Star Wars Mod by mikhailskatchkov reborn.

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 » Tue, 18. Oct 16, 15:05

SlicerShanks wrote:Yes I agree with most everyone else on the cockpits, they're beautiful and fantastic and I want them to stay.

On another note, I have a question. Are you making all these models yourself, and if so, what programs are you using?
Some model are ported some are "kitbashed" one or two donated, the rest I made.

I use "3D Studio Max", Doubleshadows "DBOX", "Photoshop elements" and "pixelformer" for alpha channels.

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mikhailskatchkov
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Post by mikhailskatchkov » Tue, 18. Oct 16, 15:18

iniochos wrote:I really do like the cockpit idea.

My only "objection" is the one of the Imperial Destroyers.

Even though in star wars movies the cockpit is almost the same as in game, for visibility reasons, it will be better to have two or three "windows".
Ye ill adjust the cam position and will bring it closer to the windows.

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mikhailskatchkov
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Need assistance

Post by mikhailskatchkov » Wed, 19. Oct 16, 16:06

Hi Guys,

Please provide info if you know anything about this.

I'm making cockpit glass, I need it to refract light not reflect, basically the only thing i need to change is that the face of the object reflects the light when its behind it and not in front.

What ive tried.

X3 shaders dont seem to have a refraction variable.
*Placing the diffuse in the illumination slot = scratches visible all the time.
*Standard glass setup= when facing dark space scratches are visible but not when facing the sun, I need the opposite.
Trying "Cullmode" now = ...., and bump settings..


Thanks guys

test

Image

still the same :(
EDIT*
I have some success)))

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mikhailskatchkov
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Cockpits

Post by mikhailskatchkov » Thu, 20. Oct 16, 23:37

Cockpits update

Old glass which made things blue or darker removed, now there is a completely clear (actually 99%) glass which will have slightly/barely visible scratches on it when light hits at a certain angle, Ill later add edge smudges for extra realism.

Thanks to "Klaus11" gravadar and other aids are back, as you can see in the pic.


E-wing cockpit improved

Image

Im trying really hard to get 0.84/5 done by this weekend.

Recusants-class for Moncal,
Providence-class for Pirates,
Y8 Miner for Alliance and Corporate sector/Teladi,
Escort shuttle for Imps, and a few new sound effects and a new sound Track addition to go, then 0.85 done.
Last edited by mikhailskatchkov on Fri, 21. Oct 16, 13:27, edited 3 times in total.

ner077
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Post by ner077 » Fri, 21. Oct 16, 00:52

WoW looks nice.....
I look forward to 0.85, as my daughter is looking forward to Santa Claus!

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Klaus11
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Post by Klaus11 » Fri, 21. Oct 16, 08:24

It was a pleasure to support you with your Star Wars Mod. :wink:
[ external image ] Dif-tor heh smusma (Lebet lang und in Frieden – vulkanischer Gruß), Cockpitsammlung, Spieler HQ aktivieren, XENON-DAE

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mikhailskatchkov
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Star Wars

Post by mikhailskatchkov » Fri, 21. Oct 16, 13:37

Low poly temp throw together for current update

Image

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mikhailskatchkov
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Post by mikhailskatchkov » Fri, 21. Oct 16, 21:40

2 ships left to do

Image

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mikhailskatchkov
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Wip

Post by mikhailskatchkov » Fri, 21. Oct 16, 23:32

WIP
my back i killing me, and my eyes are red and itchy.

9:00 PM
Image

12:36 AM
Image

01:36 AM
Image

Respaektt
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Post by Respaektt » Sat, 22. Oct 16, 14:15

Hope you survived that.
The last two ships. Your'e done with the models now? Wow thats a big step. Really good work.

meppo
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Post by meppo » Sun, 23. Oct 16, 01:32

i have another little ship suggestion, maybe the royal guard TIE?
http://media.moddb.com/images/mods/1/15 ... ness.1.jpg
or maybe the tie raptor?
https://pre07.deviantart.net/dd01/th/pr ... 6v7fj3.jpg
or the tie experimentals?
http://media.moddb.com/images/mods/1/14 ... tieexp.png


{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}

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mikhailskatchkov
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Post by mikhailskatchkov » Sun, 23. Oct 16, 03:12

Only managed to finish this one.

Image

Was working all day today.


Ill concider throwing in one or two of those Ties if people really want them

Respaektt
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Post by Respaektt » Sun, 23. Oct 16, 15:33

mikhailskatchkov wrote:Only managed to finish this one.

Was working all day today.
No pressure, there is only appreciation for your dedication for this mod.

For more TieFighters i think, the imperials got 2 of m3, m4, and m5. should be enough, but if you have the time, more ships are always awesome. Maybe concentrate on the rest first.

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mikhailskatchkov
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1 ship to go

Post by mikhailskatchkov » Mon, 24. Oct 16, 02:43

1 ship to go

Whats done so far

C-ROC Gozanti Cruiser/Transport (Less weapons than std Gozanti but more shields and cargo space. This model is 80% complete, ill detail it later)
Image

Image

Image

Image


Y-8 Mining ship (large cargo hold, heavy shields, mountable mining laser, tractor beam etc)

Image

Image


Mon Calamari Recusant-Class Destroyer - Operated buy Mon Calamari, Alliance and Pirates.
(This is the 2,5km variant which Moncal decided to keep in production due to its versatility and popularity) Model about 80% done, will finish in future, will have to be like this for now.
Personally quite like the design of this ship.


Image

Image

Image

Image

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mikhailskatchkov
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news

Post by mikhailskatchkov » Tue, 25. Oct 16, 00:40

After many sleepless nights, back ache, sore eyes and one broken mouse, all ships for next patch are ready, tomorrow Ill be adding ships to their shipyards, including a few bug fixes and within the next 3 days ill have 0.85 uploaded

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iniochos
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Post by iniochos » Tue, 25. Oct 16, 06:30

Get a rest. You need it and deserve it. :)

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mikhailskatchkov
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0.84 + Test

Post by mikhailskatchkov » Wed, 26. Oct 16, 00:08

0.84 + TEST, 0.85 in two days, then you guys can start a plot, not with this patch, this is for quick bug testing and reports.

**link removed, X2**

Notes

Added: Recusant-Class Destroyer L 2,5km type (MonCal)
Added: BFF bulk freighter (Alliance/IMP)
Added: Y8 Miner (Alliance/Teladi/IMP)
Added: Gozanti C-ROC (Correllian/Pirate/Teladi)
Added: Providence-Class Carrier L type 2.1km (Yaki)
Added: Strike-Class Cruiser (IMP)
Added: XG-1 Gunboat (IMP)
Added: MC-30a light Cruiser (MonCal)
Added: new pirate stations (OLD Republic abandoned ships etc.)
Added: Harrower ISD
Added: Quasar Fire Class Light Carrier (Alliance/IMP)
Added: YV-100 Freighter (Old Corr design now Teladi licensed production)

Fixed: Strange Pirate "NOVA" anomaly
Fixed: Plot sector naming no longer affect Corusant(sectors moved)
Fixed: Cockpit HUD aids (thanks to Klaus11)
Fixed: All sectors now visible on minimap, some gates corrected (thanks to Klaus11)
Fixed/Changed: Cockpit glass now much clearer with slightly visible scratches at certain angles. (so far only 2 ships)

Known issues:
1. Coruscant city, will be totally reworked, its working but a bit messy.
2. Pirate TLs appearing not fixed yet could find the bug, TJobs has to be redone from scratch)
3. races sometimes using wrong ships for trader and other civil. (clueless as to why, TJobs problem probably).
4. Providence scene a bit messy.


For those who dont want cockpits, simply delete 10.cat/.dat and 11.cat/dat
Klaus11 shifted around some files to make this possible.

Image
A suspicious shuttle leaving Coruscant.

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mikhailskatchkov
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0.85

Post by mikhailskatchkov » Sun, 30. Oct 16, 00:29

Ok guys, Im gonna be uploading 0.85 in about an hour, there isnt much new in it, same as 0.84 but ive placed many placeholders, in the hope that you will not need to start a new game with every update until V 1.0

In other words, you guys can start a campaign, unless there are critical bugs that will need to be fixed, so please test and report.


A few things you'll notice different from 0.84.
Added: sector Mos Eisley in Tatooine (new game start required for this to show up) And Klaus11 has made a new mini map bod for that to be visible to.
Added: some wrecks to sectors that see lots of action.
Changed: a couple sound effects.
Changed: playing around with com avatars, just added a few stills, ill be replaying those with animated/movie clips.

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0.85

Post by mikhailskatchkov » Sun, 30. Oct 16, 02:05

0.85
**link removed, X2**

Noticed one problem, wrong race voices are played on com screen/avatar. I dont understand why, i only edited the video file not the audio file, if anyone knows how this happened, please fill me in, thanks

Edit*
no seems the problem fixed itself, all voices correct so far.



what youll notice in com screen top right corner.

pirate
Image
pirate
Image
pirate
Image
Imperial
Image

WaldusTheAwesome
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Post by WaldusTheAwesome » Mon, 31. Oct 16, 10:51

this mod is great, makes me enjoy playing X3 again! i have however noticed a few things that bug me though. the lancer and vigil explode whenever undocking from stations, and the gladiator feels just a littlebit lacking when shooting at fighters(it may just be me using it wrong though). other than those two things im loving this quite a bit, its great to see star wars mods! also, have you considered adding the vindicator class cruiser? its essentially and immobilizer 419 without the gravity well domes.

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