[MOD] Rise of the Ossian Raider v2.0 and ashipmod

The place to discuss scripting and game modifications for X4: Foundations.

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Thecrippler
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Re: [Mod] a ship mod 6.0

Post by Thecrippler » Sat, 9. Feb 19, 10:53

BrummBear02 wrote:
Sat, 9. Feb 19, 01:33
Thecrippler wrote:
Fri, 8. Feb 19, 21:30
Max Bain wrote:
Fri, 8. Feb 19, 16:16


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 :D.
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 :?
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.
i understand now it is the animation ok ty :thumb_up:

Thecrippler
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Re: [Mod] a ship mod 6.0

Post by Thecrippler » Sat, 9. Feb 19, 20:09

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 :D good job on the new ships i like it

sco1981
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Re: [Mod] a ship mod 6.0

Post by sco1981 » Sat, 9. Feb 19, 21:13

Thecrippler wrote:
Sat, 9. Feb 19, 20:09
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 :D good job on the new ships i like it
And i thought the balanced version is a little to easy maybe. :D
Try the battleship version, it has over 200 weapons and many L turrets.
Did you try it with 2.0 beta?

KRM398
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Re: [Mod] a ship mod 6.0

Post by KRM398 » Sun, 10. Feb 19, 00:32

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. :roll:

Thecrippler
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Re: [Mod] a ship mod 6.0

Post by Thecrippler » Sun, 10. Feb 19, 01:52

sco1981 wrote:
Sat, 9. Feb 19, 21:13
Thecrippler wrote:
Sat, 9. Feb 19, 20:09
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 :D good job on the new ships i like it
And i thought the balanced version is a little to easy maybe. :D
Try the battleship version, it has over 200 weapons and many L turrets.
Did you try it with 2.0 beta?
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 try :twisted:

BrummBear02
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Re: [Mod] a ship mod v4.2

Post by BrummBear02 » Sun, 10. Feb 19, 18:48

KrYcHokE wrote:
Tue, 29. Jan 19, 11:16
In X Rebirth Dirt(color age map) is defined in the "vertex illum" channel as blue color. But .dae lost vertex illum information.

--Upd--

To edit material name in model, you should to open .xmf mesh files in hex editor.
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

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KrYcHokE
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Re: [Mod] a ship mod 6.0

Post by KrYcHokE » Sun, 10. Feb 19, 19:21

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.

Thecrippler
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Re: [Mod] a ship mod 6.0

Post by Thecrippler » Sun, 10. Feb 19, 19:31

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

BrummBear02
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Re: [Mod] a ship mod 6.0

Post by BrummBear02 » Sun, 10. Feb 19, 19:33

KrYcHokE wrote:
Sun, 10. Feb 19, 19:21
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.
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.

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

sco1981
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Re: [Mod] a ship mod 6.0

Post by sco1981 » Sun, 10. Feb 19, 20:15

Thecrippler wrote:
Sun, 10. Feb 19, 19:31
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
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
Posts: 368
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Re: [Mod] a ship mod 6.0

Post by Thecrippler » Sun, 10. Feb 19, 20:28

sco1981 wrote:
Sun, 10. Feb 19, 20:15
Thecrippler wrote:
Sun, 10. Feb 19, 19:31
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
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.
can't wait ty :thumb_up: :thumb_up:

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KrYcHokE
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Re: [Mod] a ship mod 6.0

Post by KrYcHokE » Sun, 10. Feb 19, 21:01

BrummBear02 wrote:
Sun, 10. Feb 19, 19:33
also, do you know how to edit collision meshes? some can be edited and some cant.
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
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Re: [Mod] a ship mod 6.0

Post by BrummBear02 » Mon, 11. Feb 19, 01:27

KrYcHokE wrote:
Sun, 10. Feb 19, 21:01
BrummBear02 wrote:
Sun, 10. Feb 19, 19:33
also, do you know how to edit collision meshes? some can be edited and some cant.
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.
would you mind joining the egosoft discord so we can talk in person about this and can exchange screenshots?

https://discord.gg/v8TSmk
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht

Max Bain
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Re: [Mod] a ship mod 6.0

Post by Max Bain » Tue, 12. Feb 19, 08:33

What ship will come next? Can you teaser it maybe? Cant wait to see this mod grow :D
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Thecrippler
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Re: [Mod] a ship mod 6.0

Post by Thecrippler » Tue, 12. Feb 19, 11:56

Max Bain wrote:
Tue, 12. Feb 19, 08:33
What ship will come next? Can you teaser it maybe? Cant wait to see this mod grow :D
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 :D

sco1981
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Re: [Mod] a ship mod 6.0

Post by sco1981 » Tue, 12. Feb 19, 17:11

Max Bain wrote:
Tue, 12. Feb 19, 08:33
What ship will come next? Can you teaser it maybe? Cant wait to see this mod grow :D
Can't decide between Fulmecron of XR, a Pirate flagship or a Argon flagship. :gruebel:

Thecrippler
Posts: 368
Joined: Tue, 8. Jan 19, 15:43

Re: [Mod] a ship mod 6.0

Post by Thecrippler » Tue, 12. Feb 19, 18:57

sco1981 wrote:
Tue, 12. Feb 19, 17:11
Max Bain wrote:
Tue, 12. Feb 19, 08:33
What ship will come next? Can you teaser it maybe? Cant wait to see this mod grow :D
Can't decide between Fulmecron of XR, a Pirate flagship or a Argon flagship. :gruebel:
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

sco1981
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Re: [Mod] a ship mod 6.0

Post by sco1981 » Tue, 12. Feb 19, 19:31

Thecrippler wrote:
Tue, 12. Feb 19, 18:57
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
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.
It is possible to add these turrets, but then they become a bit strong maybe. :gruebel:

Thecrippler
Posts: 368
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Re: [Mod] a ship mod 6.0

Post by Thecrippler » Tue, 12. Feb 19, 20:14

sco1981 wrote:
Tue, 12. Feb 19, 19:31
Thecrippler wrote:
Tue, 12. Feb 19, 18:57
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
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.
It is possible to add these turrets, but then they become a bit strong maybe. :gruebel:
i know what you mine i tried your battleships version they do hell of damage but i like balance version more to vanilla :)

now i understand you left the antimatter cannon on the balance version that make sense am blinde is a bet :P
Last edited by Thecrippler on Tue, 12. Feb 19, 20:57, edited 1 time in total.

snackynak
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Re: [Mod] a ship mod 6.0

Post by snackynak » Tue, 12. Feb 19, 20:45

sco1981 wrote:
Tue, 12. Feb 19, 17:11
Max Bain wrote:
Tue, 12. Feb 19, 08:33
What ship will come next? Can you teaser it maybe? Cant wait to see this mod grow :D
Can't decide between Fulmecron of XR, a Pirate flagship or a Argon flagship. :gruebel:
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.

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