sco1981 wrote: ↑Sat, 2. Feb 19, 18:21You can see the weaponts and shields on nexus screenshots for both versions to compare.Thecrippler wrote: ↑Sat, 2. Feb 19, 18:09so if i understand this right it has no mane better weapons like a colossus right
The XL turret is available in battleship version only.
[MOD] Rise of the Ossian Raider v2.0 and ashipmod
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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Re: [Mod] a ship mod 5.0
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Re: [Mod] a ship mod 5.0
o btw i forgot grate job on your new ships amazing
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Re: [Mod] a ship mod 5.0
Is that a kitbash for the Poseidon I see there?
Re: [Mod] a ship mod 5.0
So I decided to give the Taranis a shot, one, because I managed to get the L and XL engines from XR into the game with mostly working effects. I also figured out how to use the vanilla XR hardpoint info and convert it for use in X4, so I made a Taranis with the mostly original hardpoint locations.
Here's the engines:
https://imgur.com/u8yUHPK
https://imgur.com/d78d2cz
And my version of the Taranis:
https://imgur.com/j5s8qTw
Here's the engines:
https://imgur.com/u8yUHPK
https://imgur.com/d78d2cz
And my version of the Taranis:
https://imgur.com/j5s8qTw
Re: [Mod] a ship mod 5.0
Thank you again, will integrate it in the next version.alexalsp wrote: ↑Sun, 3. Feb 19, 00:11rus lng upd
https://drive.google.com/uc?id=1xWO2y1- ... t=download
Don't have any other possibilities, because any change on a collision file or complete new ones result in a X4 crash yet.
What do you mean with "hardpoint locations"?snackynak wrote: ↑Sun, 3. Feb 19, 06:08So I decided to give the Taranis a shot, one, because I managed to get the L and XL engines from XR into the game with mostly working effects. I also figured out how to use the vanilla XR hardpoint info and convert it for use in X4, so I made a Taranis with the mostly original hardpoint locations.
Here's the engines:
https://imgur.com/u8yUHPK
https://imgur.com/d78d2cz
And my version of the Taranis:
https://imgur.com/j5s8qTw
At the beginning, i ported the XR engines with the Taranis, but i didn't like it. The Engine effect looks nice, but i liked the X4 ones more. A combinated variant would awesome, the bluish glare of XR and the thrust effects of X4.
Re: [Mod] a ship mod 5.0
By hard points, I meant where all the turrets, shields and docks go. XR has all the rotations inverted for the turrets and shields and I wanted to try and make the ported ships more “true” to the originals. At some point I might try and give the XR turrets another shot, at least just the plasma jet and plasma/ma turrets. But for now I think the over-sized L turrets will do since they mostly fit in the original spots.
In addition I also made an invisible launch tubes and XS dock with higher launch speeds. Fighters don’t use the launch tubes yet, but combat/mining drones do, so I put some of those on the Sul and mining ships that way they launch out of the hangers with no issues. At some point I want to see if the XR small dock can be converted into some kind of launch tube as well.
For the engines, I think adding the X4 engines effects will be possible, the engines that I converted use the X4 boost effect. I’m not sure how the regular engine effect will look though, if it will line up correctly. I got the XR engine effects to grow and shrink with the throttle speed, but the actual flame effects aren’t animated, so that is a downside. I also removed the lens effect glow because it’s a bit much.
In addition I also made an invisible launch tubes and XS dock with higher launch speeds. Fighters don’t use the launch tubes yet, but combat/mining drones do, so I put some of those on the Sul and mining ships that way they launch out of the hangers with no issues. At some point I want to see if the XR small dock can be converted into some kind of launch tube as well.
For the engines, I think adding the X4 engines effects will be possible, the engines that I converted use the X4 boost effect. I’m not sure how the regular engine effect will look though, if it will line up correctly. I got the XR engine effects to grow and shrink with the throttle speed, but the actual flame effects aren’t animated, so that is a downside. I also removed the lens effect glow because it’s a bit much.
Re: [Mod] a ship mod 5.0
Ah ok, but you should know, that Ojump is porting the L and XL ships from XR. His intention is to place all turrets/shields to the originals spots too.snackynak wrote: ↑Sun, 3. Feb 19, 15:34By hard points, I meant where all the turrets, shields and docks go. XR has all the rotations inverted for the turrets and shields and I wanted to try and make the ported ships more “true” to the originals. At some point I might try and give the XR turrets another shot, at least just the plasma jet and plasma/ma turrets. But for now I think the over-sized L turrets will do since they mostly fit in the original spots.
In addition I also made an invisible launch tubes and XS dock with higher launch speeds. Fighters don’t use the launch tubes yet, but combat/mining drones do, so I put some of those on the Sul and mining ships that way they launch out of the hangers with no issues. At some point I want to see if the XR small dock can be converted into some kind of launch tube as well.
For the engines, I think adding the X4 engines effects will be possible, the engines that I converted use the X4 boost effect. I’m not sure how the regular engine effect will look though, if it will line up correctly. I got the XR engine effects to grow and shrink with the throttle speed, but the actual flame effects aren’t animated, so that is a downside. I also removed the lens effect glow because it’s a bit much.
Sounds good with the launch tubes, i hope the will fix this for fighters.
The animations are stored in the ANI file and i don't have any clue how to generate these files. So if you want to combine XR and X4 animiations in one xml, you have to generate a new ani file.
Re: [Mod] a ship mod 5.0
New version released:
Version 6
- Added Protector ships to each faction to defend their homesectors
- Added ultimate Xenon flagship, which will invade the sectors
- Added new main weapon for the Xenon flagship
- Fixed docking position of Albatross Freedom Carrier
- Fixed one L turret of Albatross Freedom Carrier
Version 6
- Added Protector ships to each faction to defend their homesectors
- Added ultimate Xenon flagship, which will invade the sectors
- Added new main weapon for the Xenon flagship
- Fixed docking position of Albatross Freedom Carrier
- Fixed one L turret of Albatross Freedom Carrier
Re: [Mod] a ship mod 5.0
Thank you for your amazing work.sco1981 wrote: ↑Fri, 8. Feb 19, 08:29New version released:
Version 6
- Added Protector ships to each faction to defend their homesectors
- Added ultimate Xenon flagship, which will invade the sectors
- Added new main weapon for the Xenon flagship
- Fixed docking position of Albatross Freedom Carrier
- Fixed one L turret of Albatross Freedom Carrier
Question about Sucellus, does it have its main weapon?
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Re: [Mod] a ship mod 5.0
sco1981 wrote: ↑Fri, 8. Feb 19, 08:29New version released:
Version 6
- Added Protector ships to each faction to defend their homesectors
- Added ultimate Xenon flagship, which will invade the sectors
- Added new main weapon for the Xenon flagship
- Fixed docking position of Albatross Freedom Carrier
- Fixed one L turret of Albatross Freedom Carrier
Re: [Mod] a ship mod 5.0
It has 3 main weapons of the X4 Argon behemoth.Warnoise wrote: ↑Fri, 8. Feb 19, 09:25Thank you for your amazing work.sco1981 wrote: ↑Fri, 8. Feb 19, 08:29New version released:
Version 6
- Added Protector ships to each faction to defend their homesectors
- Added ultimate Xenon flagship, which will invade the sectors
- Added new main weapon for the Xenon flagship
- Fixed docking position of Albatross Freedom Carrier
- Fixed one L turret of Albatross Freedom Carrier
Question about Sucellus, does it have its main weapon?
Re: [Mod] a ship mod 6.0
Added balanced version 6 with all features of the battleship version.
Re: [Mod] a ship mod 6.0
You Sir, are great! Thank you for your hard work.
Would it be possible to also add some M sized ships? they dont need to have ship hangars if that would look silly btw... but the M sized combat ships look to brick-like in my opinion .
Re: [Mod] a ship mod 6.0
ashipmod_flagships
Invalid cat / dat format
Invalid cat / dat format
Re: [Mod] a ship mod 6.0
M and S size ships are really difficult to build at the moment. But who knows the future.
In which version? I can open the cat/dat with the XR catalog tool.
Re: [Mod] a ship mod 6.0
Most likely you saved in X3 format.
x4
Code: Select all
libraries/jobs.xml 7447 0 965fe3c1a50752e722c5036b61392cba
md/setup_sco_flagships.xml 6091 0 f35a764c42e112166c5b287d231abcd7
Code: Select all
ЅіІр»Ѓ•иЏЌ‡”†љЂЏГ‡ЃЌѓЯЉћХБГМОр–ТЌљttr\wfiXneklegc?j~x5 '!(
https://drive.google.com/uc?id=1aZHS1Pe ... t=download
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Re: [Mod] a ship mod 6.0
Atm the M class ships are hard to make I don't know why and I don't know why devs make it that hard to make M class
Re: [Mod] a ship mod 6.0
Ok, uploaded 6.1 with repacked cat/dat and your language version, thank you.alexalsp wrote: ↑Fri, 8. Feb 19, 17:03Most likely you saved in X3 format.
x4x3Code: Select all
libraries/jobs.xml 7447 0 965fe3c1a50752e722c5036b61392cba md/setup_sco_flagships.xml 6091 0 f35a764c42e112166c5b287d231abcd7
rus lng updatesCode: Select all
ЅіІр»Ѓ•иЏЌ‡”†љЂЏГ‡ЃЌѓЯЉћХБГМОр–ТЌљttr\wfiXneklegc?j~x5 '!(
https://drive.google.com/uc?id=1aZHS1Pe ... t=download
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Re: [Mod] a ship mod 6.0
any custom ship is hard to make because we cant really edit collision meshes without crashing the game. thats why we only got XR ports right now. also S and M ships have animations while docking which L and XL ships dont have.Thecrippler wrote: ↑Fri, 8. Feb 19, 21:30Atm the M class ships are hard to make I don't know why and I don't know why devs make it that hard to make M class
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht