Nebulon-B Frigate redone

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Nebulon-B Frigate redone

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Forceflow
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Post by Forceflow » Mon Oct 01, 2018 2:18 pm

Looks like the guys are never pleased. So there's a completely redone model for the Nebulon-B Frigate. It's a beauty to behold and comes with many options:
DTM wrote: The Nebby OPT has been totally redone, and now comes with new features:

- New High Resolutuon textures
- New Hangars

You have the possibility to choose between four versions of this versatile spaceship.

- Standard: with a single deck hangar
- Strike: with a double deck hangar
- Carrier: with a multiple deck hangar ( this is the version seen in the original TG games)
- Medical: the Redemption seen in the movie, no hangar!

This will not be a definitive choice, because the installer will copy the opt models of all versions in your FlightModels folder. It will then be up to you to decide how best to use them in your own missions, thanks to the "Craft Hook" features. This is an opportunity for advanced users. Please read the Editor Section to learn about it.
And here are a few screenies to adore.



Be sure to check out the Screenhots page for more. And more importantly download this bad ass to enjoy it's full glory in-game.
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Vince T
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Post by Vince T » Mon Oct 01, 2018 3:23 pm

Um shouldn‘t this go into the XWAU forum? :D

That said, great job once again, I totally love how that lateral hangar turned out!
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Forceflow
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Post by Forceflow » Mon Oct 01, 2018 3:36 pm

General_Trageton wrote:
Mon Oct 01, 2018 3:23 pm
Um shouldn‘t this go into the XWAU forum? :D

That said, great job once again, I totally love how that lateral hangar turned out!
These aren't the Forums you're looking for... :kopfwand:

Good thing I have admin privileges ;)
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Vince T
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Post by Vince T » Mon Oct 01, 2018 3:42 pm

These aren‘t the forum I‘m - wait what? Hey! Cut the mindtricks! :motz:
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Jaeven
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Post by Jaeven » Mon Oct 01, 2018 9:32 pm

Been looking forward to this. Great job, absolutely love the carrier model.

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rogue518
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Post by rogue518 » Tue Oct 02, 2018 1:07 am

I agree Jaeven… great job DTM!!! :D

Edit: Man... this is sweet!!!

I love the different multiple desks you can use... :thumbs:

Sincerely, Rogue518
Last edited by rogue518 on Tue Oct 02, 2018 6:31 am, edited 8 times in total.
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Post by Bman » Tue Oct 02, 2018 2:43 am

Thanks DTM for bringing this to fruition, and with the multiple model options.
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Post by Trevor » Tue Oct 02, 2018 9:03 pm

wow, that looks very nice.
heh, XWAU+ :P Upgrade of an upgrade, will it ever end? probably not (lol)

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Post by Darksaber » Tue Oct 02, 2018 9:27 pm

Excellent work DTM :D
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JeremyaFr
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Post by JeremyaFr » Wed Oct 03, 2018 4:48 am

Good work :applaus:

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Oldcode
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Post by Oldcode » Fri Oct 05, 2018 9:39 pm

Awesome! :D

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Post by Phoenix Leader » Wed Oct 10, 2018 8:07 pm

This is a great update!
Just installed the Medical version to see FRG Redemption blown to space dust.
Only 1 question: is it possible to have different texts in the tech library for each of the 4 versions?
I have the Medical version with no hangar, but the library still says: "it has its own complement of up to two starfighter squadrons."

Edit: Found the way to edit the text in the tech library: it's all in Specdesc in the X-Wing Alliance main directory.

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Post by Griffin » Thu Oct 25, 2018 3:05 am

Wow, that is amazing, great job!

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Post by Kievan Mereel » Tue Oct 30, 2018 5:14 pm

Like the hangar redesign with multiple entrances, it takes reference from the Force Unleashed II.

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XDragon
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Post by XDragon » Sat Dec 22, 2018 8:06 pm

I can't find for the life of me how we're supposed to use the new craft hook to change the variants in game.
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Post by Bman » Sat Dec 22, 2018 9:52 pm

You have to edit the file Spacecraft0.lst in your /Flightmodels folder with notepad or another text editor. Find the specific model .opt name you want and change it, then save. Make sure file extension stays as .lst not .txt. The default name use to be ...\Frigate2.opt but now it's replaced with another name you choose through the installer. You can also use the Objects.txt file to assign the contents of Frigate2.opt = FrigateStandard.opt, their hangars .opts and so forth as long as meshes are in same order (for moving meshes). This is an easier method and more flexible.
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Post by Driftwood » Sat Dec 22, 2018 11:22 pm

What I'd recommend is to use the craft replacement hook using the missionname_objects.txt file on a per mission basis as Bman said.

Using one of DTM's missions as an example:

You'd have:
Missions (folder)
1B9M1_Reunion.tie
1b9m1_Reunion_Objects.txt

Code: Select all

FlightModels\ContainerBrick.opt = FlightModels\Naboo_26Km.opt
FlightModels\ContainerHexBox.opt = FlightModels\Cielo_Notte.opt
FlightModels\ContainerTube.opt = FlightModels\TheedCity_26Km.opt
So as Bman said, if you want to replace the "default" frigate opt in this case I think I installed the standard base one.

You'd have:
Missions (folder)
<MissionName>.tie
<MissionName_Objects.txt

Code: Select all

FlightModels\Frigate2Standard.opt = FlightModels\Frigate2Carrier.opt
The carrier model will be loaded rather than the standard version.

On a "permanent" switch basis, you'd just open up MXvTED and click the opt tab and change the opt referenced to the one you desired and hit write. Or you could edit the .lst with a text editor and update the opt referenced that way. Either way is valid, I prefer MXvTED

To change the default version in skirmish you either have to muck around with the temp.tie or use the above change using the .lst or craft editor.

Does any of what Bman or I suggest make more sense of it now?

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Post by Trevor » Thu Dec 27, 2018 1:30 am

there is of course going to be a problem one day with conflicts, now while that happened before due to slot numbers, now it can happen due to person A using X as base and hooking Y while person B uses Y as base and therefor never sees X if they use A's missions

I would suggest that all craft now revert to stock and use hooks for varients (unless for skirmish and using a custom slot)

Trev

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Post by adamg90 » Fri Dec 28, 2018 1:32 am

Hi, I love what has been done. The frigate is more or less on par with what you see in Rebels, that is detail. A well done to these guys.
I have patched my XWA game and also love what else has been done.

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Post by XDragon » Thu Feb 14, 2019 9:07 pm

Driftwood wrote:
Sat Dec 22, 2018 11:22 pm
What I'd recommend is to use the craft replacement hook using the missionname_objects.txt file on a per mission basis as Bman said.

Using one of DTM's missions as an example:

You'd have:
Missions (folder)
1B9M1_Reunion.tie
1b9m1_Reunion_Objects.txt

Code: Select all

FlightModels\ContainerBrick.opt = FlightModels\Naboo_26Km.opt
FlightModels\ContainerHexBox.opt = FlightModels\Cielo_Notte.opt
FlightModels\ContainerTube.opt = FlightModels\TheedCity_26Km.opt
So as Bman said, if you want to replace the "default" frigate opt in this case I think I installed the standard base one.

You'd have:
Missions (folder)
<MissionName>.tie
<MissionName_Objects.txt

Code: Select all

FlightModels\Frigate2Standard.opt = FlightModels\Frigate2Carrier.opt
The carrier model will be loaded rather than the standard version.

On a "permanent" switch basis, you'd just open up MXvTED and click the opt tab and change the opt referenced to the one you desired and hit write. Or you could edit the .lst with a text editor and update the opt referenced that way. Either way is valid, I prefer MXvTED

To change the default version in skirmish you either have to muck around with the temp.tie or use the above change using the .lst or craft editor.

Does any of what Bman or I suggest make more sense of it now?

Thank you, this is what I was looking for. A outline so to speak of what I needed to do to set this up. I need to make a txt file for the mission and yes.

Thank you!!
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