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Posted: Sat, 10. Apr 10, 02:44
by Sovereign01
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

Posted: Sun, 11. Apr 10, 19:26
by exogenesis
You been here long ? :)

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

Posted: Thu, 29. Apr 10, 21:14
by draffutt
can not wait to see what you'll come up with next. :twisted:

Posted: Fri, 21. May 10, 18:31
by pepperg
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.

Posted: Sat, 22. May 10, 00:22
by exogenesis
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)

Posted: Mon, 24. May 10, 02:41
by pepperg
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.

Posted: Mon, 24. May 10, 08:07
by exogenesis
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 ?

Posted: Mon, 24. May 10, 18:36
by pepperg

Posted: Tue, 25. May 10, 01:43
by exogenesis
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)

Posted: Sat, 26. Jun 10, 22:39
by darkelfsin
cool......... :lol: :lol:

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

Posted: Wed, 30. Jun 10, 01:39
by exogenesis
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).

[ external 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.

[ external 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).

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

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

Posted: Thu, 1. Jul 10, 00:52
by exogenesis
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

Posted: Thu, 1. Jul 10, 08:14
by Alex Corvis
Aaaahhhh, :oops: no we don't need to go on. I checked the viewer version and didn't realize that the actual version is 2.0.3.1 and not 2.0.1.3 which I used :oops:

With the newest version everything is fine.

Thanks.

A. Corvis

Posted: Thu, 1. Jul 10, 20:55
by exogenesis
Ah ok then,
all well that ends well :)

Posted: Sat, 21. Aug 10, 18:18
by orion_1394
i know this is kinda random but is there anyway to view the models on a computer without the game installed? as in is there only specific files i need in order to view them?

Posted: Sat, 21. Aug 10, 19:28
by exogenesis
A small fraction of the file count, but >50% of the total file size is needed for full functionality:

full TC install (no mods or backup files) :
Total Files Listed: 895 File(s) 8,433,881,235 bytes

min files needed for viewer to work:
Total Files Listed: 30 File(s) 4,651,618,269 bytes

The file list seems to be :

all the .dat/cat files (currently 24 files)
X3TC.exe (can be a dummy file with this name)
lang.dat
mov\00001.dat
mov\00044.pck
mov\00144.dat
t\0002.pck


All files above with '44' in them are for English, if you want other languages you need other files,
e.g. the '49' ones for German, & then the text file lang.dat would need to contain 49 instead of 44
(or use the 'change language' in the viewer).

Anyway, not sure why you want to do this since you need >50% of the disc space & the files can
only be got from an installation anyway, so not sure what you looking to do exactly...

Posted: Sat, 21. Aug 10, 19:52
by orion_1394
just want to keep the files on usb so i can view them cause i wanna model out some concept ships so having the 3d model view of them would really help in inspiration as well as understanding some modelling of ships for certain effects