3D Models and Stats Viewer : Version 2.0.3.2 (12th Dec 2010)

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

Moderator: Moderators for English X Forum

Sovereign01
Posts: 1444
Joined: Wed, 25. May 05, 14:38
xr

Post by Sovereign01 » Sat, 10. Apr 10, 02:44

I have to say, this viewer is great, it comes in really handy to both see what rare ships look like, as well as the fire arcs for every one :D
In The Threat, the Odysseus was the ship of choice.

In Terran Conflict, it was my Skirnirs that brought the destruction.

In AP, it was my fleet that greeted the Xenon!

exogenesis
Posts: 1593
Joined: Sun, 9. Sep 07, 15:39
x4

Post by exogenesis » Sun, 11. Apr 10, 19:26

You been here long ? :)

Getting along with TC now, so might get more stuff done soon

draffutt
Posts: 4286
Joined: Wed, 21. Feb 07, 18:46
x4

Post by draffutt » Thu, 29. Apr 10, 21:14

can not wait to see what you'll come up with next. :twisted:
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes

pepperg
Posts: 703
Joined: Sun, 7. Dec 03, 22:13
x3tc

Post by pepperg » Fri, 21. May 10, 18:31

error: The program can't start because d3dx9_29.dll is missing from your computer. Try reinstalling the program to fix this problem.

Installed above .dll-- save to windows>system32 folder

then ran regsvr32 d3dx9_29.dll but got this error:

The module "d3dx9_29.dll" may not be compatible with the version of Windows that you're running. Check if the module is compatible with an x86 (32-bit) or x64 (64-bit) version of regsvr32.exe


I am running Windows 7, 64bit. Therefore, I tried running regsvr64 d3dx9_29.dll but that didn't work.

Anyone got any ideas?

Thanks.
SeagateBarracuda320GB 7200 SATA
LIANLI PC-7B plus II MidTower
EVGA GeForce8800GTX 768MB
Intel Core2Duo E6600Conroe 2.4GHz
CORSAIR 2GB DDR2 SDRAM DDR2 800
WDRaptor 150GB 10,000 RPM
EVGAnforce SLI 680imobo

exogenesis
Posts: 1593
Joined: Sun, 9. Sep 07, 15:39
x4

Post by exogenesis » Sat, 22. May 10, 00:22

Lucky I popped in here - didn't get any notification of last 2 posts

pepperg, sounds similar to what "[Pirat] Black Falcon [X]" & Troglodyteus were experiencing

Can you follow the instructions at
http://forum.egosoft.com/viewtopic.php? ... 57#3015857
& see if that helps ?


draffutt - I never know myself, I'd better get on with fixing some of the bugs you've found
(after I've done that Xvid - still can't get the Sunshine theme out of my mind)

pepperg
Posts: 703
Joined: Sun, 7. Dec 03, 22:13
x3tc

Post by pepperg » Mon, 24. May 10, 02:41

this program consistently crashes when attempting to load/scan the game data. it loads up until the naval shuffle complex cleaner.cat and then times out. this happens every time i attempt to start the program. any idea what the problem is?

i did direct the program to the proper x3tc folder.
SeagateBarracuda320GB 7200 SATA
LIANLI PC-7B plus II MidTower
EVGA GeForce8800GTX 768MB
Intel Core2Duo E6600Conroe 2.4GHz
CORSAIR 2GB DDR2 SDRAM DDR2 800
WDRaptor 150GB 10,000 RPM
EVGAnforce SLI 680imobo

exogenesis
Posts: 1593
Joined: Sun, 9. Sep 07, 15:39
x4

Post by exogenesis » Mon, 24. May 10, 08:07

Can you give a link to the 'naval shuffle complex cleaner' - I assume that's a mod ?,
google-search of this site doesn't come up with anything ?

pepperg
Posts: 703
Joined: Sun, 7. Dec 03, 22:13
x3tc

Post by pepperg » Mon, 24. May 10, 18:36

SeagateBarracuda320GB 7200 SATA
LIANLI PC-7B plus II MidTower
EVGA GeForce8800GTX 768MB
Intel Core2Duo E6600Conroe 2.4GHz
CORSAIR 2GB DDR2 SDRAM DDR2 800
WDRaptor 150GB 10,000 RPM
EVGAnforce SLI 680imobo

exogenesis
Posts: 1593
Joined: Sun, 9. Sep 07, 15:39
x4

Post by exogenesis » Tue, 25. May 10, 01:43

OK, was caused by an xml parsing 'fallibility', here's an interim version, should work,
see an interesting set of stats changes there, every ship ?!

http://www.exogenesis.co.uk/XModels3DViewer_2.0.1.6.exe

This is the viewer exe only, rename it to XModels3DViewer.exe if you like,
probably needs to be put in the location previously installed to.

(thanks to draffutt for other testing, without which this wouldn't have
been working for certain mods again/yet - still working on the other stuff)

darkelfsin
Posts: 149
Joined: Sat, 2. Sep 06, 00:05

Post by darkelfsin » Sat, 26. Jun 10, 22:39

cool......... :lol: :lol:

User avatar
Alex Corvis
Posts: 1296
Joined: Fri, 29. Dec 06, 22:30
x4

Post by Alex Corvis » Tue, 29. Jun 10, 22:19

Since a while I'm using Cadius' Xtra Ship pack. But when I now use the model viewer most of the new ships are not displayed. Maybe it is because of the non-default directory of these ships (objects\ships\Cadius\...)? And another thing: when I install the Ship Rebalance Mod (SRM), which contains Cadius' mod, then the ships are displayed as they should be.

An there are new turrets for the terran ships. InGame they look as they should, but in the viewer these turrets look as big as a M6, maybe even bigger.

And the last thing: Cadius' ships (those which are displayed) seem to flicker in both versions, the SRM and the original from Cadius. So I guess that's a problem of the ships and not of the viewer?

So I want to ask you whether these problems are caused by the mod or by the viewer. I also tried to reinstall the viewer but it didn't help.

Greetings, A. Corvis

exogenesis
Posts: 1593
Joined: Sun, 9. Sep 07, 15:39
x4

Post by exogenesis » Wed, 30. Jun 10, 01:39

I see the texture flicker on some ships, e.g. the Aomori M7M, think it's to do with special
'layers' in the ship scene/model (in combination of how the viewer renders things).

If you load just the Aomori hull model part it doesn't flicker,
load the 'safety_net' model that looks like a hull skin & you see no flicker either.
But in combination these two models (with very close or co-incident surfaces) cause flicker (in the viewer).

Image

Mind you, there seems to be a slight 'disconnect' in the up & down turrets there - will have a look at that.


I think that how big 'huge turrets' are supposed to be, isn't it ?
I haven't compared them in-game to check though.

Image


Don't get why you can see the ships in one mod & the not the same ships in a different mod,
objects/ships/<anything> is fine, as long as the scene file paths is correct in tships,
at least afaik.

I see all the ships here, when testing the XtraShips pack (which is quite impressive set, I have to say).

User avatar
Alex Corvis
Posts: 1296
Joined: Fri, 29. Dec 06, 22:30
x4

Post by Alex Corvis » Wed, 30. Jun 10, 09:11

OK, maybe I should reinstall the mod or the game (or both). But I'll post some screens of the turrets on an Aegir with strange huge turrets when I'm at home again.

The disconnect between the turrets and the ships is problem with the ships. Cadius once said he's cheating the game so that the turrets are shown at the right place InGame although they actually are in a slightly different position. Or something like that.

Greetings, A. Corvis

User avatar
Alex Corvis
Posts: 1296
Joined: Fri, 29. Dec 06, 22:30
x4

Post by Alex Corvis » Wed, 30. Jun 10, 17:54

So here are the pictures:

The menu of the Viewer:as you can see there are only two ship (Proteus and Kvasir) where should be many more.
Then here we have an Aegir with what I call big turrets and a Tyr with big turrets

Greetings, A. Corvis

exogenesis
Posts: 1593
Joined: Sun, 9. Sep 07, 15:39
x4

Post by exogenesis » Thu, 1. Jul 10, 00:52

Very odd, this is what I get with just xtra_shippack.cat/.dat in \mods dir:

http://www.exogenesis.co.uk/XtraShips_T ... vs_Mod.jpg

I see you're up to 14.cat in main dir + at least one .cat in \mods,
maybe there's some sort of conflict of ship-pack versions going on,
& a partial tships set for the pack in one or the other ?

btw, if we need to go much further with details I think we'd better
carry on in the S&M X3:TC model-viewer thread:
http://forum.egosoft.com/viewtopic.php? ... 40#2766040

Post Reply

Return to “X Trilogy Universe”