[MOD-WIP] X2 Ship Callback Mod

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Krewzur
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Post by Krewzur » Tue, 10. Feb 09, 16:41

CBJ wrote:Please stop posting huge images directly in your posts. I have replaced two of them with links already. See the forum rules on embedded image size limits for details of what is and is not allowed.
sorry, i didn't know there were rules on image sizes........ and why didn't you do that for the white star thread? His images are the same size as mine were, aren't they??

http://forum.egosoft.com/viewtopic.php?t=229125

EDIT: I've resized them now
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Krewzur
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Post by Krewzur » Tue, 10. Feb 09, 16:54

There doesn't seem to be any cockpit dummies in the ships scene, how do i add them??

And somebody might as well show me how add internal docking, or point me to a good tutorial, please.
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killerog
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Post by killerog » Tue, 10. Feb 09, 17:09

Easy way to add cockpits is to import a TC scene say argon M3. delete everything apart from the cockpit and camerdummy then import the X2 ship scene file and move it to the right location. Then add it to the tships file.

Also what do u mean by internal hanger? do u mean the hangers M1s have ?
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Krewzur
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Post by Krewzur » Tue, 10. Feb 09, 17:17

killerog wrote:Easy way to add cockpits is to import a TC scene say argon M3. delete everything apart from the cockpit and camerdummy then import the X2 ship scene file and move it to the right location. Then add it to the tships file.

Also what do u mean by internal hanger? do u mean the hangers M1s have ?
An M3 would only have one turret cockpit dummy, but would it work if i copied and pasted them in different locations or do they have to be assigned (eg, by having "front", "left", etc in their name)

And yes i mean the internal docking that M1's have, because i'm porting most of the x2 ships and planning on changing all x2 capital ships to M7's because of their size.

So all X2 M2's will basically be like cerberus's, with a docking capacity of 7 or 8 ships,

and X2 M1's will be light carriers like the panther, with a docking capacity of around 30 ships. I also want to replace the actual docking bay model of the carriers with a more modern one.
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killerog
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Post by killerog » Tue, 10. Feb 09, 17:33

Yes you could copy and past the cockpit or use a M2 scene file (this would also include the weapons if needed.)

They do not need to be named "left,right" ect

Below is an example from one of my scene files. You can see it is named Bships\props\cameradummy_3b01

Code: Select all

P 36; B ships\props\cameradummy; C 3; N Bships\props\cameradummy_3b01; b  // idx 36
You assign the location of the camera/turret in tships by using the idx number (in this case 36).


Internal docking is just a matter of copying the docking from any M1 scene file and placing it in your scene file, then giving the ship docking space in tships.
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Krewzur
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Post by Krewzur » Tue, 10. Feb 09, 19:32

I can't get it to work!!

I did what you said and it's still not working :evil:
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killerog
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Post by killerog » Tue, 10. Feb 09, 19:46

What is the camera at the center of the model?

Upload the file and ill take a look.
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Krewzur
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Post by Krewzur » Tue, 10. Feb 09, 19:47

i already PM'd it to you ages ago
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killerog
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Post by killerog » Tue, 10. Feb 09, 19:48

oh sorry got pop-ups disabled and dint see it :oops:
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Krewzur
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Post by Krewzur » Tue, 10. Feb 09, 19:54

YES!!! I just got the main cockpit working there, i'm moving onto the turrets!! :D
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killerog
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Post by killerog » Tue, 10. Feb 09, 19:55

Good to hear!! :D
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Krewzur
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Post by Krewzur » Wed, 11. Feb 09, 00:37

Turrets are done, i'm moving onto the internal docking bay now!!
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killerog
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Post by killerog » Wed, 11. Feb 09, 00:46

Good good, internal docking is much much easier then turrets.
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Krewzur
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Post by Krewzur » Wed, 11. Feb 09, 01:59

Ok, internal docking was by far the easiest thing so far!!

All i had to do was import the carrier dock dummy and the quick launch dummy, place them on the model, and it's done!!!!

I can see the doors fine, but just behind the doors is the ships hull, basically blocking it. The ship that is docking will go through it fine, but it just looks stupid. How do i cut out a square in the model so i don't see this?
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killerog
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Post by killerog » Wed, 11. Feb 09, 02:36

In 3dmax use the cut tool located in the poly menu(right click on the part and click convert to poly) on the right to cut a square out is probly the easist way.
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Krewzur
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Post by Krewzur » Wed, 11. Feb 09, 02:37

ok, gotcha. I'll do it tomorrow

I'm off to bed, i'm knackered! :D
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Sir Squallus
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Post by Sir Squallus » Wed, 11. Feb 09, 02:54

Good night, or godd morning, Whatever,
Phuu on day offline, and everythings changed.
OK i am not able to moddelingn, now i knew that mutch.
i hope you be so glad and allow me to use your ships, or you take time and sombody give me an real step by step Walktroug

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Krewzur
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Post by Krewzur » Wed, 11. Feb 09, 02:58

Sir Squallus wrote:Good night, or godd morning, Whatever,
Phuu on day offline, and everythings changed.
OK i am not able to moddelingn, now i knew that mutch.
i hope you be so glad and allow me to use your ships, or you take time and sombody give me an real step by step Walktroug
Aren't you from Germany? Ireland and Germany are in the same time zone, aren't they??

Anyways, yes when i release this mod you can use the ships in your mods.
Corsair 400c // Intel i7 8700k // H100i v2 // ASUS Maximus X Code // ASUS 1080ti Strix OC // 2x8GB Corsair Vengeance 3200MHz // Samsung 960 Evo 250GB // 960GB SanDisk Ultra II // Corsair RM850i

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Sir Squallus
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Post by Sir Squallus » Wed, 11. Feb 09, 03:06

Austria, yes same Time zone but i am a Waiter in a bar so for me is the Night like day...
Cant sleep in my free days so, i Waked up and watcht to forum: what did i saw?
The Titan is near finish, and i am allowed to use Stargateships im my mod.
Is tomorrow Xmas?

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Krewzur
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Post by Krewzur » Wed, 11. Feb 09, 18:03

i just can't get a hang of the cut yoke in 3ds max!! :evil:
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