[MOD] Immersive environments 1.1 [09-11-2011]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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fixed linkdjrygar wrote:www.rygar.net/X3/aa.remove planets.xml
run this from script editor. it will ask about sector - select Khaak sector with bad planet and hit enter two times. It will remove planets from khaak sector and you can enter there
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I suppose there's not a way to simply move back the planets to default positions? Doesn't seem like such a stretch if the game will allow for them to be deleted. But then again, I'm a noob.
By the way, can anyone tell me what I would need to delete within the .cat archive to get rid of the changing of the planets' positions? I can figure out what's textures, but that's about it.
By the way, can anyone tell me what I would need to delete within the .cat archive to get rid of the changing of the planets' positions? I can figure out what's textures, but that's about it.

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Maps\x3_universe.xmlEik Corell wrote:By the way, can anyone tell me what I would need to delete within the .cat archive to get rid of the changing of the planets' positions? I can figure out what's textures, but that's about it.
I just deleted the planets from the map file itself - wouldn't have noticed them anyway with the fog and exploding kha'ak everywhere. Still gorgeous sectors.
Open map in notepad, search for
Code: Select all
x="14" y="12"
Code: Select all
<o t="4" s="147" x="-352617295" y="259412997" z="-174536033" color="7550875" fn="0"/>
<o f="1" t="4" s="145" x="242487548" y="-268279242" z="-167978026" color="0" fn="0"/>
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I point you to this post if all of you who say it is a dead project.connary wrote:The mod isnt dead at all people. Right now i dont have all the time needed and i dont want to release a new beta cause i can understand that is a bad joke start the game one more time for a unfinished mod.
I will try to make a new effort when i get the time and then at least we will have a RC version.
Thanks Yalertnom i noticed some problems in the most darker parts on some backgrounds due the compression of the dds on to cat files.
The fog sectors have not been worked at all in the current beta Sheik. The new version will cut starts and create other effect to get more immersion.
No one commented any ctd problem with this mod skatcat31.
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Granted, it isn't "dead" per se, but it certainly is "in limbo".Requiemfang wrote:I point you to this post if all of you who say it is a dead project.
His post was nearly a month ago at this point. Usually when a mod goes a month without developer comment/updates it means it is in a holding pattern. It is unfortunate, as I would have used it myself except for the planetary problem in a certain sector. And having to restart every time he publishes a new one... yes, it makes it difficult to commit to using.
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What you posted is a manual patch that requires knowledge of how to work with X3:TC files, including unpacking a cat/dat to get the source file out for editing. I would hazard a guess that the average X3:TC player doesn't know how to accomplish this.xavierd wrote:The one i fixed 2 posts above you?
If you want to do the edits and provide a fresh cat/dat pair (approved by connary of course) that corrects the problem, that might plug the hole in the dam for the short term. At least until connary finds time to do a true fix and move the planet to where it should be. For now however, I don't think you can count manual file edits as fix.
Personally I think moving objects around was a mistake, as it requires new game starts to be used. But it isn't my mod.

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Until either connary updates the mod or objects to this, fix for K841 planets (New game only) here. Fake patch fix and mod, with fix higher number than mod.Jaga_Telesin wrote:If you want to do the edits and provide a fresh cat/dat pair (approved by connary of course) that corrects the problem, that might plug the hole in the dam for the short term. At least until connary finds time to do a true fix and move the planet to where it should be.
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Or just use the planet removing script that someone posted a few days ago.
www.rygar.net/X3/aa.remove planets.xml
(right click > Save target as)
www.rygar.net/X3/aa.remove planets.xml
(right click > Save target as)
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loose the URL-tags and it will work.Superbun270 wrote:Or just use the planet removing script that someone posted a few days ago.
www.rygar.net/X3/aa.remove planets.xml
(right click > Save target as)

EDIT: tho the link won't work like this- either upload it without space in the filename or replace the space with the proper code (which I can't remember atm

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Moving objects was not a mistake regarding the new start matter. The main objective of the mod its lightning, a entire revision of light colouration and effects in the universe and this also needs a new restart.Jaga_Telesin wrote:What you posted is a manual patch that requires knowledge of how to work with X3:TC files, including unpacking a cat/dat to get the source file out for editing. I would hazard a guess that the average X3:TC player doesn't know how to accomplish this.xavierd wrote:The one i fixed 2 posts above you?
If you want to do the edits and provide a fresh cat/dat pair (approved by connary of course) that corrects the problem, that might plug the hole in the dam for the short term. At least until connary finds time to do a true fix and move the planet to where it should be. For now however, I don't think you can count manual file edits as fix.
Personally I think moving objects around was a mistake, as it requires new game starts to be used. But it isn't my mod.And it IS still marked as a Beta. It looks like a beautiful change to the universe, but as it requires a new start, my current game cannot take advantage of it.
Finally i decided to move some planets cause the descriptions of a large extent of sectors dont match the current sector look. The mistake was not to take in consideration the huge collision bubble of the khaak hive. I approached this rock to the sector centre without noticing the collision. I learned a lot more about moving things now.
We can consider the mod its in limbo, certainly. I will retake the works soon and i will upload a new revision with hundreds of modifications the next month for testing.
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@connary
Patiently looking forward to.
Patiently looking forward to.
My mods for X3TC & X3AP
Been with the X-series from the beginning. If it happens in the X_Universe I've been there done that several times over.
Been with the X-series from the beginning. If it happens in the X_Universe I've been there done that several times over.
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OMG! connary you're alive! Hooray! I haven't played X3 for 2 or 3 months, been waiting for your mod! Thankyou! Thankyou! Thankyou!




"I feel like that's not the way fantasy space travel works in the real fantasy universe."
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If I were to restore the khaak sector 841 to its previous vanilla state, without deleting anything, how would I go about that? I've been messing with the universe files, and I've located the entries mentioned by a very helpful feller a couple of pages back, but I can't really get an overview of what's what, because the numbers seem to be totally off in the two versions, so I'm not sure what exactly to replace with what. I'm going through this guide here: http://www.xenotaph.net/lib_pdf/galaxy_hacking_x3tc.pdf
so I understand a bit about it, like how a 4 means that it's a planet, etc, but still.
By the the way, I know I'd have to restart if I fixed it like that.
so I understand a bit about it, like how a 4 means that it's a planet, etc, but still.
By the the way, I know I'd have to restart if I fixed it like that.

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Any chance for official merge / make use of this:
http://forum.egosoft.com/viewtopic.php? ... sc&start=0
??
http://forum.egosoft.com/viewtopic.php? ... sc&start=0
??
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Being the perfectionist I am, I've messed around with the galaxy editor and fixed the problem myself by removing the two planets present in the system, and replacing them with the planet that was there in Vanilla mode.
http://www.megaupload.com/?d=XQA9IHS3
Like the other fix, it requires a restart.
http://www.megaupload.com/?d=XQA9IHS3
Like the other fix, it requires a restart.

Introducing TONGS!
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Hi Eik¡ Nice to know you has solved the problem but it will be better if you wait a bit to play with the new version of this mod. Im working right now and it will be release soon.
The only think that needs revision its the look of the terran sectors, i revisited this sectors but im not so happy with the look of some of they. This part of the galaxy its weirdly constructed with the planet meshes linked to the sphere scene. Im thinking to take a step back and make a standard black background for this sectors.
Some people will find more comfortable a deep black look for this planets.
But well, we will get a more clear and deep look than vanilla.
The last change i added to the mod its a completely new set of start textures without mipmaps, this creates a distortion that makes the start blinks softly using the adequate parameters, this changes for me the look of sectors drastically cause the eye cant detect now the background sphere bringing the sense of deep to the surroundings. Blinking starts also looks more realistic in some way.
Mr. Who i dont know exactly what do you want merged. Realspace mod also adds new backgrounds then its incompatible with the new lights added by my mod.
The only think that needs revision its the look of the terran sectors, i revisited this sectors but im not so happy with the look of some of they. This part of the galaxy its weirdly constructed with the planet meshes linked to the sphere scene. Im thinking to take a step back and make a standard black background for this sectors.
Some people will find more comfortable a deep black look for this planets.
But well, we will get a more clear and deep look than vanilla.
The last change i added to the mod its a completely new set of start textures without mipmaps, this creates a distortion that makes the start blinks softly using the adequate parameters, this changes for me the look of sectors drastically cause the eye cant detect now the background sphere bringing the sense of deep to the surroundings. Blinking starts also looks more realistic in some way.
Mr. Who i dont know exactly what do you want merged. Realspace mod also adds new backgrounds then its incompatible with the new lights added by my mod.
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I just wanted to thank you for all your work, and encourage you to continue (and release soon the next version
)
I really missed the visual immersive effect in vanilla, and one of the changes you made i like most is the one with luminescence. Finally is dark space dark!
And the rest is also amazing. You're just awesome!
Looking forward for for your next release (mostly becaus I'm only waiting for it, to start a new game after almost 1 year not playing... cant wait any more!!
)


I really missed the visual immersive effect in vanilla, and one of the changes you made i like most is the one with luminescence. Finally is dark space dark!
And the rest is also amazing. You're just awesome!
Looking forward for for your next release (mostly becaus I'm only waiting for it, to start a new game after almost 1 year not playing... cant wait any more!!

