Unfortunately for the kha'ak fighters, their weapons pods were also their engine pods. Weapons are only shown when there is a gun in the location. This was fixing the way Egosoft deals with 'weapons'. Once making the definitions FULLY Mat6 compatible, and making them 'self illuminating', I got: The Mat3 definitions that caused the purplish glow of the Kha'ak ships in X2 and, to a small degree, X3, caused them to appear more blueish when converted to Mat6.
This fixed the nose cone problem, but gave rise to another issue you can see in the pic. So, I updated the 3 ship parts that make up all the Kha'ak fighters from Mat3 to Mat6 definitions and remade the LoD definitions as well. Most of the time, you'd never see the cockpit part of the ship: This had a nasty effect when renedered in game, as well as causing more than just a 'few' strange things to happen.įor one: The Kha'ak fighters had a serious LoD problem.
While goofing off with 3DS Max, I found that I disliked the Kha'ak ships not having their Material definitions updated to X3.
Extract and adjust the file numbers to be the last in your directory.Īll the original Kha'ak ships in X3 used the X2 versions.