[Resource] Awesomefied Beam Weapons

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Hellblazer
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Post by Hellblazer » Tue, 3. Jul 12, 04:55

Would you please, then link it?

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jack775544
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Post by jack775544 » Tue, 3. Jul 12, 09:22

It is pretty easy to adapt your own TBullets to make this mod work.
Here are some instruction I posted a while ago to make this work in vanilla.


To install this mod:
  • Download and install X3 Editor 2.
  • Unpack to the mod to the X3TC directory (even if using AP)
  • Open TBullets using X3 Editor 2.
  • On the side panel select the selected ID as shown below. eg PBC would be "SS_BULLET_PBC"
  • Under the general tab change the attribute in the "Model File" field to the other value shown below eg PBC would be "effects\weapons\bullet_PlasmaBeam" (no quotes)
  • When you are finished changing the models for each bullet save the file as TBullets.pck in

    Code: Select all

    For X3TC: X3TC directory\types
    For X3AP: X3TC directory\addon\types
    There probably won't be a types directory so make it! Make sure you don't save it over the original copy of TBullets.pck (in the vanilla cat\dat file) If you want to make it a false patch you are more than welcome to but this method is easier for beginners.
For each weapon the bullet name and new model name are:

Code: Select all

Laser: Bullet Name -> Model File
Plasma Beam Cannon: SS_BULLET_PBC -> effects\weapons\bullet_PlasmaBeam
Tri-Beam Cannon: SS_BULLET_TRIBEAM -> effects\weapons\bullet_TriBeam
Fusion Beam Cannon: SS_BULLET_FUSIONBEAM -> effects\weapons\bullet_FusionBeam
Phased Array Laser Cannon: SS_BULLET_PAL -> effects\weapons\bullet_PhasedArrayLaser
Alpha Kyon: SS_BULLET_KH_ALPHA -> effects\weapons\bullet_KhAlpha
Beta Kyon: SS_BULLET_KH_BETA -> effects\weapons\bullet_KhBeta
Gamma Kyon: SS_BULLET_KH_GAMMA -> effects\weapons\bullet_KhGamma
Last edited by jack775544 on Tue, 3. Jul 12, 11:42, edited 1 time in total.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.

Hellblazer
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Post by Hellblazer » Tue, 3. Jul 12, 11:38

Thanks!

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Charon_A
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Post by Charon_A » Tue, 3. Jul 12, 17:32

Thanks a bunch, jack775544! I was wondering why I didn't see no changes :)
Edited TBullets, packed both small and large beams into a fake patch and now enjoying the looks :)
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Nicoman35
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Post by Nicoman35 » Fri, 9. Nov 12, 10:13

One question: Which ship is showing on the first, upper left picture?

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jack775544
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Post by jack775544 » Fri, 9. Nov 12, 10:23

Xenon J
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.

The X-Plorer
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Post by The X-Plorer » Sat, 10. Nov 12, 03:11

So wait a second, you are telling me there are already special bullets for each of the beams IN THE GAME, yet they are not used? im rather lost on what you mean.

If the answer is yes.... HOLY CRAP.

I already have X3 Editor 2 for TC, so do i simply replace the bullet models for each of those beams with what Jack775544 stated?
Happy accidents are just another form of discovery, except they are way more fun.

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jack775544
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Post by jack775544 » Sat, 10. Nov 12, 03:20

There are TBullet entries in the game for each lasers in the game but the models chew up your frame rate like no tommorow and they also look all the same (Remember Final Fury where you can get the PALC, they all look like that).
This mod has fancy new models, but you need to manually edit the TBullets file like I explained earlier or otherwise you will only have the vanilla ones.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.

GateKeeperJim
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Post by GateKeeperJim » Mon, 21. Jan 13, 05:47

jack775544 wrote:It is pretty easy to adapt your own TBullets to make this mod work.
Here are some instruction I posted a while ago to make this work in vanilla.


To install this mod:
  • Download and install X3 Editor 2.
  • Unpack to the mod to the X3TC directory (even if using AP)
  • Open TBullets using X3 Editor 2.
  • On the side panel select the selected ID as shown below. eg PBC would be "SS_BULLET_PBC"
  • Under the general tab change the attribute in the "Model File" field to the other value shown below eg PBC would be "effects\weapons\bullet_PlasmaBeam" (no quotes)
  • When you are finished changing the models for each bullet save the file as TBullets.pck in

    Code: Select all

    For X3TC: X3TC directory\types
    For X3AP: X3TC directory\addon\types
    There probably won't be a types directory so make it! Make sure you don't save it over the original copy of TBullets.pck (in the vanilla cat\dat file) If you want to make it a false patch you are more than welcome to but this method is easier for beginners.
For each weapon the bullet name and new model name are:

Code: Select all

Laser: Bullet Name -> Model File
Plasma Beam Cannon: SS_BULLET_PBC -> effects\weapons\bullet_PlasmaBeam
Tri-Beam Cannon: SS_BULLET_TRIBEAM -> effects\weapons\bullet_TriBeam
Fusion Beam Cannon: SS_BULLET_FUSIONBEAM -> effects\weapons\bullet_FusionBeam
Phased Array Laser Cannon: SS_BULLET_PAL -> effects\weapons\bullet_PhasedArrayLaser
Alpha Kyon: SS_BULLET_KH_ALPHA -> effects\weapons\bullet_KhAlpha
Beta Kyon: SS_BULLET_KH_BETA -> effects\weapons\bullet_KhBeta
Gamma Kyon: SS_BULLET_KH_GAMMA -> effects\weapons\bullet_KhGamma
Thank you for the instructions, just one question, sorry if its stupid as i am just starting into modding this game. Where is the "TBullets" file you speak of to modify?

Thank You

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jack775544
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Post by jack775544 » Mon, 21. Jan 13, 09:38

Don't worry, stupid questions are encouraged :)

Once you have downloaded, installed and configured X3 Editor 2 go File -> Open from VFS. Go to the 'types' file and one of the files will be called TBullets
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.

GateKeeperJim
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Post by GateKeeperJim » Mon, 21. Jan 13, 16:57

Great, thank you for the info, I may get the hang of this yet.

Gate.

SpaceManX3TC
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Post by SpaceManX3TC » Tue, 5. Mar 13, 22:46

I don't understand the instructions on how to install this awesome looking mod. Can somebody upload a simple drag and drop method like every other mod please. A .cat/dat false patch be ideal. Thanks.

wellowned
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Post by wellowned » Sun, 19. Jan 14, 07:09

The fusion beam's not working for me, nothing happens when I press the fire button.

I went to see if I wrote the paths correctly, I opened TBullets and everything was fine, then I launched the game again but when loading a save, it crashed, I went to open the pck in the cat file and it gave me that error.

P.S. It seems the cat file is somehow corrupt.
Edit: I used a backup of the cat and now beam weapons are not firing at all.

[ external image ]

wellowned
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Post by wellowned » Sun, 19. Jan 14, 08:07

If someone can give me the default values for "Model file" for each weapon, it will be much appreciated.

dESANT
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Post by dESANT » Thu, 23. Jan 14, 18:23

can someone make a fake patch of those beams based on XRM 1.30d?

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Spectre01
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Post by Spectre01 » Fri, 24. Jan 14, 02:16

Finally got it to work in my game. So here it is, packed in .cat format for easy installation.

READ: this is for XRM tc/ap only since that's what I'm playing and I don't think you can get those beam weapons legitly in the vanilla game, so I didn't bother make it for vanilla tc/ap.

https://drive.google.com/file/d/0B_DcQe ... sp=sharing

edit: forgot to say, the beams do look good. But I'd like it more if the beam looks a bit thicker.

Igor.tverd
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Post by Igor.tverd » Fri, 24. Jan 14, 04:04

Hows performance impact?
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dESANT
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Post by dESANT » Mon, 27. Jan 14, 17:34

Spectre01 wrote:Finally got it to work in my game. So here it is, packed in .cat format for easy installation.

READ: this is for XRM tc/ap only since that's what I'm playing and I don't think you can get those beam weapons legitly in the vanilla game, so I didn't bother make it for vanilla tc/ap.

https://drive.google.com/file/d/0B_DcQe ... sp=sharing

edit: forgot to say, the beams do look good. But I'd like it more if the beam looks a bit thicker.

Thanks You're my savior! :wink:

Hellblazer
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Post by Hellblazer » Fri, 14. Apr 17, 09:35

Spectre01 wrote:Finally got it to work in my game. So here it is, packed in .cat format for easy installation.

READ: this is for XRM tc/ap only since that's what I'm playing and I don't think you can get those beam weapons legitly in the vanilla game, so I didn't bother make it for vanilla tc/ap.

https://drive.google.com/file/d/0B_DcQe ... sp=sharing

edit: forgot to say, the beams do look good. But I'd like it more if the beam looks a bit thicker.
Unfortunately I don't know if it's from your packaging or the mod itself, but under the most recent version of AP, this makes the game lock up and crash.

Purls
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Re: [Resource] Awesomefied Beam Weapons

Post by Purls » Thu, 5. Aug 21, 07:52

Anyone know where a current link to a download can be found? My drive and the google drive links both don't work anymore sadly.

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