[MOD] BrummBears ship mods

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What next?

L or XL sized transporter for the Crucible Corp
24
10%
XL sized carrier for the Crucible Corp
25
10%
M sized drone carrier for the Crucible Corp
12
5%
M sized transporter for the Crucible Corp
12
5%
X2 Mammoth remake
12
5%
X2 Titan remake
38
16%
Ebon Hawk
26
11%
Cowboy Bebop - The Bebop (Ship)
15
6%
Try a Boron ship!
34
14%
Try a Boron ship!
35
14%
Start with Stations already...
10
4%
 
Total votes: 243

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mr.WHO
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Re: [MOD] BrummBears ship mods

Post by mr.WHO » Thu, 20. Jun 19, 09:37

Turtle (Xenon?) and Xenon Flagship looks interesting.

While I'm not a fan of Ebon Hawk, the cokpit seems nice.

LucianDragos
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Re: [MOD] BrummBears ship mods

Post by LucianDragos » Sun, 23. Jun 19, 01:20

I am really happy for the hawk. That's all I ever really wanted was a Falcon like ship to keep as my main for my battle field scavengi... err I mean respectful salvage 8) / bounty hunter type work.. though please say it has at least one main gun not just turrets

BrummBear02
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Re: [MOD] BrummBears ship mods

Post by BrummBear02 » Sun, 23. Jun 19, 02:54

it will come with 2-3 main guns and one or two turrets. but the cockpit is quite obscuring to the view so im guessing its not very well suited for fighting. also it will take a lot of time till its finshed. maybe ill release a half finished version without interior. the next ship thats finished is probably the X2 discoverer remake.
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht

LucianDragos
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Re: [MOD] BrummBears ship mods

Post by LucianDragos » Sun, 23. Jun 19, 06:55

With the great work you been doing take your time.. that said, if I remember right the hawk had 2 turrets.. one dorsal and one ventral like the Falcon..

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mr.WHO
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Re: [MOD] BrummBears ship mods

Post by mr.WHO » Sun, 23. Jun 19, 12:12

I was never a fan of X2 fighters - they looks like child toys.
X2 Corvettes and Capships were OK.

Tomonor
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Re: [MOD] BrummBears ship mods

Post by Tomonor » Sun, 23. Jun 19, 12:22

On the topic of X2-style ships, there are a lot of potential in those because of how well they fit the X4 design lineage. They are relatively big, bulky, but most importantly modular. In fact, some of the X4 ship designs are direct relatives to the X2 era ships (Falcon, Buzzard).

So, they work. Not saying that they don't need an intense rework with the mesh and texture details but you can't go wrong with those designs in this game if you want to follow the original narrative.
Image

Ramokthan
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Re: [MOD] BrummBears ship mods

Post by Ramokthan » Mon, 24. Jun 19, 09:25

How much do you charge implementing Boron Skate (Mobula)
:-D

BrummBear02
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Re: [MOD] BrummBears ship mods

Post by BrummBear02 » Mon, 24. Jun 19, 20:57

boron ships are a special case since there are no textures for them and id need to do custom materials. thats possible but undesireable for me. also they are of organic design similar to the x4 xenons and i didnt do anything in that area.
if i ever start boron ships ill do the one u wanted :P

and about what i will charge... 1 woman plx.
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht

Buzz2005
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Re: [MOD] BrummBears ship mods

Post by Buzz2005 » Mon, 24. Jun 19, 21:00

:lol:

whats best in life? woman
whats better? two woman
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

Tomonor
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Re: [MOD] BrummBears ship mods

Post by Tomonor » Mon, 24. Jun 19, 21:27

BrummBear02 wrote:
Mon, 24. Jun 19, 20:57
and about what i will charge... 1 woman plx.
Cash or credit?
Image

BrummBear02
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Re: [MOD] BrummBears ship mods

Post by BrummBear02 » Mon, 24. Jun 19, 23:36

im pretty sure two woman isnt a very good thing at all. in the past i was barly able to handle one. how im supposed to handle two?

and cash ofc :)

today i started to get the error

"[=ERROR=] 168737.50 Could not process collision mesh extensions\nostalgia\assets\units\size_s\nostalgia_data\detail_xl_airlock_l-collision.xmf for navmesh generation (index buffer is corrupt)"

anyone know what causes this? havent had this one earlier.
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht

BrummBear02
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Re: [MOD] BrummBears ship mods

Post by BrummBear02 » Wed, 3. Jul 19, 02:43

Added the Crucible Corp Joy M5 Scout.

I also added a poll you might wanna look at.
Tomorrow starts a World of tanks campaign that goes on till 15.07, after that ill probably start on the ship leading the poll. also im still working on the wrath.
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LucianDragos
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Re: [MOD] BrummBears ship mods

Post by LucianDragos » Wed, 3. Jul 19, 18:07

I know you have a long list of your own so this isn't so much a request as more of a curiosity if a Star Wars Gozanti class would be in your interest to do?

https://www.dropbox.com/s/6gom83e3d6gv3 ... 1.jpg?dl=0

Ghrathryn
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Re: [MOD] BrummBears ship mods

Post by Ghrathryn » Fri, 12. Jul 19, 17:48

I'm not sure if this has been mentioned elsewhere, but a few things I've noticed with the Envy:
  • The small dock barely fits some vanilla small ships such as the Kestrel/Falcon… the flat wing fighter from the Teladi (I think) had its engine pods in the walls some.
  • Vanilla issue - small ships launching from the dock will launch through the Envy due to how Egosoft coded the launch sequence
  • Not sure what caused it, but I have had a couple of instances of things not loading for the intraship transport/elevator Once while docked from a small ship it didn't offer the bridge (it had 'empty space' which turned out to be between decks somehow, once on a station tried to drop me through the station, I know the latter is vanilla, not sure on the former
  • Less issue, more a :? :gruebel: from me, but the bottom turret leaves it pointing straight into the docking bay. Not sure if it fires in that direction, but it does make it look like the ship will shred any carried craft as the turret tracks a target or lose the turret should one be launched (if they could be made to launch the right way.

Sir_Wabbit
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Re: [MOD] BrummBears ship mods

Post by Sir_Wabbit » Fri, 19. Jul 19, 15:26

Love the work youve done so far, I hope you update/finish the tutorial you were writing too. Do you still take requests? Would The X3TC springblossom be possible (would it be an M ship?)?

BrummBear02
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Re: [MOD] BrummBears ship mods

Post by BrummBear02 » Sun, 21. Jul 19, 03:37

Ghrathryn wrote:
Fri, 12. Jul 19, 17:48
I'm not sure if this has been mentioned elsewhere, but a few things I've noticed with the Envy:
  • The small dock barely fits some vanilla small ships such as the Kestrel/Falcon… the flat wing fighter from the Teladi (I think) had its engine pods in the walls some.
  • Vanilla issue - small ships launching from the dock will launch through the Envy due to how Egosoft coded the launch sequence
  • Not sure what caused it, but I have had a couple of instances of things not loading for the intraship transport/elevator Once while docked from a small ship it didn't offer the bridge (it had 'empty space' which turned out to be between decks somehow, once on a station tried to drop me through the station, I know the latter is vanilla, not sure on the former
  • Less issue, more a :? :gruebel: from me, but the bottom turret leaves it pointing straight into the docking bay. Not sure if it fires in that direction, but it does make it look like the ship will shred any carried craft as the turret tracks a target or lose the turret should one be launched (if they could be made to launch the right way.
most of this is intendet this way. if i make the dock bigger so it fits any s ship the envy will grow too much to fit in an M dock or look out of proportion. so ive gone with what we have now ^^
the ship launching... i think it can be made so it does fit the envy but honestly, i didnt bother with that yet. maybe in the far future.
there is a transporter connection leading to nowhere. its a leftover from testing to add more rooms into a ship. never deleted it. will be gone in the next update i guess.
and the turret should not fire if it hits the ship. at least it stopped firing when i tested it :3
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BrummBear02
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Re: [MOD] BrummBears ship mods

Post by BrummBear02 » Sun, 21. Jul 19, 03:39

LucianDragos wrote:
Wed, 3. Jul 19, 18:07
I know you have a long list of your own so this isn't so much a request as more of a curiosity if a Star Wars Gozanti class would be in your interest to do?

https://www.dropbox.com/s/6gom83e3d6gv3 ... 1.jpg?dl=0
ill relay that to mik, im helping him with his mod and i really dont wanna do star wars ships if he already does them. creating a ship is so much work, doing the same thing twice would really upset me.
https://www.moddb.com/mods/star-wars-mod-x4

mik said
Mik heute um 03:41 Uhr
Hey Brumm, ye I have two versions of it, they are prepped to go into the mod already
Just tell them to hang on a few weeks , it and the imperial version will be done
Last edited by BrummBear02 on Sun, 21. Jul 19, 03:43, edited 1 time in total.
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Re: [MOD] BrummBears ship mods

Post by BrummBear02 » Sun, 21. Jul 19, 03:42

Sir_Wabbit wrote:
Fri, 19. Jul 19, 15:26
Love the work youve done so far, I hope you update/finish the tutorial you were writing too. Do you still take requests? Would The X3TC springblossom be possible (would it be an M ship?)?
ive never really taken requests ;) but i already had that ship on my list of "interesting" ships. so ill give u a maybe.


thank you all for your kind words!
also the X2 titan won the poll. i was actually suprised by that but guess thats the next ship ill finish.
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steve_v
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Re: [MOD] BrummBears ship mods

Post by steve_v » Sun, 21. Jul 19, 10:11

Yo @BrummBear02, I'm loving the Jealousy as an alternative to the ubiquitous Nemesis playership. :D

I found and removed the annoying transporter connection to nowhere, but there are a couple of minor problems remaining that I don't know how to fix:
The RCS flames in external view don't line up with anything and look very silly, far sillier than the missing rear gear.
There are holes in the collision mesh in both front corners of the cockpit, allowing you to fall into the ship geometry. I haven't actively looked for more, but these two are relatively easy to find by accident.

Any hints on how I would go about fixing these, or do you plan to do so yourself at some point?

Aside, the ship doesn't actually seem to fit on a standard M docking platform, as such the front clips into the dock when moving to/from internal storage - I expect this is just the ship being the size it is, but there looks to be some clearance to spare at the rear so maybe it's a docking position thing? No big deal anyway.

BrummBear02
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Re: [MOD] BrummBears ship mods

Post by BrummBear02 » Sun, 21. Jul 19, 14:12

steve_v wrote:
Sun, 21. Jul 19, 10:11
Yo @BrummBear02, I'm loving the Jealousy as an alternative to the ubiquitous Nemesis playership. :D

I found and removed the annoying transporter connection to nowhere, but there are a couple of minor problems remaining that I don't know how to fix:
The RCS flames in external view don't line up with anything and look very silly, far sillier than the missing rear gear.
There are holes in the collision mesh in both front corners of the cockpit, allowing you to fall into the ship geometry. I haven't actively looked for more, but these two are relatively easy to find by accident.

Any hints on how I would go about fixing these, or do you plan to do so yourself at some point?

Aside, the ship doesn't actually seem to fit on a standard M docking platform, as such the front clips into the dock when moving to/from internal storage - I expect this is just the ship being the size it is, but there looks to be some clearance to spare at the rear so maybe it's a docking position thing? No big deal anyway.
RCS flames are maveuvering thrusters? just delete them in the xml. i plan to add them later when every ship is finished. so maybe in about an year ^^
the holes in the collision are fixable but youd have to use blender and the converter. if u have no expirience with that i highly doubt you can. also this is on my list of bugs and will be fixed.

the size issue... i need to check that.
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht

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