Where are the ship configuration files?
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- apricotslice
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Where are the ship configuration files?
I cant find these anywhere. Which probably means I'm looking in the wrong place, or for the wrong thing.
I'm specifically looking for speed values, and shields, especially shield regen rates.
But it would be nice to be able to check over everything, and see if I can put my own ship into the game like I used to for X3's.
But for the life of me, I cant find any ship configurations. Where are they hiding?
I'm specifically looking for speed values, and shields, especially shield regen rates.
But it would be nice to be able to check over everything, and see if I can put my own ship into the game like I used to for X3's.
But for the life of me, I cant find any ship configurations. Where are they hiding?
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Re: Where are the ship configuration files?
I have a post here on this board "building your own ship for dummies" viewtopic.php?f=181&t=414274 Do the part of making a copy of an existing ship. Speed is a mix of drag value in the ships macro file and thrust in the engines macro file. Shield regen and capacity is set in the shields macro file. Or your add more shield slots to the ship in the ships xml (component file)
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Re: Where are the ship configuration files?
ship properties would be in \assets\units\[size]\macros\[ship_arg_xl_carrier_01_a_macro.xml for example]
Certain attributes are inherent with the equipment fitted.
Ship specific speed can be manipulated via the physics ei:
<drag forward="189.84" reverse="759.362" horizontal="259.503" vertical="259.503" pitch="809.84" yaw="809.84" roll="809.84" />
(the less drag the faster it goes for the same engine size/number)
For shields [surface elements] and engines [Engines] specifically you'll find their macros at
props\SurfaceElements\macros
props\Engines\macros
The shield / engine modules themselves have specific properties ie: Recharge Max and Rate rate for shields, Thrust for engines.
Certain attributes are inherent with the equipment fitted.
Ship specific speed can be manipulated via the physics ei:
<drag forward="189.84" reverse="759.362" horizontal="259.503" vertical="259.503" pitch="809.84" yaw="809.84" roll="809.84" />
(the less drag the faster it goes for the same engine size/number)
For shields [surface elements] and engines [Engines] specifically you'll find their macros at
props\SurfaceElements\macros
props\Engines\macros
The shield / engine modules themselves have specific properties ie: Recharge Max and Rate rate for shields, Thrust for engines.
- apricotslice
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Re: Where are the ship configuration files?
I've had a quick look, but you're using a lot of words I dont understand.BrummBear02 wrote: ↑Tue, 25. Jun 19, 11:51I have a post here on this board "building your own ship for dummies" viewtopic.php?f=181&t=414274 Do the part of making a copy of an existing ship. Speed is a mix of drag value in the ships macro file and thrust in the engines macro file. Shield regen and capacity is set in the shields macro file. Or your add more shield slots to the ship in the ships xml (component file)
Thanks for the bolded bit. That was a great help.Azran_Zala wrote: ↑Tue, 25. Jun 19, 11:55ship properties would be in \assets\units\[size]\macros\[ship_arg_xl_carrier_01_a_macro.xml for example]
Certain attributes are inherent with the equipment fitted.
Ship specific speed can be manipulated via the physics ei:
<drag forward="189.84" reverse="759.362" horizontal="259.503" vertical="259.503" pitch="809.84" yaw="809.84" roll="809.84" />
(the less drag the faster it goes for the same engine size/number)
For shields [surface elements] and engines [Engines] specifically you'll find their macros at
props\SurfaceElements\macros
props\Engines\macros
The shield / engine modules themselves have specific properties ie: Recharge Max and Rate rate for shields, Thrust for engines.
Where does one find the slots things go into? For example, The Osprey takes 3 shields, but what are the slot names for them so you can insert them properly in the MD? Same with engines and guns. Osprey has 4 turrets, but are they all the same, or subtly different names?
I was hoping to find 1 file which had all this in it.
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Re: Where are the ship configuration files?
Editing the games vanilla files isn't a good idea since patches might override it and npcs will also use that stuff. Better create a mod for it.
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Re: Where are the ship configuration files?
Well it's in the ships xml file. Assets/units/size_ / <ship.xml>apricotslice wrote: ↑Tue, 25. Jun 19, 12:05I've had a quick look, but you're using a lot of words I dont understand.BrummBear02 wrote: ↑Tue, 25. Jun 19, 11:51I have a post here on this board "building your own ship for dummies" viewtopic.php?f=181&t=414274 Do the part of making a copy of an existing ship. Speed is a mix of drag value in the ships macro file and thrust in the engines macro file. Shield regen and capacity is set in the shields macro file. Or your add more shield slots to the ship in the ships xml (component file)
Thanks for the bolded bit. That was a great help.Azran_Zala wrote: ↑Tue, 25. Jun 19, 11:55ship properties would be in \assets\units\[size]\macros\[ship_arg_xl_carrier_01_a_macro.xml for example]
Certain attributes are inherent with the equipment fitted.
Ship specific speed can be manipulated via the physics ei:
<drag forward="189.84" reverse="759.362" horizontal="259.503" vertical="259.503" pitch="809.84" yaw="809.84" roll="809.84" />
(the less drag the faster it goes for the same engine size/number)
For shields [surface elements] and engines [Engines] specifically you'll find their macros at
props\SurfaceElements\macros
props\Engines\macros
The shield / engine modules themselves have specific properties ie: Recharge Max and Rate rate for shields, Thrust for engines.
Where does one find the slots things go into? For example, The Osprey takes 3 shields, but what are the slot names for them so you can insert them properly in the MD? Same with engines and guns. Osprey has 4 turrets, but are they all the same, or subtly different names?
I was hoping to find 1 file which had all this in it.
Shields are con_shield_01... 02 and so on. Main guns are con_weapon and turrets are con_turret. All of them come with coords where they are placed on the ship.
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- apricotslice
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Re: Where are the ship configuration files?
All I see are .data folders, and xmf files, none of which are called ship.BrummBear02 wrote: ↑Tue, 25. Jun 19, 12:12Well it's in the ships xml file. Assets/units/size_ / <ship.xml>
What am I missing?
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Re: Where are the ship configuration files?
scroll down. its in that folder (a file per ship) (ie: ship_arg_xl_carrier_01.xml )apricotslice wrote: ↑Tue, 25. Jun 19, 12:36All I see are .data folders, and xmf files, none of which are called ship.BrummBear02 wrote: ↑Tue, 25. Jun 19, 12:12Well it's in the ships xml file. Assets/units/size_ / <ship.xml>
What am I missing?
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Re: Where are the ship configuration files?
There is an old adage: Creativity is great, but plagiarism is faster.apricotslice wrote: ↑Tue, 25. Jun 19, 12:05I've had a quick look, but you're using a lot of words I dont understand.BrummBear02 wrote: ↑Tue, 25. Jun 19, 11:51I have a post here on this board "building your own ship for dummies" viewtopic.php?f=181&t=414274 Do the part of making a copy of an existing ship. Speed is a mix of drag value in the ships macro file and thrust in the engines macro file. Shield regen and capacity is set in the shields macro file. Or your add more shield slots to the ship in the ships xml (component file)
I'd highly recommend doing/trying whats in BrummBear02 tutorial, even if you struggle to follow it, the practice itself will probably familiarize you as you go along.
Also open up and inspect the contents of an existing mod which adds a ship to the game (BrummBear02 has a few). will give you an indication of what parts are required.
If the desire is to simply replace a value for existing ship globally, then you'll want to create a mod with diff / replace content.
One I like to plagiarize for educational purposes in that case as it makes a lot of changes to ships, weapons and all sorts of goodies is "Variety and Re balance Overhaul"
- apricotslice
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Re: Where are the ship configuration files?
The tutorial has words in it which look like Spanish to me. It doesn't make any sense. No offense to the author intended.Azran_Zala wrote: ↑Tue, 25. Jun 19, 12:40There is an old adage: Creativity is great, but plagiarism is faster.
I'd highly recommend doing/trying whats in BrummBear02 tutorial, even if you struggle to follow it, the practice itself will probably familiarize you as you go along.
Also open up and inspect the contents of an existing mod which adds a ship to the game (BrummBear02 has a few). will give you an indication of what parts are required.
If the desire is to simply replace a value for existing ship globally, then you'll want to create a mod with diff / replace content.
One I like to plagiarize for educational purposes in that case as it makes a lot of changes to ships, weapons and all sorts of goodies is "Variety and Re balance Overhaul"
Very little of that makes any sense. I read english and bad english, but that's it.this will convert all .dae files inside the later created cubix folder into .xmf with their .xml waifu.
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Re: Where are the ship configuration files?
Waifu I'm such a weeb I read that as "partner" or "pair" without even noticing the term used. But that might also be a technical term I'm unaware of lolapricotslice wrote: ↑Tue, 25. Jun 19, 12:49Very little of that makes any sense. I read english and bad english, but that's it.this will convert all .dae files inside the later created cubix folder into .xmf with their .xml waifu.
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Re: Where are the ship configuration files?
.dae .xmf .xml and .ani are file formats. Nothing more.Azran_Zala wrote: ↑Tue, 25. Jun 19, 13:13Waifu I'm such a weeb I read that as "partner" or "pair" without even noticing the term used. But that might also be a technical term I'm unaware of lolapricotslice wrote: ↑Tue, 25. Jun 19, 12:49Very little of that makes any sense. I read english and bad english, but that's it.this will convert all .dae files inside the later created cubix folder into .xmf with their .xml waifu.
The waifu indeed means a partner file. Ships in x4 consist of .xmf which contain the 3d models, the ship .xml I'm referring to as waifu which assembles the 3d models ingame (the cockpit, ladder and body of a ship have different 3d files and property's. The ladder for example is climbable while the ship is not)
The macro file which is also an .xml where references get called (The cargo hold for example) and ship property's are defined and the .ani file which contains informations about animation. Like the landing gear. For your purposes you don't need most of that. It's needed if you want to change the 3d model. The tutorial is designed to be easy to understand with loads of pictures to further explain what you are supposed to do. so it should not be to hard. I'm gladly willing to explain things you don't understand. But I won't write another tutorial on how to make a mod that copies a vanilla ship.
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- apricotslice
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Re: Where are the ship configuration files?
I can find no dae files or ani files, and none of your paths in the bat commands are in the folder structure anywhere. What is cubix and koha?BrummBear02 wrote: ↑Tue, 25. Jun 19, 13:34.dae .xmf .xml and .ani are file formats. Nothing more.
The waifu indeed means a partner file. Ships in x4 consist of .xmf which contain the 3d models, the ship .xml I'm referring to as waifu which assembles the 3d models ingame (the cockpit, ladder and body of a ship have different 3d files and property's. The ladder for example is climbable while the ship is not)
The macro file which is also an .xml where references get called (The cargo hold for example) and ship property's are defined and the .ani file which contains informations about animation. Like the landing gear. For your purposes you don't need most of that. It's needed if you want to change the 3d model. The tutorial is designed to be easy to understand with loads of pictures to further explain what you are supposed to do. so it should not be to hard. I'm gladly willing to explain things you don't understand. But I won't write another tutorial on how to make a mod that copies a vanilla ship.
Can I ask what language you installed your version in? Because the instructions you're giving make no sense.
Sorry, but I'm just going mad here.
Edit: All I need are xmf converted to xml. How?
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Re: Where are the ship configuration files?
its in german but the paths are the same as in english. and ofc you are missing some parts of the folder structure. have you read the complete thing? some of it gets created along the path. koha is a mod of mine which gets used as base. cubix is the name of the ship that gets created in the tutorial.apricotslice wrote: ↑Tue, 25. Jun 19, 13:41I can find no dae files or ani files, and none of your paths in the bat commands are in the folder structure anywhere. What is cubix and koha?BrummBear02 wrote: ↑Tue, 25. Jun 19, 13:34.dae .xmf .xml and .ani are file formats. Nothing more.
The waifu indeed means a partner file. Ships in x4 consist of .xmf which contain the 3d models, the ship .xml I'm referring to as waifu which assembles the 3d models ingame (the cockpit, ladder and body of a ship have different 3d files and property's. The ladder for example is climbable while the ship is not)
The macro file which is also an .xml where references get called (The cargo hold for example) and ship property's are defined and the .ani file which contains informations about animation. Like the landing gear. For your purposes you don't need most of that. It's needed if you want to change the 3d model. The tutorial is designed to be easy to understand with loads of pictures to further explain what you are supposed to do. so it should not be to hard. I'm gladly willing to explain things you don't understand. But I won't write another tutorial on how to make a mod that copies a vanilla ship.
Can I ask what language you installed your version in? Because the instructions you're giving make no sense.
Sorry, but I'm just going mad here.
Edit: All I need are xmf converted to xml. How?
xmf cant be converted to xml. the xmf file belongs to an corresponding xml file. the converting only has to be done when u want to edit the 3d model. so you dont need to do that. all you have to do is copy files and edit some xml`s.
maybe a diff patch, as suggested by the other dude, is the best option for you afer all.
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- apricotslice
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Re: Where are the ship configuration files?
There are no xml's where the xmf's are.BrummBear02 wrote: ↑Tue, 25. Jun 19, 19:01xmf cant be converted to xml. the xmf file belongs to an corresponding xml file. the converting only has to be done when u want to edit the 3d model. so you dont need to do that. all you have to do is copy files and edit some xml`s.
maybe a diff patch, as suggested by the other dude, is the best option for you afer all.
Where I'm told the ship.xml's are, there is only xmf's.
Makes me wonder if everything was actually unpacked. As far as I can tell it all was though.
But this is the problem. All I have is xmf files where I'm being told there are xml's. Not knowing what an xmf was, I assumed they needed converting to get the xml's.
If not, where are the xml's? I have nothing editable for either ship definitions, or engines. I do have shield and gun xml files though.
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Re: Where are the ship configuration files?
\assets\units\size_s\ship_arg_s_fighter_01.xmlapricotslice wrote: ↑Tue, 25. Jun 19, 19:22There are no xml's where the xmf's are.BrummBear02 wrote: ↑Tue, 25. Jun 19, 19:01xmf cant be converted to xml. the xmf file belongs to an corresponding xml file. the converting only has to be done when u want to edit the 3d model. so you dont need to do that. all you have to do is copy files and edit some xml`s.
maybe a diff patch, as suggested by the other dude, is the best option for you afer all.
Where I'm told the ship.xml's are, there is only xmf's.
Makes me wonder if everything was actually unpacked. As far as I can tell it all was though.
But this is the problem. All I have is xmf files where I'm being told there are xml's. Not knowing what an xmf was, I assumed they needed converting to get the xml's.
If not, where are the xml's? I have nothing editable for either ship definitions, or engines. I do have shield and gun xml files though.
the xml are in one folder deeper.
assets\units\size_s\ship_arg_s_fighter_01_data\anim_canopy_wreck-collision.xmf
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- apricotslice
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Re: Where are the ship configuration files?
There are no xml files in the size folders. This file does not exist. Only 1 with a xmf extension.
This is NOT a folder.the xml are in one folder deeper.
assets\units\size_s\ship_arg_s_fighter_01_data\anim_canopy_wreck-collision.xmf
It's a file, and if you try to edit it, you get gibberish.
If the xml is within the xmf, how do you get it out?
Edit: Seriously, can someone zip up the xml files and send them to me? We just keep going round in circles here.
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- EGOSOFT
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Re: Where are the ship configuration files?
I can't give the best advice on unpacking everything but I can at least explain where things should be.
Yes, all the files which you apparently want to edit are xml.
Files in the _data folders such as anim_canopy_wreck-collision are related to the graphical side of the asset, not the balancing.
In the size_s folder, you will find the template files. For example:
ship_gen_s_fighter_01.xml
This contains data on which asset files to reference. Maybe more relevant for you, it also defines the connections. These include the slots for things such as weapons, engines e.t.c.
In the size_s folder, you will also find the macro folder which contain the ship macros, for example:
ship_gen_s_fighter_01_a_macro.xml
A macro will reference a template. You can have a new macro reference an existing template to make a ship variant. The ship macros have some of the balancing info for that ship.
The macro also defines what other objects are plugged into the connections e.g. which cockpit. However, with the loadout system in X4, ship macros usually do not pre-define things such as weapons or engines. I won't get into loadouts atm, but maybe someone else can.
Hopefully, that clears somethings up.
Yes, all the files which you apparently want to edit are xml.
Files in the _data folders such as anim_canopy_wreck-collision are related to the graphical side of the asset, not the balancing.
In the size_s folder, you will find the template files. For example:
ship_gen_s_fighter_01.xml
This contains data on which asset files to reference. Maybe more relevant for you, it also defines the connections. These include the slots for things such as weapons, engines e.t.c.
In the size_s folder, you will also find the macro folder which contain the ship macros, for example:
ship_gen_s_fighter_01_a_macro.xml
A macro will reference a template. You can have a new macro reference an existing template to make a ship variant. The ship macros have some of the balancing info for that ship.
The macro also defines what other objects are plugged into the connections e.g. which cockpit. However, with the loadout system in X4, ship macros usually do not pre-define things such as weapons or engines. I won't get into loadouts atm, but maybe someone else can.
Hopefully, that clears somethings up.
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Re: Where are the ship configuration files?
I don't know if you understood xenon slayer better than me but he basically said the same thing. You unpacked your game wrong if you are missing the files and folders I described. Giving you the xml won't be of much help without correct file structure
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- apricotslice
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Re: Where are the ship configuration files?
No sorry. It doesn't.
Where you say there should be xml files, there are only xmf files. I keep saying that. No-one believes me.
The macro folder does have xml's but it is the only one which does in that part of the folder structure.
I unpacked the game with the bat file instructions I could find. It involved downloading a program and copying the bat file to run it.BrummBear02 wrote: ↑Wed, 26. Jun 19, 13:40I don't know if you understood xenon slayer better than me but he basically said the same thing. You unpacked your game wrong if you are missing the files and folders I described. Giving you the xml won't be of much help without correct file structure
If there is a second part to it which converts xmf to xml, I didn't find it. Or if I did find it, I didn't understand it enough to do it. And the only half decent explanation I found of the process had too many non-english words in it for me to follow properly.
As a broad statement, the documentation for everything to do with this game is totally inadequate, especially for those of us who didn't get the last game, and know zero about any of it.
I think I give up.
I'm obviously too old and too brain dead to understand any of this.