Egosoft Mod Tools
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- Posts: 158
- Joined: Fri, 12. Jul 19, 14:03
Egosoft Mod Tools
Are we ever going to learn the fate of the mod tools talked about five or six months ago? They were said to be coming the 3.0 or split...
Re: Egosoft Mod Tools
easy to learn drug and drop visual ship redactor is my dream
any comments from dev?
any comments from dev?
Re: Egosoft Mod Tools
Any tools for interfacing blender with the games formats or import/export for non-coders would be incredibly welcomed by me, I end up pulling my hair out for even the most simple things because I know nothing about scripting or the inner workings of games. Visual mind I supposed is what ide call it. Im alergic to xmls and code.
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- Posts: 15
- Joined: Sun, 12. Jan 14, 23:05
Re: Egosoft Mod Tools
I'd love a converter that properly exported model, effects and animations into X4. As that seems to be one of the major hurtles for creating new content. Apart from that, more documentation on how stuff works is always good
Re: Egosoft Mod Tools
I hope we get some update from Egosoft about this soon.
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- Posts: 158
- Joined: Fri, 12. Jul 19, 14:03
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- Posts: 158
- Joined: Fri, 12. Jul 19, 14:03
Re: Egosoft Mod Tools
It would be almost impossible to have a community effort towards making some mod tools if nebulus Egosoft mod tools are some unknowable distance away.
Re: Egosoft Mod Tools
I need an equivalent of the .bod imp/exporter, of the galaxy editor and the scene editor as in X3. To note that only the GE was ego's tool and the scene editor arrived late. Not going to mess with xml for editing the galaxy. What I've in mind (and partially realized in x3 with all its limitations), is a more astronomical logic of sectors without changing the game, that requires the full use of superhighways, accelerators and gates (no local highways). It requires an ingame editor, no other way