[MOD-WIP] X2 Ship Callback Mod

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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killerog
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Post by killerog » Tue, 10. Feb 09, 00:53

in 3dmax the scene file should show the body file if its linked probably.

But in X3 and X3:tc there is a separate body file which contains the bodies data, same for the turrets, engines ect.

Ive never look at X2 models so not sure on there File structure

The picture you posted shows that either the model it self isn't loading up or the textures are not.

I am guessing in the scene file the lights ect are separate from the main body of the ship?

I am wondering if TC doesn't like the fact that there isn't a body file. You could always make a body file for it and try that.
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Krewzur
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Post by Krewzur » Tue, 10. Feb 09, 00:56

how would i make a body file and link it to the scene file?

EDIT: I'm currently uploading the model to file front so maybe you can have a look at it when it's done?
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Krewzur
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Post by Krewzur » Tue, 10. Feb 09, 00:59

ah, it's done, heres the link to the model, including the original textures:
http://files.filefront.com/Titanzip/;13 ... einfo.html

EDIT: Don't download, this one doesn't work
Last edited by Krewzur on Tue, 10. Feb 09, 16:47, edited 1 time in total.
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killerog
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Post by killerog » Tue, 10. Feb 09, 01:11

Just downloaded your file. The scene file is far to small to contain any body data wot so every. And when i load it up all i get are green squares (no x3 x3:tc or x2 on this os Win7)

(( this makes no sense if it works in x3 unless tc no longer conatins the body file))

So if that is correct you can either find the body file or make your one one following the follwoing steps

Delete everything in the scene file apart form the model name it something like test_M1, export that as a body file.

Reload the scene file up delete the ship from it and create a Dummy and name it Bships\argon\test_M1_1b. Re export the scene file then load it up again and hopefully the model will be in it.

The place both files in the location "objects\ships\argon" point the tship file to the new scene and fingers crossed.
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Krewzur
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Post by Krewzur » Tue, 10. Feb 09, 01:14

i've also noticed that the model only loads when i'm pointing the the DBOX data to an unpacked x2 directory rather than an x3 directory so i suppose your right.
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killerog
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Post by killerog » Tue, 10. Feb 09, 01:22

Yeh that would suggest that the body file is no longer part of tc or x3 or its name has changed.
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Krewzur
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Post by Krewzur » Tue, 10. Feb 09, 01:42

right than, i think an easier option would be to just look though all the big files, they are the ones that must be body files, so i'll just keep looking till i find the titan. Theres no that many big ones
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Krewzur
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Post by Krewzur » Tue, 10. Feb 09, 02:13

right i was looking through the x2 forums and found this:
http://forum.egosoft.com/viewtopic.php?t=50079

It turns out theres not just one body file...... there's 9!!!!!

00803.bod - Argon M2 - front part
00804.bod - Argon M2 - middle part
00805.bod - Argon M2 - ring part
00806.bod - Argon M2 - Bridge
00807.bod - Argon M2 - Rear Part (the X-part)
00808.bod - Argon M2 - Thruster
00809.bod - Argon M2 - ring part-inner part
00810.bod - Argon M2 - Sensor Array
00811.bod - Argon M2 - radar dish
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Sir Squallus
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Post by Sir Squallus » Tue, 10. Feb 09, 02:46

so it can made to work :?:

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Sir Squallus
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Post by Sir Squallus » Tue, 10. Feb 09, 02:53

after reading the topic only one question, is it needet to take all bodyparts to one body for use in TC?

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Krewzur
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Post by Krewzur » Tue, 10. Feb 09, 03:00

Sir Squallus wrote:so it can made to work :?:
made to work?......... I JUST GOT IT WORKIN NOW DUDE!!!!!! :D


[ external image ]

They solution suggested by killerog didn't work, but he was right in that the problem was the lack of a body file. I had to take all the parts (9 in total) and simply put them in the TC directory!! :D
Sir Squallus wrote:after reading the topic only one question, is it needet to take all bodyparts to one body for use in TC?
No, you just need to put the parts in the right folder namely: X3 Terran Conflict\objects\v\

All that is left to do is sort out cockpit locations because their all in the center of the model and than i'll need to add internal docking at the rear!!

And than she's done!!
Last edited by Krewzur on Tue, 10. Feb 09, 16:48, edited 1 time in total.
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killerog
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Post by killerog » Tue, 10. Feb 09, 03:03

good to know you got it working (and yay is was rightist lol).
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Sir Squallus
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Post by Sir Squallus » Tue, 10. Feb 09, 03:11

PLEASE send me Dl link when finish
AND please allow me to use the ships in my mod
THANKS for this work
YOU are my hero
REALY nice work
A wonderfull moment to see the old Titan
GOOD that i can see that in this live again
:lol:

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Post by CBJ » Tue, 10. Feb 09, 11:50

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.

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TERRAN-CONFLICTOR
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Post by TERRAN-CONFLICTOR » Tue, 10. Feb 09, 12:24

amurph0 wrote:
Sir Squallus wrote:so it can made to work :?:
made to work?......... I JUST GOT IT WORKIN NOW DUDE!!!!!! :D


http://img18.imageshack.us/img18/2098/t ... ingmc8.jpg

{oversized image replaced with link - CBJ}

They solution suggested by killerog didn't work, but he was right in that the problem was the lack of a body file. I had to take all the parts (9 in total) and simply put them in the TC directory!! :D
Sir Squallus wrote:after reading the topic only one question, is it needet to take all bodyparts to one body for use in TC?
No, you just need to put the parts in the right folder namely: X3 Terran Conflict\objects\v\

All that is left to do is sort out cockpit locations because their all in the center of the model and than i'll need to add internal docking at the rear!!

And than she's done!!
Good show on getting her in to the game.

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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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