Roguey's X3T mod (WIP)

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Roguey

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Level badge Trueguey (22)
Posted 13 years ago.

What do you think of this? This is my complex HUB from my X3 mod stuck into Terran Conflict:

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This allows capital ships to dock (Mammoth docked in second picture), as well more docking arms. Got my small billboard working on it too now:

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Roguey

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Level badge Trueguey (22)
Posted 13 years ago.

I have looked into importing all my galaxy planets and backgrounds and it seems of worked! Here's a quick example of (in Terran Conflict):

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You should recognize the planet from the Yaki home-sector and the background from Hideaway in my X3 mod.

TheWhiteTiger

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Level badge Specoguey (14)
Posted 13 years ago.

Nice Pictures..

Roguey

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Level badge Trueguey (22)
Posted 13 years ago.

I have started to import some of the sectors from my X3 mod:

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novacatt

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Level badge Skillguey (7)
Posted 13 years ago.

Nice Pictures..
- The White tiger


Hiya Roguey & Peeps, Wave

I have to agree with The White tiger, they are nice looking pics...

Glad to see you've managed to get them ported into TC & working properly, Roguey! Banana Dance

I dare say once you've worked out what needs to be done, you'll probably end up porting your X3:R mod straight across into TC with great success... Dance

Cheers & Thranx

change without Subject to notice.... :p watch this space... (<-- --> this one, not that one.. --> <-- Spit LOL)
Roguey

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Level badge Trueguey (22)
Posted 13 years ago.

Well there are some limits, the removal of the BBS means the news system etc. will not be online - I also dont know how to code egosoft's 'new' mission(s) which you contact someone on-board the station but many sectors, backgrounds, suns, ships and scripts should import across.

Its not as simple as copy 'n paste (wish it was) because they have added stuff to the files and I need to add my stuff under theirs which means the ID's have moved, some cases just 3 or 4, others 45+.

Here's an idea what I need to run to do it (left side is X3, right is TC):
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A couple more pictures:

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A couple more:

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jjhawk

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Level badge Markoguey (10)
Posted 13 years ago.

Heya Roguey, they use the mission director for the missions, it doesn't seem all that hard to use..

Roguey

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Level badge Trueguey (22)
Posted 13 years ago.

Ill have to look into that and see - hopefully like you said its not too bad to do. It would be good to code in some of the old missions.

[update] I have added 10 more Xenon sectors, 2 TerraCorp - bring the total around 27 new sectors to TC:

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Mace24de

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Level badge (2)
Posted 13 years ago.

Looks good so far, but the backgrounds needs some work. There are distortions on the background and it doesn't look steamlined, alomst like you are flying in a cube.

Roguey

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Level badge Trueguey (22)
Posted 13 years ago.

:laugh you are flying in a cube although! That's how sectors are built up. One large cube, some dust clouds and star background. Ill try and improve them however I figured they didnt look that bad.

Mace24de

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Level badge (2)
Posted 13 years ago.

:laugh you are flying in a cube although! That's how sectors are built up. One large cube, some dust clouds and star background. Ill try and improve them however I figured they didnt look that bad.
- Roguey


I'm aware of that Big grin but you have to create the illusion of the vastness of space ^^ and the distortions, plus messy texture wraping makes you feel that your are in a cage Wink.

Just take a look at this Pic
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Roguey

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Level badge Trueguey (22)
Posted 13 years ago.

:rofl atm textures are not my biggest worries for TC. Importing all the data is worrying me more, ships, stations, etc.. Just think of that as my first draft. :p

Roguey

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Level badge Trueguey (22)
Posted 13 years ago.

Another status report

- I have now checked and linked all new sectors to the existing universe, there are currently 27 new sectors. I have changed a few of them,

- Sounds file updated,

- Khaak engine noise changes,

- Trail effects added from my X3 mod,

- Xenon Gate added,

- Ships are now being added:

Killertide's
- Goner M3, M4, M5 ships,
- Yaki M3+, M3, M4, M5

Crip's
- Yaki OMega (M6+),
- Xenon V (M0),
- Argon Goliath (M0),


Here's a couple of pictures of newly updated things:

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novacatt

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Level badge Skillguey (7)
Posted 13 years ago.

Hiya Roguey & Peeps, Wave

@ Roguey......
Hiya Bossman,
Looking good so far....

I would like to make one suggestion though, when you get around to fine tuning the Mod.... (concerning the stations of a few sectors)

I noticed a few sectors in your X3:R Version lacked a Trading Station, especially such sectors as "NovaCatt's Retreat", "Argon Core", "Tri-star" & "Genesis Moon", is there any possibility of adding them in, as you tweak everything to work with TC?

Oh yeah, one other thing....
I want MY sector to be large enough to fill the entire map all by itself, with enough room in it for at least 100 million ultramegasized complexes, 500 thousand PHQ's, assorted SY's & EQD's.... :p Roll eyes Cuckoo Spit LOL ROFL Laugh (sorry, couldn't resist it.... Big grin)

Leave Leave Leave Leave Leave Leave

Cheers & Thranx

change without Subject to notice.... :p watch this space... (<-- --> this one, not that one.. --> <-- Spit LOL)
Roguey

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Level badge Trueguey (22)
Posted 13 years ago.

Id like to see your frame rate with all that :p

Thanks for the suggestion, I will add trading stations to novacatt and Argon core. I have started added the Xenon V and the Argon Goliath (M0's). After that I plan to change the PPC to my effects and add more ships.

I dont think I will add as many sectors as before because there are a load more in TC anyway.

Roguey

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Level badge Trueguey (22)
Posted 13 years ago.

4th: Status report

- Trade station added to Novacatt's sector,
- 3 more sectors added - for Battlegrounds,
- Added gate tags to existing sectors - ie. linking the new sectors,
- Dead star sector re-done,
- Readtext fixes (moved ref's from 8,000 to 75,000),
- Removed some sector names that match with TC sectors,

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