Search found 55 matches
- Thu, 5. Apr 07, 10:32
- Forum: X³: Reunion - Scripts and Modding
- Topic: [SHIPS] A link to Homeworld 2 models... all of them.
- Replies: 15
- Views: 2762
Okay, so I've decided to do it myself. :) I'm going to try to update the models, add some detail, etc. I just had a thought though. Before I get myself in too deep I have some questions on what is possible in X3. Here they are: 1.) How many different Internal Docking points can you have? (EX: Retrie...
- Sat, 31. Mar 07, 20:45
- Forum: X³: Reunion - Scripts and Modding
- Topic: [SHIPS] A link to Homeworld 2 models... all of them.
- Replies: 15
- Views: 2762
Yeah, it seems like it's hard to get the mesh for the planetkiller and the bentusi world ship. I'm trying to extract them (for personal use) but no luck thus far. FYI, Balogt's zip files contain similar files to those on the site (just missing a couple of the non-Higaran/Vaygr ships) but he has the ...
- Mon, 26. Mar 07, 07:17
- Forum: X³: Reunion - Scripts and Modding
- Topic: [SHIPS] A link to Homeworld 2 models... all of them.
- Replies: 15
- Views: 2762
- Sat, 24. Mar 07, 02:05
- Forum: X³: Reunion - Scripts and Modding
- Topic: [SHIPS] A link to Homeworld 2 models... all of them.
- Replies: 15
- Views: 2762
I won't pay anyone. I was using the phrase to highlight how much I want those ships. :) I've seen 3 HW2 ships already put into X3, I was just wishing someone would be kind enough to do the rest. I didn't think there was a copyright issue because there were three models being used already. What part ...
- Fri, 23. Mar 07, 06:24
- Forum: X³: Reunion - Scripts and Modding
- Topic: [SHIPS] A link to Homeworld 2 models... all of them.
- Replies: 15
- Views: 2762
[SHIPS] A link to Homeworld 2 models... all of them.
There's been something I've been wanting in X3 for a long time now... Homeworld 2 ships. I don't even want it to be a mod, I just want the ability to own a HUGE Battlecruiser or the sweet looking Ion Beam Frigate. I even love the Marine Frigate. I can get the models, I can get them into the game exc...
- Mon, 20. Feb 06, 02:35
- Forum: X³: Reunion - Scripts and Modding
- Topic: Command Slot question
- Replies: 3
- Views: 537
- Mon, 20. Feb 06, 02:06
- Forum: X³: Reunion - Scripts and Modding
- Topic: Command Slot question
- Replies: 3
- Views: 537
Command Slot question
I like a lot of the scripts/mods so I'm combining them and I have a question. Are all the command slots numbered exactly like in X2? I have combined multiple mods successfully in X2 using my methods but I can't find a lot of info specific to X3. Here's what I mean: 200-231 Navigation 300-331 Combat ...
- Fri, 17. Feb 06, 06:14
- Forum: X³: Reunion - Scripts and Modding
- Topic: [IDEAS] Post Your Script/Mod Ideas Here »» Sticky this please
- Replies: 92
- Views: 12563
I'd like to see some scripted commands for some of the capital ships (and smaller ships). For example: Guard...: The chosen ship will follow and guard the selected ship. When a hostile ship(s) comes into range it will break off and assume a defensive posture, but won't get lured away. After the thre...
- Sat, 14. May 05, 04:35
- Forum: X²: The Threat - Scripts and Modding
- Topic: Texturing in max
- Replies: 4
- Views: 812
- Thu, 12. May 05, 09:10
- Forum: X²: The Threat - Scripts and Modding
- Topic: Texturing in max
- Replies: 4
- Views: 812
doh. I didn't do the unwrap. I was using the UVW Map modifier with Box mapping and Bitmap fit alignment for the major mass of the hull using Material id 2. Then Selecting individual polygons/faces and applying another UVW Map modifier and using an alignment that works best, usually planar. Then I wo...
- Thu, 12. May 05, 07:45
- Forum: X²: The Threat - Scripts and Modding
- Topic: Texturing in max
- Replies: 4
- Views: 812
Texturing in max
I've got some ships (HW2 battlecruiser) that I want textured. I apply the game textures in max and they look good but when I export the parts to x2 the textures are ... I don't know how to describe it other than screwed up. They're enlarged, fuzzy and look like crap. I thought I understood how to do...
- Fri, 6. May 05, 06:30
- Forum: X²: The Threat - Scripts and Modding
- Topic: How to animate a part in a scene file in 3DSMAX 5?????
- Replies: 15
- Views: 1408
- Thu, 28. Apr 05, 21:36
- Forum: X²: The Threat - Scripts and Modding
- Topic: blender
- Replies: 3
- Views: 1036
unfortunately egosoft only provided support for 3dsmax 5 and 6. They have a plugin for those that allows you to export .bod or .bob files. Someone also created some Maxscripts that allow you to import .bod files into 3ds max but, there are no tools currently available for other modelling programs. A...
- Thu, 28. Apr 05, 21:26
- Forum: X²: The Threat - Scripts and Modding
- Topic: a player owned R&D station
- Replies: 4
- Views: 833
hmm... I think I might try and do this. I have a secret argon research station in the mod I'm working on. I was using it to sell the xperimental shuttle. I was disappointed that the xshuttle only cost 1.5mil or so so I made it so the player could but the shuttle in 10 installments of 1.5 million rep...
- Sat, 23. Apr 05, 21:47
- Forum: X²: The Threat - Scripts and Modding
- Topic: What is turret range of motion?
- Replies: 8
- Views: 745
Sorry, you misinterpreted what I meant. :) I meant that using 6 turrets I was making a ship that in those different firing arcs that many of the 6 turrets would be able to fire into that arc. So from the front only 2 of the 6 will not be able to fire at the target, whereas from the side 3 turrets wo...
- Sat, 23. Apr 05, 20:55
- Forum: X²: The Threat - Scripts and Modding
- Topic: What is turret range of motion?
- Replies: 8
- Views: 745
Yep.. makes total sense. I was planning to overlap the turrets to provide the following: Since it's filling an anti-fighter role I was going to give it quad turrets Front Main guns (4 bppc) + 4 turrets (16 anti-fighter bept?) Sides 3 turrets (12 anti-fighter) Rear 2 turrets (8 anti-fighter) Bottom 4...
- Sat, 23. Apr 05, 19:11
- Forum: X²: The Threat - Scripts and Modding
- Topic: What is turret range of motion?
- Replies: 8
- Views: 745
What is turret range of motion?
I'm creating an anti-fighter frigate (about 200% bigger than an m6) and I'm deciding at what angles I need to place my turrets, but the question is... what is their range of motion. I know when I hop into one it's tough to tell but it seems to be near 180 degrees. Is there a way to tell for sure?
- Thu, 21. Apr 05, 19:31
- Forum: X²: The Threat - Scripts and Modding
- Topic: About Altor's bod importer CORRECT SCALE SETTINGS WORK:-)
- Replies: 13
- Views: 2359
Great work Harlock. I used your method and it worked most of the time. I couldn't get 00916.bod (buster wing) to scale right and I couldn't get 00906.bod (radar) to import at the right size either. They both end up too big. Can someone check this out to make sure I'm not doing this wrong? :) Also.. ...
- Tue, 19. Apr 05, 18:07
- Forum: X²: The Threat - Scripts and Modding
- Topic: About Altor's bod importer CORRECT SCALE SETTINGS WORK:-)
- Replies: 13
- Views: 2359
I've been trying to figure that problem out myself. I have noticed that when I looked at the dimensions before and after they had all been increased by a factor of 15.408. I didn't try to change the parameter. If it's expressed as a percentage then we could try 6.49013 in there. 6.5% would return it...
- Mon, 18. Apr 05, 23:57
- Forum: X²: The Threat - Scripts and Modding
- Topic: Texture Corruption
- Replies: 5
- Views: 608