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  Mod Preview: RPG-XteX - Boldly going where no re-tex has gone before! - Mods
  Posted by: Luke20 on 01-05-2009 @ 13:25 - Source: Jonathan Kent
This News Item has been viewed 2,760 times
A news story now, submitted by Jonathan Kent all about the upcoming release of his RPG-X 2.0 retexture!

Hello there, your resident Temporal Agent here. I have been mostly inactive on RPG-X for some time, but I used to be quite the player. more than that, I did a great deal of modding, most of which never saw the light of day here on EFfiles. Well that is about to change. After seeing the recent release of the RPG-X 2.- betas, EFR, and in general the renewed spirit of progress in the community I was motivated to finish my largest and best mod.


RPG-XteX is what its called. An RPG-X re-tex. It replaces or alters a great deal of the textures in the mod to give it more color and atmosphere. Specifically a more post-nemesis/pre-endgame feel, the timeframe which the mod was already made for. But more than that, it is also a custom-kit for those seeking a more tricked-out bridge. This mod takes full advantage of the easy drop-in-take-out mentality of pk3s. There are enough combinations of customizeable content in this mod to redefine the Vulcan IDIC, but at the same time if messing with paks isnt your thing the basic install is no more difficut than any other mod.

This was by no means easy. The file heierarchy of RPG-X is complicated, and it has taken many pk3 compiles and recompiles to get everything running, not to mention the constant need to carefully balance visual styles. Over the early course of making the mod I began to make little exploitations of the pk3 system. A pak with a better nebula here, an alternate carpet there, eventually I overcame my GFX-phobia and broke into the transporters. I couldn't stop. Hence there are now over 20 unique transporters from all races and eras, each with its own unique sound. While doing pre-production for my machinima, I discovered I would need differently colored nebulae and star fields depending on my exterior shots.
And thus there are a variety of custom nebulae and stars for both atlantis and the common starfields.
One day, I decided to scratch an itch that had been there since I first turned on RPG-X. I enhanced the nemesis uniforms. Then I figured you couldn't have nemesis uniforms without nemesis hazard suits. Then I figured you might as well have the option of an EVA suit instead. So now you have those options should you desire to step into the sleek century.

To quote Enterprise, "Its been a long road". I was working mostly alone on the creation aspects of the mod. I essentially had to re-make RPG-X on a textural basis, several times over. Buggy pk3s, a dead external hard drive, legalities, and other life issues all conspired to delay the mod release. But in the end the extra time only served to allow me the space and inspiration to add more features than I ever imagined I would.

This mod has evolved from a textural nit-pick-fixer to a massive custom kit for SRP admins, machinima filmers, and players who want to push their RP where no one has RP'ed before.

Best of All? Its coming exclusively to EFfiles this week.

It would never have been possible without the encouragement and vastly helpful input of Luke, AKA The Tenth Doctor, so I would like to take this chance to thank him for all the hours he spent helping me plot this out.

I'd also like to thank IKS_Yo_Mama and Luke for allowing me the honor of a spot in the news, its much appreciated!

Do I hear a call for some pre-screens?
Hold onto your EVA-Helmets!

~ Jonathan Kent.

          Next News Post 01-09-2009 @ 20:24 - FileFront Network Insider #130
          Previous News Post 01-05-2009 @ 05:53 - RPG-X Group Profile: Star Trek Online Roleplay

Average User Rating: 8.2
Number of Votes: 11
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User Comments  
The following comments are owned by the user that posted them. EF 2 Files is not responsible for their content.

Total comments: 12 | Last comment: 01-07-2009 at 11:31

 #1 - Yay - 01-05-2009 at 13:27
Joined: August 8th, 2007
Posts: 184
Hey Kent, good work as usual!


 #2 - 01-05-2009 at 14:04
Joined: August 1st, 2007
Posts: 1117
I had this once, but I never could really say I liked it. The idea was good, but some of the texture combinations (see that first screenshot of the Poseidon-B's carpet edges) were a bit to psychedelic for my Star Trek. I also don't really like some of the single-color textures, like said carpets, which seem to be simply using a noise filter and then blur, which I've tried before myself, and never liked the outcome of.

Don't get me wrong, some of this is pretty swell, but the overall package is a mixed bag of brilliance and mediocrity.

 #3 - 01-05-2009 at 14:20
Joined: February 4th, 2008
Posts: 568
Mind you, you still have/had an old beta.
The old beta was what it was, a stepping stone.
If you are referring to the particular beta I think you're referring to its a very very old beta at that.
You also haven't seen all the carpet permutations.
Keep in mind, Id need about 160 screenshots to document it all.
Dont call it before you see it in the flesh wink

(For the more conservative minded there are simple blue-on-gray or blue-on-blue carpets.)

(as for what effects I used to get the carpet texture, I'm not telling, but I will say you guessed wrong. wink )

 #4 - 01-05-2009 at 15:42
From: (New York City)
Joined: February 5th, 2005
Posts: 3497
psychedelic carpets? where lol

 #5 - 01-05-2009 at 15:55
Joined: August 1st, 2007
Posts: 1117
First picture: Brown with dark red trim and dark blue lights under.

 #6 - 01-05-2009 at 16:24
From: (New York City)
Joined: February 5th, 2005
Posts: 3497
matter of opinion I guess. I wouldn't designate those as psychedelic, in fact they are very similar to the Post-TNG era starfleet bridge designs. In fact I've seen many mods for Bridge Commander with this type of interior and they are not deemed outlandish. Also I think the colour scheme matches that of the walls, doors and console panels which looks very Post-TNG to me cool but its a matter of taste and opinion I suppose. wink

 #7 - 01-05-2009 at 17:07
Joined: February 4th, 2008
Posts: 568
Thanks for the vote of confidence smile
Actually, BC has always been a great inspiration to me.
But Since its a matter of taste and opinion there are indeed those other colors I mentioned.
After all, this whole mod started with carpet colors, and if you'd prefer something more toned down there are several choices. cool

 #8 - 01-06-2009 at 02:50
From: (Duisburg)
Joined: September 17th, 2008
Posts: 80
One thing I noticed on the Borg-picture... though the transporter itself is green, the light it emits (see floor) is still blue! might wanna fix that if possible

 #9 - 01-06-2009 at 03:24
Joined: February 4th, 2008
Posts: 568
I caught that as well, but I do not think I can change that sadly. frown
I'm still double checking to see if its shader-controlled though,

 #10 - 01-06-2009 at 07:25
Joined: April 15th, 2007
Posts: 384
I believe I had an old beta also - I liked the Poseidon's corridors (the walls stick out tongue) - are they still the same?

 #11 - #9 - 01-06-2009 at 08:15
From: (New York City)
Joined: February 5th, 2005
Posts: 3497
Maybe catch it out in the next version, thats what feedbacks for wink

 #12 - 01-07-2009 at 11:31
From: (seatle wa)
Joined: January 7th, 2009
Posts: 13
oooo this lukks awesum were is the link i wanna kill sum borg

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