How To: Export Models, Re-Import. (Blender)

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Darkfire1
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x4

Re: How To: Export Models, Re-Import. (Blender)

Post by Darkfire1 » Mon, 18. Mar 19, 17:32

I am visual step by step learner lol... But if I had the bandwidth I would try to do it my upload is less than 1meg.

I was able to get both rebirth and x4 unpacked. Got the titurel in blender added a gun and engine, shield, for testing purposes. Part of what I couldnt find was what was the minimum needed parts wise to have the ship work in game, do you have to make a bridge for it to work?




Exported and tried to use the converter and got the texture errors, which I assume I hadnt told it UV only.

I think a reaver mod would be interesting to give the game some life, hence my Titurel being the first ship!
X3 TC Ship Index
Community Ship Pack Mod
X2 The Threat - X3 R - X Terran Conflict

Darkfire1
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Re: How To: Export Models, Re-Import. (Blender)

Post by Darkfire1 » Mon, 18. Mar 19, 17:36

BrummBear02 wrote:
Mon, 18. Mar 19, 03:22
depending on the model this would take several hours or, if S or M sized, days for a sloppy port. read up my tutorial on creating your own ship for dummies. it covers most of the porting process for L and XL ships.
Also why isn't your guide in the list stickied by the mods? Having trouble searching to find it
X3 TC Ship Index
Community Ship Pack Mod
X2 The Threat - X3 R - X Terran Conflict

BrummBear02
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x3ap

Re: How To: Export Models, Re-Import. (Blender)

Post by BrummBear02 » Mon, 18. Mar 19, 22:28

i dont know.

this is my unfinished tutorial
viewtopic.php?f=181&t=414274

here you can also find some answers
viewtopic.php?f=181&t=414599
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht

Ateiri
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Re: How To: Export Models, Re-Import. (Blender)

Post by Ateiri » Fri, 27. Sep 19, 18:41

Any idea why it could not worked?
There are no logs about errors, absolutely nothing.

Code: Select all

c:\Program Files (x86)\Steam\steamapps\common\X4 Foundations>XRConvertersmain.exe importxmf "C:\Program Files (x86)\Steam\steamapps\common\X4 Foundations" "C:\Program Files (x86)\Steam\steamapps\common\X4 Foundations\extensions\ashipmod\dev\assets\units\size_xl\units_sco_xl_capital_destroyer_2.xml"

BrummBear02
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Re: How To: Export Models, Re-Import. (Blender)

Post by BrummBear02 » Fri, 27. Sep 19, 21:24

Ateiri wrote:
Fri, 27. Sep 19, 18:41
Any idea why it could not worked?
There are no logs about errors, absolutely nothing.

Code: Select all

c:\Program Files (x86)\Steam\steamapps\common\X4 Foundations>XRConvertersmain.exe importxmf "C:\Program Files (x86)\Steam\steamapps\common\X4 Foundations" "C:\Program Files (x86)\Steam\steamapps\common\X4 Foundations\extensions\ashipmod\dev\assets\units\size_xl\units_sco_xl_capital_destroyer_2.xml"
go and read my tutorial i linked in the post right above yours.
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht

darknightghost
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Re: How To: Export Models, Re-Import. (Blender)

Post by darknightghost » Sun, 22. Dec 19, 06:05

Is there any documents or source code about how to parse .xmf files in you own code?

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Axeface
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Re: How To: Export Models, Re-Import. (Blender)

Post by Axeface » Mon, 27. Jan 20, 00:48

Has anyone got import/export of models working in blender 2.8?
I used 2.7 for changing some vertex colours, but i'm trying to make and kitbash ships and I just cant stand 2.7 for that.

Max Bain
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Re: How To: Export Models, Re-Import. (Blender)

Post by Max Bain » Mon, 27. Jan 20, 18:25

Axeface wrote:
Mon, 27. Jan 20, 00:48
Has anyone got import/export of models working in blender 2.8?
I used 2.7 for changing some vertex colours, but i'm trying to make and kitbash ships and I just cant stand 2.7 for that.
2.81 works. But not always. Sometimes after you exported some models and try to convert them, it says something like "texture coordinates missing" or so. But when you export the same file in 2.7 it works without a problem. So you have to try it out.
X4 Editor (view stats of objects and make your own mod within a few clicks) viewtopic.php?f=181&t=421306
XR Ship Pack (adds several ships from XR) viewtopic.php?f=181&t=419641
Weapon Pack (adds several new weapons) viewtopic.php?f=181&t=421266

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Axeface
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Re: How To: Export Models, Re-Import. (Blender)

Post by Axeface » Mon, 27. Jan 20, 21:39

Max Bain wrote:
Mon, 27. Jan 20, 18:25
Axeface wrote:
Mon, 27. Jan 20, 00:48
Has anyone got import/export of models working in blender 2.8?
I used 2.7 for changing some vertex colours, but i'm trying to make and kitbash ships and I just cant stand 2.7 for that.
2.81 works. But not always. Sometimes after you exported some models and try to convert them, it says something like "texture coordinates missing" or so. But when you export the same file in 2.7 it works without a problem. So you have to try it out.
Thanks, yeh I can import and export collada, but the converter doesnt work like you said. I tried saving in 2.8 and opening in 2.7 but the 2.8 blend files are not backwards compatible.

Max Bain
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Re: How To: Export Models, Re-Import. (Blender)

Post by Max Bain » Mon, 27. Jan 20, 21:56

Axeface wrote:
Mon, 27. Jan 20, 21:39
Max Bain wrote:
Mon, 27. Jan 20, 18:25
Axeface wrote:
Mon, 27. Jan 20, 00:48
Has anyone got import/export of models working in blender 2.8?
I used 2.7 for changing some vertex colours, but i'm trying to make and kitbash ships and I just cant stand 2.7 for that.
2.81 works. But not always. Sometimes after you exported some models and try to convert them, it says something like "texture coordinates missing" or so. But when you export the same file in 2.7 it works without a problem. So you have to try it out.
Thanks, yeh I can import and export collada, but the converter doesnt work like you said. I tried saving in 2.8 and opening in 2.7 but the 2.8 blend files are not backwards compatible.
Export it as .dae file in 2.81 and import that in 2.7. Works fine.
X4 Editor (view stats of objects and make your own mod within a few clicks) viewtopic.php?f=181&t=421306
XR Ship Pack (adds several ships from XR) viewtopic.php?f=181&t=419641
Weapon Pack (adds several new weapons) viewtopic.php?f=181&t=421266

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Axeface
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Re: How To: Export Models, Re-Import. (Blender)

Post by Axeface » Mon, 27. Jan 20, 22:00

Max Bain wrote:
Mon, 27. Jan 20, 21:56
Axeface wrote:
Mon, 27. Jan 20, 21:39
Max Bain wrote:
Mon, 27. Jan 20, 18:25


2.81 works. But not always. Sometimes after you exported some models and try to convert them, it says something like "texture coordinates missing" or so. But when you export the same file in 2.7 it works without a problem. So you have to try it out.
Thanks, yeh I can import and export collada, but the converter doesnt work like you said. I tried saving in 2.8 and opening in 2.7 but the 2.8 blend files are not backwards compatible.
Export it as .dae file in 2.81 and import that in 2.7. Works fine.
Ha! I hadnt thought of that, lol. So export to dae in 2,8, import in 2.7 and export again as dae? Thanks a lot.

Shamon
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Re: How To: Export Models, Re-Import. (Blender)

Post by Shamon » Wed, 27. May 20, 17:18

XRConverters-v0.2.1 not works patch 3.20

Osbot
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Re: How To: Export Models, Re-Import. (Blender)

Post by Osbot » Wed, 13. Jan 21, 05:43

Quick question. Can I just export the ship xmls I want, to import into blender? Or do I need to unpack the entire game before I can convert them.

I've tried just the ship XMLs and when I run the command from the cmd, it crashes. Wondering if it's something obvious like not unpacking the entire game.

aurumgallente
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Re: How To: Export Models, Re-Import. (Blender)

Post by aurumgallente » Wed, 13. Jan 21, 14:26

I posted a topic about missing coordinates of texture. "Export it as .dae file in 2.81 and import that in 2.7. Works fine" does not work fine if .dae has missing coordinates. To solve it you need to open .dae file with text editor and fix a problem yourself. To find a row where problem is you need to import it to Blender, toggle console and look what row has a problem. There could be more than 1 bugged row so try to import until your Blender 2.8 will import .dae file without errors.
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