Help with a small mod to space suit

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CaptG
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Post by CaptG »

I was able to export the file as text and then changed it to .bod. I loaded X3 with the new file in place in a new catalog, the space suit works but there is no external sign of a weapon and it still wont fire. I had exported the file as a scene, so I changed it and exported it as a Body and loaded the game. The space suit wasnt visible but you could fire the weapon. It just seemed to originate from a point. Can someone help me?
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Stevio
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Post by Stevio »

Make sure the Weapon ID in your scene is matched to that in Tships, (The P Number)

also make sure the weapon is set on a Camera right
Note the " C1 " References...

Code: Select all

//Astropnaut Cockpit cam
P 0; B ships\others\astronaut; C 1; N Bships\others\astronaut_1b; b
  { 0x2002;  0; 0; 0;  0.000000; 0.000000; 0.000000; 0.000000;  17500;  1; } // 1
  { 0x2002;  0; 0; 0;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // -1

//Weapon Dummy
P 1; B ships\props\weapondummy; C 1; N Bships\props\weapondummy_1b; b
CaptG
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Problem Recompiling .bod files

Post by CaptG »

I can not get the X2BC compiler to recompile my .bod file back to .bob. Everytime it gives me this error:

Compiler - line 3, col 1 - Error: Expected version specification

Can anyone help?
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Stevio
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Post by Stevio »

because scenes are not meant to be bobbed

the Scene must stay as "astronaut_scene.bod"
and the mesh File should be compresses to "astronaut.bob"
Last edited by Stevio on Sun, 13. May 07, 20:00, edited 1 time in total.
CaptG
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Post by CaptG »

its not a scene its a bod file. (astronaut.pbb)
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Stevio
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Post by Stevio »

astronaut.bob is the mesh
astronaut_scene.bod is the scene :roll:

pbb = Packaged bob
pbd = Packaged bod

bob = binary encoded
bod = text encoded
CaptG
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Post by CaptG »

Ok Ive looked at some other ships and can see now that the weapondummy is supposed to be added to the scene not the mesh. I added it to the astronaut_scene.bod file and placed it in a new catalog file and now when you eject from your ship there is nothing there. No spacesuit, no gun, nothing, but you can fly around and shoot.

Does anyone know?
CaptG
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Post by CaptG »

Thank you Thank you! I have a gun on my space suit now that works. I made it compatible with the Beta Kyon Emitter. Ha Ha Ha
CaptG
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Post by CaptG »

I figured it out. Thanks for your help.
CaptG
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Scale of BOD files

Post by CaptG »

Is there anyway to adjust the size of .bod files. I was able to add the gun to the space suit but the gun is bigger that the suit. When I tried to scale down the gun in GMAX in my astronaut_scene.bod file it reverts to it original size when i open it again.

Anyone have any advice?
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Tenlar Scarflame
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Post by Tenlar Scarflame »

CaptG wrote:Thank you Thank you! I have a gun on my space suit now that works. I made it compatible with the Beta Kyon Emitter. Ha Ha Ha
ROFL... that would make me think twice about trying to scoop up a bailed pilot :P
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-XTM-
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Post by -XTM- »

@CaptG >

No need to open a new topic for questions all relating to the same project.
Other 2 topics merged whilst leaving shadowtopics so people get redirected properly.
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doubleshadow
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Re: Scale of BOD files

Post by doubleshadow »

CaptG wrote:Is there anyway to adjust the size of .bod files. I was able to add the gun to the space suit but the gun is bigger that the suit. When I tried to scale down the gun in GMAX in my astronaut_scene.bod file it reverts to it original size when i open it again.

Anyone have any advice?
Basically you just need to scale down the weapon mesh and export as a new body file. You need to apply Reset X-Form modifier (it's on the Utils tab in Max) before exporting. Then update the scene and the TShips entry to eference your new weapon body.
CaptG
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Post by CaptG »

I get an error. I opened the weapondummy file and scaled it down. Then clicked Reset XForm & Reset selected. When I went to then export it, it gave me this error:

--Runtime error: Cannot get mesh from this object: $PolyMesh:weapondummy @[0.000000,0.000000,0.000000]

Anyone know what I am not doing right?
Brand-X
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Post by Brand-X »

This is a cool idea! I'm sure I could find some uses for it. :twisted: Will you publish your file when you've worked everything out?

:)
doubleshadow
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Post by doubleshadow »

CaptG wrote:I get an error. I opened the weapondummy file and scaled it down. Then clicked Reset XForm & Reset selected. When I went to then export it, it gave me this error:

--Runtime error: Cannot get mesh from this object: $PolyMesh:weapondummy @[0.000000,0.000000,0.000000]

Anyone know what I am not doing right?
You have to collapse the object stack. Just right click on the modifier list and select Collapse All->Yes. I've fixed this in the recent version of DBOX but I haven't released it yet :P

Note that when you have linked objects (your case: weapon and laser part), resetting the X-form will make crazy things with the child objects orientation. You will have to re-arrange them. That's the bad thing about XForm.
CaptG
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Post by CaptG »

Thanks I will try that and see if it works. Does anyone know why whenever I try to target something while I am in my space suit, no matter how close I am to the object I want to select, I always target the North Gate?
GeckoBlade
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Post by GeckoBlade »

Gazz wrote:Did you include the weapon mounts in the suit's scene file?

Weapons must fire from *somewhere* yaknow.
Hey! I can still fire from those infinitely small points that are created when a ship's hull doesn't install correctly. How does that work? Do the weapon mounts install correctly, but the actual ship doesn't?
xTemon
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Post by xTemon »

Weapons are accessed from the scene file, along with the POV for the cockpit and turrets-finitely small points could only be invisible_weapon.

@CaptG:

You might want to consider using invisible_weapon for your suit..

If you import the suit, having made sure it's been converted to bob to avoid the scene importing an x-reference blue box outline, then build a small laser onto the suits helmet or some such place, (alpha kyon might be more appropriate-I'd go with repair laser option as well, and a scaled down version of AIRE with beam selected), then merge with the scene and add invisible weapon at the firepoint it might turn out pretty cool.

..a few small cylinders and boxes and.. eureka!! I've discovered the ultra-miniature kyon beam thing :lol:

It's a pretty cool idea-congrat's!! :thumb_up:
CaptG
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Post by CaptG »

Success!! I finally got it to work correctly. And the gun is the right size too. I mounted it on his shoulder and now my astronaut looks like Predator. Thanks for everyone's help. Only problem is that it blinds you when you fire. I may have to move it.

I am still having problems with the target. Does anyone know why when I hit T to target something it always selects the North Gate when I am in my space suit.

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