will forget 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 ;)
LordSneazy
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Post by LordSneazy »

I got this error when I used the XML from the exporter. I have since then found if I use the original data from the excel and the exported .xmf files I've modified it works. But the XML is so funky. I make one change to it, it didn't like and either the model doesn't show or the game crashes. I have gotten it to load. However, the scale of the ring is the normal size and not what I had modified it to. I know someone said something that I can't scale the model in the 3D program, and that I must scale the actual points. Is this just a matter of selecting the points and then scaling?

I'd send you everything I've worked on but I'm going to work at the moment. Haha.
LordSneazy
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Post by LordSneazy »

So this is very interesting. During my research to continue to upgrade my MOD I found this! Seems egosoft fully intended or intends to do the exact thing I'm doing in Vanilla that I'm doing with my MOD.

It's called the repeater.

[ external image ]
StormMagi
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Post by StormMagi »

They are used on the between sector highways.
MOD XR Show Skills

Flying spaceships since 1993.
LordSneazy
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Post by LordSneazy »

Actually the one your thinking about is a completely different model. It's found under the props_he_super_highway_stream.xml


It looks like this.

[ external image ]
LordSneazy
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Post by LordSneazy »

Does anyone know how to make an object selectable in game?
UniTrader
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Post by UniTrader »

i think it depends on the Object Type. at least thats how diffrent selection visualisations and hud frames are implemented.
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 ;)
Senner
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Post by Senner »

I like this mod. I think the whole idea of using a highway system is fine, only the design, music and sound makes players long for seta instead.
LordSneazy
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Post by LordSneazy »

Thanks Senner.


Unitrader,

I hate figuring out this replace coding. What am I doing wrong?

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<diff> 
   <replace sel="/highwayconfigurations/entryandexitgateconfigurations/entryandexitgateconfiguration/[@entrygate='props_he_local_highway_entrance_macro'"> 
    <entrygate="props_lordjack_highway_entrance_macro"/>
   </replace> 
</diff> 

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