[Mod]Engine Colours + particle trails[v1.21] [New images] [27/12 3.0 compatible]

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dAkshEN3
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Post by dAkshEN3 » Fri, 21. May 10, 19:23

Ok, I wont bother then, it'll probably confuse the hell out of me.
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killerog
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Post by killerog » Sat, 22. May 10, 01:22

I will take a look at adding trails to bigger ships once my exams are out the way. I have a few ideas that could work for them.
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StormMagi
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Post by StormMagi » Sat, 22. May 10, 02:56

I wouldn't necessarily say they need trails like the fighters. Perhaps something more like the M3/4/5 engine glow that brightens and dims depending on speed, basically just something showing hey we actually have engines! (at least imo) :P
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dAkshEN3
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Post by dAkshEN3 » Mon, 24. May 10, 19:25

Thats what i mean, something to make the engines look like they are working.

Maybe a thick, short trail that thins out and disappears not far from the engines?
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killerog
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Post by killerog » Mon, 24. May 10, 19:38

Thats the sort of thing I am thinking. Only 5 days to go....
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killerog
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Post by killerog » Fri, 4. Jun 10, 19:24

New version out check OP for details (Both packs updated).
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StormMagi
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Post by StormMagi » Wed, 9. Jun 10, 06:27

Hey killer can I use this mod in the Xenon one I am working on?
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killerog
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Post by killerog » Wed, 9. Jun 10, 18:24

Yep, got no problem with that.
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Rheikon
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Post by Rheikon » Sun, 13. Jun 10, 12:27

Hi killerog, I found a bug with your mod. It makes the Blastclaw and Blastclaw Prototype not fire its main guns. The turrets seem to work, have not tested very extensively though. Removing ships\m3\Pirate_m3p_scene from the mod allows them to fire again.

This is with pack A 1.19 if that matters.

killerog
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Post by killerog » Sun, 13. Jun 10, 12:42

Thanks for the info. Ill check that out for the next release.
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klarch
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Post by klarch » Fri, 18. Jun 10, 02:05

Trying to combine this mod along with a few others with mixed succes.

I put pack B as a fake patch followed by PSCO1 cockpit and Cadius ship pack. Afterwards I edited the TShip file in Cadius' ship pack (the last in my game) to reflect the changes made by both your mod as well as PSCO1's cockpit mod. I also copied your effect.pck file and pasted it into the Cadius cat file as the cockpit mod changed the effect.pck file and I wanted your effects to show (mainly the lens flares).

Long story short is that the Teladi glowing engine flare is Purple and not yellow. The exhaust body itself is yellow. I checked your effects.pck file with the editor and found the Lens Flare ID under the Teladi engine effects is 10. This is the same number as the Paranids Lens Flare ID, so I assume this is my problem.

Is there a number I can change this value to under the Teladi to have a yellow glowing flare?

Thanks for any help.

killerog
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Post by killerog » Fri, 18. Jun 10, 02:13

I think i may have uploaded the wrong effect file for pack B if it is giving you the wrong colours. I will check in the morning.

If you look through the effect file there should be a lensflare effect that is yellow. Just use that number.
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klarch
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Post by klarch » Fri, 18. Jun 10, 03:07

I looked through the effect file like you said and found this:

Effect 2 paranid engine effect(yellow)
Lens flare ID = 10

Effect 4 teladi engine effect(yellow)
Lens flare ID = 10

Effect 8 xenon engine effect(yellow)
Lens flare ID = 16

I changed the teladi lens flare ID to 16 in the effects.pck file and I noticed no change. I tried 12 and it did indeed turn the flare green. I'll keep trying different numbers and post if I find a yellow one.

Thanks for the help.

EDIT: No luck finding a yellow lens flare. I settled on number 7 for now, looks like a small white flare.

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Post by killerog » Fri, 18. Jun 10, 12:31

Ok i will check out the effects file. Looks like I may of over written the yellow flare by accident.
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Legion X
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Post by Legion X » Fri, 18. Jun 10, 18:13

I can't find your file in my documents folder. I don't know whats wrong... :evil:

I run the out of the box version of TC's X3-Gold release. Does it only work if I update it to v.2.7?

killerog
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Post by killerog » Fri, 18. Jun 10, 18:20

Sent you a pm.
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klarch
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Post by klarch » Fri, 18. Jun 10, 20:27

killerog wrote:Ok i will check out the effects file. Looks like I may of over written the yellow flare by accident.
That's probably the answer as I checked most of the IDs. For what it's worth ID 15 is the dark blue effect of the boron in pack A. That color is not used in pack B but in 1.19 it is still in there.

Thanks for the help.

killerog
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Post by killerog » Fri, 18. Jun 10, 21:18

Thanks for pointing it out. Ill either have it updated today or by sunday.
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klarch
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Post by klarch » Sun, 27. Jun 10, 06:11

Any update on Pack B yet :?:

killerog
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Post by killerog » Sun, 27. Jun 10, 11:36

Sorry i forgot to upload it :oops: I have it up in a few hours.
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