About X3's Galaxy Editor
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I just thought I'd note something for you Nuke. I just worked a little on Terradine map... and multiple suns do not kill dynamic lighting. I just did some work on a sector, and I've got a functional white sun, and a functional purple sun, lighting a ship from two different angles. Please note and update accordingly.
Get some Space Music:
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https://samuraipenguinstudios.bandcamp.com/
Tigerclaw, you are being a bit presumptuous in this regard. Countless modders have found that X3 is not capable of being stable with more than one sun in a sector. I suggest you temper your claims (this and many others) to those indicated by consistent results - or at least offer an explanation of how you have managed to do things differently.AdmiralTigerclaw wrote:I just thought I'd note something for you Nuke. I just worked a little on Terradine map... and multiple suns do not kill dynamic lighting. I just did some work on a sector, and I've got a functional white sun, and a functional purple sun, lighting a ship from two different angles. Please note and update accordingly.
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Easily.
The game supports two suns easily. However, in most cases, only one casts a glow that lights a sector, And in one sector, they both actually worked to cast a glow. Not exactly sure how it worked like that. But the only thing I could note was that one was set to cast a high purple spectrum, while the other was more generic light.
But they are simply just light sources and lense flares in a 3D image rendering engine. If a planet can act as a second light source, then a sun can too, it's just a matter of figuring out why sun-objects conflict with each other half the time.
I'm dealing with a lot of suns while mapping, so I'll look into it more....
PS: Anyone know how to get the X2 lense flares back? I liked a LOT of the suns it had. Really brought out character in some sectors.
The game supports two suns easily. However, in most cases, only one casts a glow that lights a sector, And in one sector, they both actually worked to cast a glow. Not exactly sure how it worked like that. But the only thing I could note was that one was set to cast a high purple spectrum, while the other was more generic light.
But they are simply just light sources and lense flares in a 3D image rendering engine. If a planet can act as a second light source, then a sun can too, it's just a matter of figuring out why sun-objects conflict with each other half the time.
I'm dealing with a lot of suns while mapping, so I'll look into it more....
PS: Anyone know how to get the X2 lense flares back? I liked a LOT of the suns it had. Really brought out character in some sectors.
Get some Space Music:
https://samuraipenguinstudios.bandcamp.com/
https://samuraipenguinstudios.bandcamp.com/
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Im not entierly sure where to post mnod requests... but here goes one...
i totally think it would work to.
One thing i loved to death in freelancer was the fact the loading times were minimal to non exsistent while traveling from sector to sector in that game. And brilliant way to do it to and then can have pirate bases in between.
It doesnt feel like space to me if i cant at least attempt to cross the galaxay sector by sector without having to use load times like x3...
would be great on the play of thje game to make this like freelancer in crossing sectors...
thanxs for your time..
SageQ
i totally think it would work to.
One thing i loved to death in freelancer was the fact the loading times were minimal to non exsistent while traveling from sector to sector in that game. And brilliant way to do it to and then can have pirate bases in between.
It doesnt feel like space to me if i cant at least attempt to cross the galaxay sector by sector without having to use load times like x3...
would be great on the play of thje game to make this like freelancer in crossing sectors...
thanxs for your time..
SageQ
There is no I in Team..
- Well there is no U Either
Well if im not on the team
And your not on the team
The no on is on the goddamn friggin team!!!
- Well there is no U Either
Well if im not on the team
And your not on the team
The no on is on the goddamn friggin team!!!
aah this seems to be the solution for my universe without any ships problem, many thanks!nuclear_eclipse wrote:Extract and copy the Jobs.txt and JobWings.txt files, then rename them Jobs.<galaxy>.txt and JobWings.<galaxy>.txt - replace <galaxy> with your actual galaxy name (case sensitive), and you're set.
but i'm not shure what to do after extracting and renaming these two files.
1) add both renamed files back to the cat where the two originals are (in v2.0.02 probably in a higher cat than 05?), and thats all?
2) add them AND delete both originals?
another question: does someone now if playing the new 2.0 bala gi missions and obtaining the fully functional player headquarter is possible in a custom universe like this:
- V2.0 map with all patches included in ingameeditor. (1.3, 1.31, 200)
- all sectors untouched, only some new sectors added with x3editor.
or is it even possible in every custom universe or the worst case....in no custom universe?
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