3D Models and Stats Viewer version 2.0.3.1 (released 25th June 2010)

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

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exogenesis
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Post by exogenesis » Thu, 12. Feb 09, 09:26

OK, let me think about this & see if I can get something sorted.


Got the Nova-X working, very nice ship model.

Testing pointed out an assumption about cat file-compression,
ES's TC files need special handling, but of course player-packed files
can optionally follow the 'normal' X3:R packing method.

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TERRAN-CONFLICTOR
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Post by TERRAN-CONFLICTOR » Thu, 12. Feb 09, 12:01

The model is from Rougey's Mod, I claim no credit for the model just porting it to X3 TC :oops:
"The truth is told by whoever is left standing." -- Tom Zarek

sun_flear
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x3tc

Post by sun_flear » Thu, 12. Feb 09, 14:18

QUESTION if i want to make some changes to the 3D model how can i load it in MAYA or 3DX MAX if at all possible or legal??

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TERRAN-CONFLICTOR
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Post by TERRAN-CONFLICTOR » Thu, 12. Feb 09, 14:25

You'll need to go to Doubleshadows website and download "Dbox"

http://www.doubleshadow.wz.cz/dbox/index.php

All other files accociated are there also. I assume it's legal, look at all the mods.
"The truth is told by whoever is left standing." -- Tom Zarek

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mostlikely
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Post by mostlikely » Thu, 12. Feb 09, 21:03

I'm using vista 64bit.

X3:R works ok.

X3TC crashes on load.

-I tried pretty much all compability modes I can think of, start as administrator, install as admin. ect.
-I tried removing all cat/dat files from my X3TC directory except 1.cat/dat
it loads a litle more but still crashes.
-I have no mods installed.
-I tried diagnostic mode, but that doesn't matter as far as I can tell.. no log is created or anything.

When it crashes it looks a bit like this:
http://img291.imageshack.us/img291/6186/errormsgfu6.jpg
That is not my screenshot but it's the same error as I have.

amtct
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Post by amtct » Thu, 12. Feb 09, 21:33

mostlikely wrote:I'm using vista 64bit.

X3:R works ok.

X3TC crashes on load.

-I tried pretty much all compability modes I can think of, start as administrator, install as admin. ect.
-I tried removing all cat/dat files from my X3TC directory except 1.cat/dat
it loads a litle more but still crashes.
-I have no mods installed.
-I tried diagnostic mode, but that doesn't matter as far as I can tell.. no log is created or anything.

When it crashes it looks a bit like this:
http://img291.imageshack.us/img291/6186/errormsgfu6.jpg
That is not my screenshot but it's the same error as I have.

Don't worry ,the problem will be solved by Microsoft :lol:

exogenesis
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Post by exogenesis » Thu, 12. Feb 09, 23:26

It's possible its nothing to do with OS, there's at least one user with no mods
that the viewer works OK for with Vista64 (see the X-Universe forum).

It's crashing too early-on for the diagnostic info (shown on-screen) to kick-in,
which is mainly info for when loading TShips etc - perhaps I'd better put some earlier-stage diagnostics in.

I'm changing a few things for an version update over the next few days,

best StarTrek 'puter voice : Working......

StormMagi
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Post by StormMagi » Mon, 16. Feb 09, 02:12

I select my X3TC folder then when I start it up it crashes with and without mod files installed.

exogenesis
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Post by exogenesis » Mon, 16. Feb 09, 02:42

Could you try v2.0.0.2 at
http://forum.egosoft.com/viewtopic.php? ... 92#2765992

No new features,
but quicker loading & should be better at loading mods.

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Idea
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Post by Idea » Mon, 16. Feb 09, 10:44

exogenesis thanks for this program :)
New version works fine, and it looks GREAT.Thanks again.

Edit:Could you update the name of the thread to v2.0.0.2 so people could know.Thanks

exogenesis
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Post by exogenesis » Mon, 16. Feb 09, 14:38

Updated the thread name,
that's a relief it works, presumably you've got mods?

Is it OK for everyone/anyone else ?

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TERRAN-CONFLICTOR
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Post by TERRAN-CONFLICTOR » Mon, 16. Feb 09, 15:13

exogenesis wrote:Updated the thread name,
that's a relief it works, presumably you've got mods?

Is it OK for everyone/anyone else ?

No mods, just the plugin manager stuff


[ external image ]
"The truth is told by whoever is left standing." -- Tom Zarek

Logain Abler
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Post by Logain Abler » Mon, 16. Feb 09, 19:07

Pure brilliance :!: This is a must have tool for anyone modding X3:TC :D

Great work

LA

exogenesis
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Post by exogenesis » Mon, 16. Feb 09, 20:00

TERRAN-CONFLICTOR
I can load your NovaX, & the 07 whether in \mods or in the root directory.
What other non-vanilla files have you got?

Logain Abler
Thanks - every positive feedback gives me more confidence in my code :)


Think I'll add an automatic 'crash dump' system, so that if someone gets a crash
they can post up the .dmp file (probably 2 to 3 megs in size),
which will give me exact crash-point & variables info.

draffutt
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Post by draffutt » Mon, 16. Feb 09, 21:47

Aside from the random "an invalid argument was encounterd" and a glitch.
(vista 64bit user here)

this program is a must have!! especially if you plan on modding.
i really like the ability to have more then one viewing window open. its awesome to say the least

future request when you are able and you so choose:

ability to reload game data without having to restart (i removed a cat/dat i created (there was a glitch with it. viewer showed the turrents pointing straight back but the ingame model the turrents were pointing straight up.) and when i attempted to reload viewer complained it could not find the cat/dat)

ability to close all active windows (if there is more then one opened)

ability to save all know locations of the x games and simply choose that directory to load from

but anyways thanks for releasing this awesome program. :D
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes

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mostlikely
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Post by mostlikely » Mon, 16. Feb 09, 22:30

mostlikely wrote: -I tried pretty much all compability modes I can think of, start as administrator, install as admin. ect.
-I tried removing all cat/dat files from my X3TC directory except 1.cat/dat
it loads a litle more but still crashes.
-I have no mods installed.
-I tried diagnostic mode, but that doesn't matter as far as I can tell.. no log is created or anything.
For version 2.0.0.2 X3TC without mods works for me now.. thanks.. ;)

exogenesis
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Post by exogenesis » Mon, 16. Feb 09, 23:17

cheers draffutt,
you should be able to re-load from menu option : File\Change X Game Path
& choose the same directory as currently being used.
The 'trash can' icon at the right end of the toolbar closes all open model-view windows.
A 'most recently used' list of X game dirs would be a good idea :), (can't think why I didn't)
Cache-ing of all X-game dirs on disc(s) could be done, but the disc-search might take a while.



mostlikely : good to hear,
are you also saying that it doesn't work with mods, for you?

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TERRAN-CONFLICTOR
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Post by TERRAN-CONFLICTOR » Tue, 17. Feb 09, 08:08

@ exogenesis

:oops: My bad...:o

I had my X3R .exe in the directory for my modding purposes. I remove it and it works a charm... :roll:
"The truth is told by whoever is left standing." -- Tom Zarek

exogenesis
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Post by exogenesis » Wed, 18. Feb 09, 02:56

OK T-C, glad that's sorted :)

------------------------------------------------------------------------

Replying to Draffutt from:
http://forum.egosoft.com/viewtopic.php? ... 60#2777560

I think that's the most detailed report ever...
I'm replying in the S&M forum thread cos it's mostly about some mods you've made:
here is an object floating in space in front of the ka'ak ship in game:
now here it is in the viewer. as you can see instead of it floating in space; its inside the frame of the ship. (that is where i found the object)
er..why would you mod it's position to there?,
anyway the viewer gets the pos from the scene file, so it should be the show same,
perhaps you could upload this mod so I can see for myself?
(different bug?) and another here is a xenon turret floating in space:
and here in viewer you can see its attached to the hull supposely:
same as above really.
and also using this image as an example. (the original glitch) related even thou the viewer show the turrets pointing forward in my game they were pointing straight up
this reminds me of the original X3:R 'bigturret2_dummy' scene problem (problem for me), in that the specified firing direction of guns in the substitute scene
(e.g. 'bigturret_rightweapon') was horizontal, not vertical, which looked poor, so I hardcoded the 90 degree rotation.
However this has been 'fixed' in X3:TC so I'm surprised it's a problem for you (or are you modding X3:R ?, or using X3:R's dummy scene files ?)
these are all changes i made. it almost as if for the turrets it reading the original location/position data instead of the player updated. for the first bug it appears there is a value switched somewhere.
Can't comment unless I can test your actual changes...
would it be possible to have viewer remember its window position in a future update for those of use with 2 or more monitors?
I use the viewer with 2 monitors, i.e. one viewer in each monitor - but then that's viewer dev, not modding usage,
I take it you would like the viewer to show on the last used monitor?, it's certainly easy to store the last position in the registry,
but this could fall foul of any screen resolution changes you made.
Maybe a '1st / 2nd' monitor sticky setting would be better - although that could also go wrong if you remove one monitor - I'll have a look.
[bug] with a ka'ak ship opened in view and show weapon beams active. when mousing over a kyon base weapon doesn't cause the greenish beam to flash blue on screen.
Can't comment unless I can test your actual changes, sounds like a TShips problem of some sort.
also can you change the color for missile launchers (for the M8 class at least?) since that is the primary weapon.
The fragmentation bomb launcher that presumably defines if an M8's rear turret is a 'missile launcher' rather than an 'ordinary' turret,
is present in the Viper, Hades & Perigrine, but not in the Gladiator or Marlin.
Is that what you mean by 'missile launcher', cos they all can fire Tomahawk Heavy missiles,
if this is what you mean then why make a special case for one weapon type? (also I might have run out of colours :P)

StormMagi
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Post by StormMagi » Wed, 18. Feb 09, 06:32

Latest version works fine for me now, much appreciated!

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