[MOD] XRrebirth-Texture expansion

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snackynak
Posts: 36
Joined: Sun, 12. Feb 12, 07:59
xr

[MOD] XRrebirth-Texture expansion

Post by snackynak »

This mod aims at converting the legacy materials from X:Rebirth that are in X4 into the new shader system. This mod is meant to be used in conjunction with mods that port ships from X:Rebirth, however, this does not change or alter any of those mods nor is it dependent on them. This mod adds replacement textures as well as modifying the material_library.xml file to adapt the legacy materials that those ships use. So instead of having diffuse, specular and normal there is now diffuse, metal, smooth and normal maps for those ships. The conversion is not perfect, by any means, so the ships will not be 1:1 with the X:Rebirth counterparts but they do look decent in X4. Also, I don't think you can change the paint style quite just yet, if that's even possible I still don't know.
There are also still legacy materials that I have not converted yet, and I did change a few vanilla materials, so if anything funky shows up where it shouldn't, please let me know.

I may release a version in the future that uses the diffuse files straight from legacy, however these appear very dark in-game so I adapted them based on the vanilla textures.

Also, with the inevitable release of more X:R ports this will probably become an issue of compatibility later on depending on how things are done. With ashipmod and the current XR ports, they use the legacy materials that are still in X4 from X:R, what I've done is a replacer for those materials, however, replacers can only really be used by one mod and X:R ships, just like X4 ships, get there materials from a common pool. So either we need a common mod(s) that all ports use or each port is going to have to create it's own version of the materials from the xml library file.

https://www.nexusmods.com/x4foundations/mods/251/
Brahemino
Posts: 104
Joined: Tue, 15. Jan 08, 23:58
x4

Re: [MOD] XRrebirth-Texture expansion

Post by Brahemino »

I've got a problem loading this mod.
I'm a win 7 user and i can't get this mod working. The game simply doesn't start. I've solved this kind of issue before creating .cat files from the loose ones, but this time it didn't worked.
Placing the mod in documents extension folder simply doesn't load any new textures and the ships are missing textures.
Any kind of help will be appreciated.
Stefano.

#EDIT 12.05 - 07/01/2019

So..i've found that leaving in extensions folder the assets and moving everything else to document extensions folder has solved this issue. I thought it could might be something related with resource paths that are stored in material.xml, so it was.
www.calciopeglio.netsons.org
Un paese e la sua realtà calcisitca.
unit757
Posts: 116
Joined: Fri, 21. Feb 14, 21:20
x4

Re: [MOD] XRrebirth-Texture expansion

Post by unit757 »

How did you even download it yet? Its still uploading on Nexus.

Also Win 7 users usually need it in a .cat/.dat setup I think

Edit - nvm, looks like nexus is just being silly, all files are unavalible atm
snackynak
Posts: 36
Joined: Sun, 12. Feb 12, 07:59
xr

Re: [MOD] XRrebirth-Texture expansion

Post by snackynak »

Brahemino wrote: Mon, 7. Jan 19, 10:41 I've got a problem loading this mod.
I'm a win 7 user and i can't get this mod working. The game simply doesn't start. I've solved this kind of issue before creating .cat files from the loose ones, but this time it didn't worked.
Placing the mod in documents extension folder simply doesn't load any new textures and the ships are missing textures.
Any kind of help will be appreciated.
Stefano.

#EDIT 12.05 - 07/01/2019

So..i've found that leaving in extensions folder the assets and moving everything else to document extensions folder has solved this issue. I thought it could might be something related with resource paths that are stored in material.xml, so it was.
hmm that might be because I left the dds files loose instead of compressing them into .gz files?
Brahemino
Posts: 104
Joined: Tue, 15. Jan 08, 23:58
x4

Re: [MOD] XRrebirth-Texture expansion

Post by Brahemino »

snackynak wrote: Tue, 8. Jan 19, 01:00
Brahemino wrote: Mon, 7. Jan 19, 10:41 I've got a problem loading this mod.
I'm a win 7 user and i can't get this mod working. The game simply doesn't start. I've solved this kind of issue before creating .cat files from the loose ones, but this time it didn't worked.
Placing the mod in documents extension folder simply doesn't load any new textures and the ships are missing textures.
Any kind of help will be appreciated.
Stefano.

#EDIT 12.05 - 07/01/2019

So..i've found that leaving in extensions folder the assets and moving everything else to document extensions folder has solved this issue. I thought it could might be something related with resource paths that are stored in material.xml, so it was.
hmm that might be because I left the dds files loose instead of compressing them into .gz files?
Mh, i don't think that is the reason. I think that the referenced path in material.xml for some reason are not interpreted correctly by win7 if all the package is placed under the x4/extensions folder. The only way i've made them properly working is by splitting the package: leaving the resources file (the assets folder) under the x4/extensions folder and place the other thing under the document/[....]/extensions folder.
Leaving all the package in document/.../extensions folder and copy the assets folder from your mod in x4/extensions without any further care resolves this issue as well.

Ahem...i'm replying to you even in nexus forum...and by the way...
Could you make separate texture package, one for each ship?
www.calciopeglio.netsons.org
Un paese e la sua realtà calcisitca.

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