[WIP] New TM and Twin of Deimos (Phobos)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
[WIP] New TM and Twin of Deimos (Phobos)
The Redwing:
http://i1313.photobucket.com/albums/t54 ... a15b0a.jpg
I've decided to start on building my own mod, and figured I should start with some ships since I haven't seen the right ones for the game I want. To learn some modding skills I figured some "minor" tweaks to Deimos seemed like a good place to start... I got addicted and my efforts snowballed into the birth of Phobos:
http://i1313.photobucket.com/albums/t54 ... 06b554.jpg
http://i1313.photobucket.com/albums/t54 ... 53f571.jpg
http://i1313.photobucket.com/albums/t54 ... 4c7e05.jpg
[ external image ]
I never liked not having visible guns on Deimos, so I made them, then I added more static invisible weapons for easy re configuring later, total of 24 front guns 28 if you count the double barrels on the top 4.
I don't understand the "standard" of external docks being put on bottom center, after watching some fighters wipe out on a docked M6, I decided to move it, then I added a couple more. I can now dock 3 M6/TS ships or 2 with a TM docked on top.<< Seems like the obvious spot for an external dock once you see it.
For being a hybrid carrier, 4 launch doors just wouldn't do so now Phobos can launch 10 fighters at a time.
And of coarse I added turrets, 3 each on left and right, 2 bottom, 2 top and 2 back (as in models, there is still just the one configurable one per side in game). Basically I added as many nodes I thought I would want to use later so if I want to change or make a variant, I should only have to edit the Tships using existing indexes.
I still have some detailing to finish, but 3DS Max was giving me a headache with materials so started on my TM... now christened "Redwing".
http://i1313.photobucket.com/albums/t54 ... 31e1de.jpg
http://i1313.photobucket.com/albums/t54 ... c04b9a.jpg
http://i1313.photobucket.com/albums/t54 ... 9483c5.jpg
Redwing is currently a civilian model as an over sized TS with fighter docking and only small defense turrets left, right and top. I put the docks on top with the bridge in the aft over looking the ship and it turned out great! it's a sweet view to see the fighter launch and land, and i have small position lights marking the bays which adds a nice touch to the scene.
As for the mod, my goal is to focus on piracy, capping and salvaging, with some new toys to make capping less frustrating without making it "click and claim".
{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversized images now linked - Terre}
http://i1313.photobucket.com/albums/t54 ... a15b0a.jpg
I've decided to start on building my own mod, and figured I should start with some ships since I haven't seen the right ones for the game I want. To learn some modding skills I figured some "minor" tweaks to Deimos seemed like a good place to start... I got addicted and my efforts snowballed into the birth of Phobos:
http://i1313.photobucket.com/albums/t54 ... 06b554.jpg
http://i1313.photobucket.com/albums/t54 ... 53f571.jpg
http://i1313.photobucket.com/albums/t54 ... 4c7e05.jpg
[ external image ]
I never liked not having visible guns on Deimos, so I made them, then I added more static invisible weapons for easy re configuring later, total of 24 front guns 28 if you count the double barrels on the top 4.
I don't understand the "standard" of external docks being put on bottom center, after watching some fighters wipe out on a docked M6, I decided to move it, then I added a couple more. I can now dock 3 M6/TS ships or 2 with a TM docked on top.<< Seems like the obvious spot for an external dock once you see it.
For being a hybrid carrier, 4 launch doors just wouldn't do so now Phobos can launch 10 fighters at a time.
And of coarse I added turrets, 3 each on left and right, 2 bottom, 2 top and 2 back (as in models, there is still just the one configurable one per side in game). Basically I added as many nodes I thought I would want to use later so if I want to change or make a variant, I should only have to edit the Tships using existing indexes.
I still have some detailing to finish, but 3DS Max was giving me a headache with materials so started on my TM... now christened "Redwing".
http://i1313.photobucket.com/albums/t54 ... 31e1de.jpg
http://i1313.photobucket.com/albums/t54 ... c04b9a.jpg
http://i1313.photobucket.com/albums/t54 ... 9483c5.jpg
Redwing is currently a civilian model as an over sized TS with fighter docking and only small defense turrets left, right and top. I put the docks on top with the bridge in the aft over looking the ship and it turned out great! it's a sweet view to see the fighter launch and land, and i have small position lights marking the bays which adds a nice touch to the scene.
As for the mod, my goal is to focus on piracy, capping and salvaging, with some new toys to make capping less frustrating without making it "click and claim".
{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversized images now linked - Terre}
Last edited by ltdan81 on Mon, 9. Jun 14, 23:33, edited 1 time in total.
Thanks.
I've never been able to find the right ship(s) for my own use. I don't like the idea of having one ship do all, but I hate having to switch ships all the time. I tried applying the hybrid idea to existing ships but it dulls the game if it's done to all ships, and too confusing trying to pick out rarely used variant (or I'd get an over-tuned enemy spawn on a mission).
After playing the Apricot mod I realized I needed to make a dedicated fleet of player specific ships, but I'm going to take a different approach than he did and make the ships a more role specific and make them expensive to add an elitist feeling to having one, or a dock full.
edit: I haven't fully tested these models, but if interested I can put together a beta package so you can give them a test flight.
I've never been able to find the right ship(s) for my own use. I don't like the idea of having one ship do all, but I hate having to switch ships all the time. I tried applying the hybrid idea to existing ships but it dulls the game if it's done to all ships, and too confusing trying to pick out rarely used variant (or I'd get an over-tuned enemy spawn on a mission).
After playing the Apricot mod I realized I needed to make a dedicated fleet of player specific ships, but I'm going to take a different approach than he did and make the ships a more role specific and make them expensive to add an elitist feeling to having one, or a dock full.
edit: I haven't fully tested these models, but if interested I can put together a beta package so you can give them a test flight.
-
- Posts: 57
- Joined: Sun, 11. Dec 11, 07:25
Here's a link for a beta version of the Redwing. Everything "should" be in there for it to load. The radar is currently not animated because the code was causing the ship to not load in game.
https://drive.google.com/file/d/0B-t0ku ... sp=sharing
https://drive.google.com/file/d/0B-t0ku ... sp=sharing
-
- Posts: 57
- Joined: Sun, 11. Dec 11, 07:25
you sir just made my weekltdan81 wrote:Here's a link for a beta version of the Redwing. Everything "should" be in there for it to load. The radar is currently not animated because the code was causing the ship to not load in game.
that is one less ship I have to make for my mod you, 24.5 more to go...
thank you
"I feel a great disturbance in the forum, Like millions of voices cried out in Joy, as a new modder was born."
-
- Posts: 57
- Joined: Sun, 11. Dec 11, 07:25
Boron/Argon/Terran belonging to a corp founded by members of those Races
then another set belonging to a new race but that is a ways down the line I haven't really put together a style for it yet
then another set belonging to a new race but that is a ways down the line I haven't really put together a style for it yet
"I feel a great disturbance in the forum, Like millions of voices cried out in Joy, as a new modder was born."
Hmmm.... I like running ships through the blender and mixing and matching styles, but that trio is going to be a real challange.... I like it!
I'll play around with some models and see what I can fit together.
Is your new race going to be humanoid, mechanoid, or out of this world like Khaa'aak on steroids?
I'll play around with some models and see what I can fit together.
Is your new race going to be humanoid, mechanoid, or out of this world like Khaa'aak on steroids?
New, lore compliant ship is more than welcome
Really like the Redwing, good as it is.
But Phobos... Good idea but the look is... troubled. Very impractical for the ship to have such "flat nose" with many cavities and pits.
Imagine tons of debris getting into it. I know that such issues don';t exist in X3 but it's more about practical design & style. Somehow I can imagine an ugly Teladi ship with frontal launch bay doors, but not smooth Paranid ship.
Really like the Redwing, good as it is.
But Phobos... Good idea but the look is... troubled. Very impractical for the ship to have such "flat nose" with many cavities and pits.
Imagine tons of debris getting into it. I know that such issues don';t exist in X3 but it's more about practical design & style. Somehow I can imagine an ugly Teladi ship with frontal launch bay doors, but not smooth Paranid ship.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
We want the Boron back!
-
- Posts: 57
- Joined: Sun, 11. Dec 11, 07:25