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The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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mikhailskatchkov
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Post by mikhailskatchkov » Thu, 21. Jan 16, 23:13


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News

Post by mikhailskatchkov » Fri, 22. Jan 16, 15:18

Good News! The Argon plot is working once again :))

Will upload new version Saturday night, new to fix a few more bugs, not all of course, there are too many, but the main problems, and unfortunately no luck figuring out what's wrong with the complex kit.


[ external image ]

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Alex Corvis
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Post by Alex Corvis » Sat, 23. Jan 16, 12:47

mikhailskatchkov wrote:For the Terrans?

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Not sure if it was aa good idea to include BSG Vipers (though I do like the design). You would at least have to remove the decals in latin letters and arabian numbers. I think something in aurabesh would be nice.

Are there any plans to include the new Resurgent class star destroyer?

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mikhailskatchkov
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Post by mikhailskatchkov » Sat, 23. Jan 16, 13:46

Alex Corvis wrote:
Not sure if it was aa good idea to include BSG Vipers (though I do like the design). You would at least have to remove the decals in latin letters and arabian numbers. I think something in aurabesh would be nice.

Are there any plans to include the new Resurgent class star destroyer?
I need something to fill up the Terran fleet, since this is a mix of x3 universe and star wars, and the Terrans are Earthlings (no earth in star wars) may as well add ships from film associated with earth. but i dont know, havnt added the viper yet, playing with the idea.

"Resurgent class star destroyer" Yes! we already have T70 X-wing and First Order Ties. In 0.6 youll see the transports to, however the star destroyer still requires a lot of work.

Mindwarp77
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Post by Mindwarp77 » Sat, 23. Jan 16, 16:06

The VT-49 Decimator would make a nice light transport for the Empire. it's about the size of the YT-1300.

http://starwars.wikia.com/wiki/VT-49_Decimator/Legends

If you're going to add non-star wars ships, can you make a version with just star wars ships as well please?

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mikhailskatchkov
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Post by mikhailskatchkov » Sat, 23. Jan 16, 17:38

Mindwarp77 wrote:The VT-49 Decimator would make a nice light transport for the Empire. it's about the size of the YT-1300.

http://starwars.wikia.com/wiki/VT-49_Decimator/Legends

If you're going to add non-star wars ships, can you make a version with just star wars ships as well please?
Hey, got the model, will add it eventually.

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Post by mikhailskatchkov » Sat, 23. Jan 16, 17:55

Guys please remind me, what equipment is missing from Imperial equipment docks?



Just some atmospheric photos.

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A-Wing cockpit for 0.6

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Cleaned up B-Wing,fixed cams and stuff.

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Last edited by mikhailskatchkov on Sat, 23. Jan 16, 21:59, edited 1 time in total.

7yorick7
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Post by 7yorick7 » Sat, 23. Jan 16, 21:56

Hey, ive been following your mod for a while now and i gotta say it looks amazing.

I love how you are planning on adding some SWTOR & KOTOR Ships.

I've got a question for you though.

I was wondering if you were planning on adding any of the Privateer Ships from Star Wars Galaxies.

They used to be my favorite ships but sadly the games servers went down.

http://starwars.wikia.com/wiki/AEG-77_Vigo [My Favorite :P]
http://starwars.wikia.com/wiki/Ixiyen-c ... tack_craft
http://starwars.wikia.com/wiki/Rihkxyrk_assault_fighter
http://starwars.wikia.com/wiki/Kihraxz_assault_fighter
http://starwars.wikia.com/wiki/M22-T_Krayt_gunship
http://starwars.wikia.com/wiki/M12-L_Ki ... vy_fighter
http://starwars.wikia.com/wiki/G1-M4-C_ ... rd_fighter
http://starwars.wikia.com/wiki/M3-A_Scyk_fighter
http://starwars.wikia.com/wiki/Y-8_mining_vessel

Sorry for the long list, just wondering if you had plans for any of these?

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mikhailskatchkov
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Post by mikhailskatchkov » Sat, 23. Jan 16, 22:00

7yorick7 wrote:Hey, ive been following your mod for a while now and i gotta say it looks amazing.

I love how you are planning on adding some SWTOR & KOTOR Ships.

I've got a question for you though.

I was wondering if you were planning on adding any of the Privateer Ships from Star Wars Galaxies.

They used to be my favorite ships but sadly the games servers went down.
.....

Sorry for the long list, just wondering if you had plans for any of these?
Hey,

yes ofcourse :) however they are gonna be filling up the pirates ranks;)

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mikhailskatchkov
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Post by mikhailskatchkov » Sun, 24. Jan 16, 03:17

Sorry guys, trying to finish up the Ghost for 0.6, need one more day.

Mindwarp77
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Post by Mindwarp77 » Sun, 24. Jan 16, 03:21

mikhailskatchkov wrote:Guys please remind me, what equipment is missing from Imperial equipment docks?

The ones I can think of at the moment are

Trade Software Mk3
Commodity Logistics Software Mk1 and 2 from the bonus pack
Explorer Command Software

Because there's no real way for Imperial/Terrans to get at them. Most of them are in Argon docks only, or require going through argon space to see the Teladi meaning you can't really get started as an imperial.

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mikhailskatchkov
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Post by mikhailskatchkov » Sun, 24. Jan 16, 13:23

Mindwarp77 wrote:
mikhailskatchkov wrote:Guys please remind me, what equipment is missing from Imperial equipment docks?

The ones I can think of at the moment are

Trade Software Mk3
Commodity Logistics Software Mk1 and 2 from the bonus pack
Explorer Command Software

Because there's no real way for Imperial/Terrans to get at them. Most of them are in Argon docks only, or require going through argon space to see the Teladi meaning you can't really get started as an imperial.
Ok ive added Trade Command Software MK3 and Explorer Command Software to Imperial docks.

The bonus pack scripts will have to be edited for that stuff to appear on Imperial stations, Ive asked KongDeluxe to look into it, lets hope he can do it.

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0.6

Post by mikhailskatchkov » Sun, 24. Jan 16, 21:51

0.6 is here!
**link removed. X2**

Attention!
For Albion Prelude version 3.1.
If you havent backedup your original 04.cat, please reinstall Albion Prelude before using this mod.


Consider this an Alpha, still lots of bugs, such as:
X-wing wings closing cruise mode scripts not edited for this version yet, so not working correctly,
I havnt touched the capital ships, still problems with those.(0.6a ill add the corrected scripts in a few days)

Please check for new bugs, just not the Capital ships, i know their problems

Whats new?
Change: New Tie models for the Tie Advanced and Interceptor.
Added: HD A-Wing cockpit.
Added: VCX-100 (THe Ghost from Star Wars Rebels)
Added: G9 Rigger freighter (is now the new starting ship for Merchant start)
Fix: Added Trade Command Software MK3 and Explorer Command Software to Imperial docks.
Fix: Story line no longer freezes at Albion meeting (mission 2)
Fix: Many light ship fixes and model adjustments such as the B-Wing.
Fix: Added fighter docking point for the Nebulon B and Imperial Gozanti Cruiser.
Fix: YT-1300 series canopy glass.


Some screens of the new stuff

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And just because its an awesome ship

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If anyone is rich outhere and has $1 to spare :D
http://igg.me/at/X3STARWARS/x/12828366 I think this thing aint working at the moment. :(
or paypal https://www.paypal.me/MikhailSkachkov
Last edited by mikhailskatchkov on Wed, 27. Jan 16, 21:56, edited 1 time in total.

Mindwarp77
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Post by Mindwarp77 » Tue, 26. Jan 16, 10:19

Some more suggestions for you

Replace one faction (probably the Teladi) with the Corporate Sector Authority. They use a lot of older starship designs like the seperatist ships from The Clone Wars and Revenge of the Sith. Like the Munificent frigate, Recusant Destroyer, Providence carrier (Grevious's flagship from the opening battle of RotS) and the Dreadnought. Lets you include prequel era ships without having to stick them in Rebel or Imperial shipyards.

Swap the Yaki for the Mandalorians, since Mandalorians are very popular and produce a nice range of starships that fit well with a piratical faction hidden in a corner. Stuff like the

http://starwars.wikia.com/wiki/Crusader-class_corvette,http://starwars.wikia.com/wiki/M3-A_Scyk_fighter,http://starwars.wikia.com/wiki/StarVipe ... k_platform,http://starwars.wikia.com/wiki/Kom%27rk ... /transport,http://starwars.wikia.com/wiki/G1-M4-C_ ... rd_fighter,http://starwars.wikia.com/wiki/M22-T_Krayt_gunship,http://starwars.wikia.com/wiki/Kandosii ... readnaught and http://starwars.wikia.com/wiki/Keldabe-class_battleship

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enenra
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Post by enenra » Tue, 26. Jan 16, 20:01

Cool stuff guys! Wasn't aware of the things you guys here were fiddling with. Nice.

moonrat - regarding planets and bumpmaps: This might be a bit late but look at the terran ones. They IIRC use the special terran shader that is also used for their ship textures. And that supports normal maps for sure.

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Post by mikhailskatchkov » Tue, 26. Jan 16, 22:55

Good news gents, i hope, thanks to X2-Illuminatus I may have fixed the complex construction kit :)
Upload tomorrow

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mikhailskatchkov
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Post by mikhailskatchkov » Tue, 26. Jan 16, 23:26

enenra wrote:Cool stuff guys! Wasn't aware of the things you guys here were fiddling with. Nice.

moonrat - regarding planets and bumpmaps: This might be a bit late but look at the terran ones. They IIRC use the special terran shader that is also used for their ship textures. And that supports normal maps for sure.
Welcome buddy:)

I have suggested something similar to moonrat, i noticed the new planets had normal maps and clouds, unlike the older planets.
I told him which planet specifically, hopefully he got it out and using it as an example, guess we will have to wait and see.

Mike

[ external image ]

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Moonrat
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Post by Moonrat » Wed, 27. Jan 16, 00:23

mikhailskatchkov wrote:
enenra wrote:moonrat - regarding planets and bumpmaps: This might be a bit late but look at the terran ones. They IIRC use the special terran shader that is also used for their ship textures. And that supports normal maps for sure.
I have suggested something similar to moonrat, i noticed the new planets had normal maps and clouds, unlike the older planets.
I told him which planet specifically, hopefully he got it out and using it as an example, guess we will have to wait and see.
Thanks guys... your post gave me another push to solve the riddle... I tried playing with it again tonight and I now have a Hoth with 'bumps'. The following is a bit convoluted but I find I can produce them the following way...
  • Load planet texture DDS file into GIMP and export as 100% JPG
    Fire up Chrome Browser (iExplorer doesn't seem to work so well)
    Open http://cpetry.github.io/NormalMap-Online/
    Import JPG file using 'HeightMap' option
    Play about with values, it takes a while to get it right and 'less is more' once again!
    'Download' resultant file as PNG
    Open PNG file in GIMP
    Export PNG as DDS file using Compression 'BC3nm / DXT5nm' (inc. MipMaps)
BOD files can still have the other shaders in but the main 'land' texture should use a stolen line from a Terran planetry BOD using XT_standard_lighting.fx

It's going to take a while to get the values right, and generate bump files for all my new planet textures and some may benefit staying as is with "no bumps". But it looks like there's now a solution...? :roll:

HOTH with very low bumps, probably needs 'bumping' up ...
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IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)

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enenra
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Post by enenra » Wed, 27. Jan 16, 01:57

Great to hear. I really wanna look through some of you guys's stuff to see how you did them. Always interested to see new approaches to things.

moonrat - 2 questions. What's your process of creating new planet textures? Also, any chance of a larger resolution picture of Hoth? it's hard to see much of the normal map / bumpmap in that picture. :)

If the image upload site is the issue I can highly recommend http://imgur.com :)

Also, your workflow for getting the normal map seems a bit complicated. Have you considered getting a plugin for GIMP to do the normal map creation? Personally I use photoshop with the nvidia plugin for that exact purpose but I'm pretty sure there's plugins in GIMP that do the same.

In fact, this one might be what you're looking for:
http://registry.gimp.org/node/69 (not sure whether it still works but it claims to clone the nvidia plugin functionality)

mikhailskatchkov - how did you end up implementing the planet surfaces? Just as one huge mesh placed in the sector?

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Moonrat
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Post by Moonrat » Wed, 27. Jan 16, 08:21

Apologies mikhailskatchkov as this is not my thread... it's probably best to ask/answer the questions in future under IEX ... :)
enenra wrote:Great to hear. I really wanna look through some of you guys's stuff to see how you did them. Always interested to see new approaches to things.

moonrat - 2 questions. What's your process of creating new planet textures?


A continuous trawl on the internet looking for suitable textures, an eye for what looks right, GIMP , and a swig of space fuel...
enenra wrote: Also, any chance of a larger resolution picture of Hoth? it's hard to see much of the normal map / bumpmap in that picture. :)
I shall be playing with this in the next few days, I need to up the bumpiness...
enenra wrote: If the image upload site is the issue I can highly recommend http://imgur.com :)
That's where the image is hosted :)
enenra wrote:Also, your workflow for getting the normal map seems a bit complicated. Have you considered getting a plugin for GIMP to do the normal map creation? Personally I use photoshop with the nvidia plugin for that exact purpose but I'm pretty sure there's plugins in GIMP that do the same.
Yes the workflow is wayyyy too long, and yes I have the GIMP plugin. I'd used it before but had issues with it, I think I need to go back and fiddle with it again as I wasn't getting the results I wanted.
[ external image ]
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)

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