i understand now it is the animation ok tyBrummBear02 wrote: ↑Sat, 9. Feb 19, 01:33any 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
[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 6.0
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Re: [Mod] a ship mod 6.0
Man that xenon flag ships is a beast in balance version i like it i like how you make xenons shot fast vanilla weapons can't keep up i lost 1 Taranis and 1 Arawn and bunch of M S ships i hope the snackenak
(https://www.nexusmods.com/x4foundations ... ?tab=posts) is improving his mod for 2.0 can t wait good job on the new ships i like it
(https://www.nexusmods.com/x4foundations ... ?tab=posts) is improving his mod for 2.0 can t wait good job on the new ships i like it
Re: [Mod] a ship mod 6.0
And i thought the balanced version is a little to easy maybe.Thecrippler wrote: ↑Sat, 9. Feb 19, 20:09Man that xenon flag ships is a beast in balance version i like it i like how you make xenons shot fast vanilla weapons can't keep up i lost 1 Taranis and 1 Arawn and bunch of M S ships i hope the snackenak
(https://www.nexusmods.com/x4foundations ... ?tab=posts) is improving his mod for 2.0 can t wait good job on the new ships i like it
Try the battleship version, it has over 200 weapons and many L turrets.
Did you try it with 2.0 beta?
Re: [Mod] a ship mod 6.0
cant help but notice you're up to 6.0 on 4 ships...any chance that some M class might get in? was thinking an M class drone carrier based on the light carrier in Rebirth.
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Re: [Mod] a ship mod 6.0
No didn't try the beta 2.0 to be honest I rather wait for the patch to come out Now for the battleship version also didn't try it yet maybe I will give a trysco1981 wrote: ↑Sat, 9. Feb 19, 21:13And i thought the balanced version is a little to easy maybe.Thecrippler wrote: ↑Sat, 9. Feb 19, 20:09Man that xenon flag ships is a beast in balance version i like it i like how you make xenons shot fast vanilla weapons can't keep up i lost 1 Taranis and 1 Arawn and bunch of M S ships i hope the snackenak
(https://www.nexusmods.com/x4foundations ... ?tab=posts) is improving his mod for 2.0 can t wait good job on the new ships i like it
Try the battleship version, it has over 200 weapons and many L turrets.
Did you try it with 2.0 beta?
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Re: [Mod] a ship mod v4.2
could you explain the dirt map more? i have the issue that my textures turn out rusty
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht
Re: [Mod] a ship mod 6.0
Which program you use? In max you should use vertex paint modifier -> vertex illum channel, blue color in this channel enable dirt map, but in my case after export to .dae vertex illum info will lost, also you can use vertex color to paint your models like egosoft do.
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Re: [Mod] a ship mod 6.0
sco1981 is there any plans you can make antimatter turret shoot like fusion beam cannon example https://www.youtube.com/watch?v=NrpEI-236C8 in the fucher
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Re: [Mod] a ship mod 6.0
blender. painting models with vertex color worked for me. i painted a discoverer green and blue. but i cant even find a option for illum.KrYcHokE wrote: ↑Sun, 10. Feb 19, 19:21Which program you use? In max you should use vertex paint modifier -> vertex illum channel, blue color in this channel enable dirt map, but in my case after export to .dae vertex illum info will lost, also you can use vertex color to paint your models like egosoft do.
also, do you know how to edit collision meshes? some can be edited and some cant.
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht
Re: [Mod] a ship mod 6.0
The new Xenon main weapon is like a big bad fusion beam. Maybe i will create some new turrets in the future for more differences between the ships.Thecrippler wrote: ↑Sun, 10. Feb 19, 19:31sco1981 is there any plans you can make antimatter turret shoot like fusion beam cannon example https://www.youtube.com/watch?v=NrpEI-236C8 in the fucher
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Re: [Mod] a ship mod 6.0
can't wait tysco1981 wrote: ↑Sun, 10. Feb 19, 20:15The new Xenon main weapon is like a big bad fusion beam. Maybe i will create some new turrets in the future for more differences between the ships.Thecrippler wrote: ↑Sun, 10. Feb 19, 19:31sco1981 is there any plans you can make antimatter turret shoot like fusion beam cannon example https://www.youtube.com/watch?v=NrpEI-236C8 in the fucher
Re: [Mod] a ship mod 6.0
For XR i create new collision mesh after any changes to main mesh, i just create copy of main mesh(combine material meshes) and name it as collision.BrummBear02 wrote: ↑Sun, 10. Feb 19, 19:33also, do you know how to edit collision meshes? some can be edited and some cant.
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Re: [Mod] a ship mod 6.0
would you mind joining the egosoft discord so we can talk in person about this and can exchange screenshots?KrYcHokE wrote: ↑Sun, 10. Feb 19, 21:01For XR i create new collision mesh after any changes to main mesh, i just create copy of main mesh(combine material meshes) and name it as collision.BrummBear02 wrote: ↑Sun, 10. Feb 19, 19:33also, do you know how to edit collision meshes? some can be edited and some cant.
https://discord.gg/v8TSmk
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht
Re: [Mod] a ship mod 6.0
What ship will come next? Can you teaser it maybe? Cant wait to see this mod grow
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Re: [Mod] a ship mod 6.0
Well i got good news for ya ther are 3 persons working on XR mod you got sco1981 then you got viewtopic.php?f=181&t=405414 by Ojump and snackynak https://www.nexusmods.com/x4foundations ... ?tab=posts just found out recently atm sco1981 is the only person to release active mod so what will Ojump and snackynak bring is unknown but in do time we will see them in action
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Re: [Mod] a ship mod 6.0
i love to see some L ships atm we got plenty XL for a start ty to you and i have a small request is it possible to add 2x L turrets in front of the Taranis and Arawn balance version
Re: [Mod] a ship mod 6.0
As you said, Ojump and snackynack are working on converting more XR ships and so some L ones. I will continue to give every race a flagship and then begin to adjust/modify some existing ones and try to make the ships more unique.Thecrippler wrote: ↑Tue, 12. Feb 19, 18:57i love to see some L ships atm we got plenty XL for a start ty to you and i have a small request is it possible to add 2x L turrets in front of the Taranis and Arawn balance version
It is possible to add these turrets, but then they become a bit strong maybe.
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Re: [Mod] a ship mod 6.0
i know what you mine i tried your battleships version they do hell of damage but i like balance version more to vanillasco1981 wrote: ↑Tue, 12. Feb 19, 19:31As you said, Ojump and snackynack are working on converting more XR ships and so some L ones. I will continue to give every race a flagship and then begin to adjust/modify some existing ones and try to make the ships more unique.Thecrippler wrote: ↑Tue, 12. Feb 19, 18:57i love to see some L ships atm we got plenty XL for a start ty to you and i have a small request is it possible to add 2x L turrets in front of the Taranis and Arawn balance version
It is possible to add these turrets, but then they become a bit strong maybe.
now i understand you left the antimatter cannon on the balance version that make sense am blinde is a bet
Last edited by Thecrippler on Tue, 12. Feb 19, 20:57, edited 1 time in total.
Re: [Mod] a ship mod 6.0
I've have the Fulmekron in X4 right now, but it's size is an issue from what I can tell. Unless you can hit the gates at full travel speed, the ship gets stuck in the gate. I haven't tested it in the 2.0 beta, but the balor that I got in game just stopped showing up in shipyards and won't spawn for some reason in 2.0.