About X3's Galaxy Editor

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Coridan
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Post by Coridan » Sun, 27. Aug 06, 05:38

I don't want to have to reduce myself to begging... but I'd really like to be able to figure this out. Can ANYONE help me?

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Post by BlackRazor » Mon, 28. Aug 06, 08:40

Coridan wrote:I don't want to have to reduce myself to begging... but I'd really like to be able to figure this out. Can ANYONE help me?
If you want to extract a file from a dat file you just need Mod Manager by doubleshadow, open the dat file with the program and then click on the file you want to extract and then on extract, no need to change your explorer settings.
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Everyones Antihero
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Post by Everyones Antihero » Mon, 28. Aug 06, 14:02

can someone tell me how to activate the galaxy editor in X3, i see lots of stuff on editing it but not activating it.

Ive used the 'thereshallbewings' codeword but i still cant see the opion anywhere.
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nuclear_eclipse
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Post by nuclear_eclipse » Mon, 28. Aug 06, 14:20

You *could* check the Script Editor / Galaxy Editor Tutorial Sticky, OR you could simply use 'Makeanapplepiefromscratch' as your player name to activate it permanently. :P

Coridan
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Post by Coridan » Mon, 28. Aug 06, 16:40

BlackRazor wrote:
Coridan wrote:I don't want to have to reduce myself to begging... but I'd really like to be able to figure this out. Can ANYONE help me?
If you want to extract a file from a dat file you just need Mod Manager by doubleshadow, open the dat file with the program and then click on the file you want to extract and then on extract, no need to change your explorer settings.
I get an error message when I try to do so. It tells me it cannot open the file because of bad data within it.

Everyones Antihero
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Post by Everyones Antihero » Mon, 28. Aug 06, 17:50

nuclear_eclipse wrote:You *could* check the Script Editor / Galaxy Editor Tutorial Sticky, OR you could simply use 'Makeanapplepiefromscratch' as your player name to activate it permanently. :P
now i aint heard of that... :lol: :lol:

you aint taking the p*ss are you?
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Post by Everyones Antihero » Mon, 28. Aug 06, 18:14

Questions:

I'm looking at the sector map.

A blank template with nothing in, half the functions are missing and i cant seem to add stuff or move stuff or anything.

HELP! Im stuck already.

Has anyone got a dirt simple tutorial for idiots 101 like me. cos i want to learn and i aint got a f****** clue?!!!!
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nuclear_eclipse
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Post by nuclear_eclipse » Mon, 28. Aug 06, 21:08

In my spare time, I'm trying to put one together that will be a sort of walkthrough to the Galaxy Editor, but in the meantime, Northstar created some sort of tutorial for it. Check his site about that.

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jackleonfraust
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Post by jackleonfraust » Tue, 29. Aug 06, 21:32

um, anything else? more info? anybody?
(yes, a "B" without saying "B")

Coridan
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Post by Coridan » Wed, 30. Aug 06, 02:56

Okay, I read northstars guide to help me with creating my personal mod. I have the map file and the two files to make AI in the cat file etc. in the right folders, but whenever I start up the game using my map, nothing I change takes effect except the new systems I added.

I had changed sector discriptions, sector names in the 440001 file (which is in the cat file in the mod folder, as instructed) but none of them are changed in my game. So... what have I done wrong? Have I missed some important step?

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nuclear_eclipse
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Post by nuclear_eclipse » Wed, 30. Aug 06, 03:39

You should include the new sector descriptions in a different language file, and place that inside your mod file.

Coridan
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Post by Coridan » Wed, 30. Aug 06, 04:25

Wont that change everything to a different language then?

Also, I don't have to do anything special to activate the mod or anything do I? The files just need to be in the mod folder correct?

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nuclear_eclipse
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Post by nuclear_eclipse » Wed, 30. Aug 06, 14:17

First, creating another language file doesnt meant things will be in a different language - it's just a way to add more text strings (or overwrite existing ones) without having to modify the original file, meaning you only need to include the pieces you're changing. EG. you'd put all your changes strings in a language file named 448900.xml and then use a setup script to load that language file into the game at startup.

Secondly, you need to choose your mod from the X3 splashscreen/options screen before the game starts. Otherwise it won't know to load the mod, since you can only load one mod at a time.

Coridan
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Post by Coridan » Thu, 31. Aug 06, 19:04

Okay, I thought you ment a language file already there. :roll:

Everything is working fine now, but I have another question. Whenever I create a sun for one of my new systems it doesn't seem to have any effect on lighting. I move it around, but my ship is still black, like there's nothing even there. I go to an original system in the game and move that sun around and it has an effect of the lighting on my ship and everything else.

Also, I cannot seem to create my sun far out of the sector, it always stays in the middle. That means I can't put it behind planets and such, it just goes right infront of it, which seems pretty stupid since the planet is so close and the sun SHOULD be far away.

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nuclear_eclipse
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Post by nuclear_eclipse » Fri, 1. Sep 06, 03:24

Well, you can only have one sun in a sector, or else everything goes black. And to move the sun from the center, use the numpad +/- keys to change the radius from center.

Coridan
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Post by Coridan » Fri, 1. Sep 06, 16:55

Ah ha! I see now, thanks.

AdmiralTigerclaw
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Post by AdmiralTigerclaw » Thu, 19. Oct 06, 18:51

I just thought I'd note something for you Nuke. I just worked a little on Terradine map... and multiple suns do not kill dynamic lighting. I just did some work on a sector, and I've got a functional white sun, and a functional purple sun, lighting a ship from two different angles. Please note and update accordingly.

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Observe
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Post by Observe » Fri, 20. Oct 06, 05:41

AdmiralTigerclaw wrote:I just thought I'd note something for you Nuke. I just worked a little on Terradine map... and multiple suns do not kill dynamic lighting. I just did some work on a sector, and I've got a functional white sun, and a functional purple sun, lighting a ship from two different angles. Please note and update accordingly.
Tigerclaw, you are being a bit presumptuous in this regard. Countless modders have found that X3 is not capable of being stable with more than one sun in a sector. I suggest you temper your claims (this and many others) to those indicated by consistent results - or at least offer an explanation of how you have managed to do things differently.

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Post by AdmiralTigerclaw » Fri, 20. Oct 06, 06:41

Easily.

The game supports two suns easily. However, in most cases, only one casts a glow that lights a sector, And in one sector, they both actually worked to cast a glow. Not exactly sure how it worked like that. But the only thing I could note was that one was set to cast a high purple spectrum, while the other was more generic light.

But they are simply just light sources and lense flares in a 3D image rendering engine. If a planet can act as a second light source, then a sun can too, it's just a matter of figuring out why sun-objects conflict with each other half the time.

I'm dealing with a lot of suns while mapping, so I'll look into it more....

PS: Anyone know how to get the X2 lense flares back? I liked a LOT of the suns it had. Really brought out character in some sectors.

SageQuertas
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Post by SageQuertas » Sat, 11. Nov 06, 01:57

Im not entierly sure where to post mnod requests... but here goes one...
i totally think it would work to.

One thing i loved to death in freelancer was the fact the loading times were minimal to non exsistent while traveling from sector to sector in that game. And brilliant way to do it to and then can have pirate bases in between.

It doesnt feel like space to me if i cant at least attempt to cross the galaxay sector by sector without having to use load times like x3...

would be great on the play of thje game to make this like freelancer in crossing sectors...


thanxs for your time..

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