3D Models and Stats Viewer : Version 2.0.3.2 (12th Dec 2010)
Moderator: Moderators for English X Forum
this program consistently crashes when attempting to load/scan the game data. it loads up until the naval shuffle complex cleaner.cat and then times out. this happens every time i attempt to start the program. any idea what the problem is?
i did direct the program to the proper x3tc folder.
i did direct the program to the proper x3tc folder.
SeagateBarracuda320GB 7200 SATA
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LIANLI PC-7B plus II MidTower
EVGA GeForce8800GTX 768MB
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EVGAnforce SLI 680imobo
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OK, was caused by an xml parsing 'fallibility', here's an interim version, should work,
see an interesting set of stats changes there, every ship ?!
http://www.exogenesis.co.uk/XModels3DViewer_2.0.1.6.exe
This is the viewer exe only, rename it to XModels3DViewer.exe if you like,
probably needs to be put in the location previously installed to.
(thanks to draffutt for other testing, without which this wouldn't have
been working for certain mods again/yet - still working on the other stuff)
see an interesting set of stats changes there, every ship ?!
http://www.exogenesis.co.uk/XModels3DViewer_2.0.1.6.exe
This is the viewer exe only, rename it to XModels3DViewer.exe if you like,
probably needs to be put in the location previously installed to.
(thanks to draffutt for other testing, without which this wouldn't have
been working for certain mods again/yet - still working on the other stuff)
- Alex Corvis
- Posts: 1365
- Joined: Fri, 29. Dec 06, 21:30
Since a while I'm using Cadius' Xtra Ship pack. But when I now use the model viewer most of the new ships are not displayed. Maybe it is because of the non-default directory of these ships (objects\ships\Cadius\...)? And another thing: when I install the Ship Rebalance Mod (SRM), which contains Cadius' mod, then the ships are displayed as they should be.
An there are new turrets for the terran ships. InGame they look as they should, but in the viewer these turrets look as big as a M6, maybe even bigger.
And the last thing: Cadius' ships (those which are displayed) seem to flicker in both versions, the SRM and the original from Cadius. So I guess that's a problem of the ships and not of the viewer?
So I want to ask you whether these problems are caused by the mod or by the viewer. I also tried to reinstall the viewer but it didn't help.
Greetings, A. Corvis
An there are new turrets for the terran ships. InGame they look as they should, but in the viewer these turrets look as big as a M6, maybe even bigger.
And the last thing: Cadius' ships (those which are displayed) seem to flicker in both versions, the SRM and the original from Cadius. So I guess that's a problem of the ships and not of the viewer?
So I want to ask you whether these problems are caused by the mod or by the viewer. I also tried to reinstall the viewer but it didn't help.
Greetings, A. Corvis
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I see the texture flicker on some ships, e.g. the Aomori M7M, think it's to do with special
'layers' in the ship scene/model (in combination of how the viewer renders things).
If you load just the Aomori hull model part it doesn't flicker,
load the 'safety_net' model that looks like a hull skin & you see no flicker either.
But in combination these two models (with very close or co-incident surfaces) cause flicker (in the viewer).
[ external image ]
Mind you, there seems to be a slight 'disconnect' in the up & down turrets there - will have a look at that.
I think that how big 'huge turrets' are supposed to be, isn't it ?
I haven't compared them in-game to check though.
[ external image ]
Don't get why you can see the ships in one mod & the not the same ships in a different mod,
objects/ships/<anything> is fine, as long as the scene file paths is correct in tships,
at least afaik.
I see all the ships here, when testing the XtraShips pack (which is quite impressive set, I have to say).
'layers' in the ship scene/model (in combination of how the viewer renders things).
If you load just the Aomori hull model part it doesn't flicker,
load the 'safety_net' model that looks like a hull skin & you see no flicker either.
But in combination these two models (with very close or co-incident surfaces) cause flicker (in the viewer).
[ external image ]
Mind you, there seems to be a slight 'disconnect' in the up & down turrets there - will have a look at that.
I think that how big 'huge turrets' are supposed to be, isn't it ?
I haven't compared them in-game to check though.
[ external image ]
Don't get why you can see the ships in one mod & the not the same ships in a different mod,
objects/ships/<anything> is fine, as long as the scene file paths is correct in tships,
at least afaik.
I see all the ships here, when testing the XtraShips pack (which is quite impressive set, I have to say).
- Alex Corvis
- Posts: 1365
- Joined: Fri, 29. Dec 06, 21:30
OK, maybe I should reinstall the mod or the game (or both). But I'll post some screens of the turrets on an Aegir with strange huge turrets when I'm at home again.
The disconnect between the turrets and the ships is problem with the ships. Cadius once said he's cheating the game so that the turrets are shown at the right place InGame although they actually are in a slightly different position. Or something like that.
Greetings, A. Corvis
The disconnect between the turrets and the ships is problem with the ships. Cadius once said he's cheating the game so that the turrets are shown at the right place InGame although they actually are in a slightly different position. Or something like that.
Greetings, A. Corvis
- Alex Corvis
- Posts: 1365
- Joined: Fri, 29. Dec 06, 21:30
So here are the pictures:
The menu of the Viewer:as you can see there are only two ship (Proteus and Kvasir) where should be many more.
Then here we have an Aegir with what I call big turrets and a Tyr with big turrets
Greetings, A. Corvis
The menu of the Viewer:as you can see there are only two ship (Proteus and Kvasir) where should be many more.
Then here we have an Aegir with what I call big turrets and a Tyr with big turrets
Greetings, A. Corvis
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- Joined: Sun, 9. Sep 07, 15:39
Very odd, this is what I get with just xtra_shippack.cat/.dat in \mods dir:
http://www.exogenesis.co.uk/XtraShips_T ... vs_Mod.jpg
I see you're up to 14.cat in main dir + at least one .cat in \mods,
maybe there's some sort of conflict of ship-pack versions going on,
& a partial tships set for the pack in one or the other ?
btw, if we need to go much further with details I think we'd better
carry on in the S&M X3:TC model-viewer thread:
http://forum.egosoft.com/viewtopic.php? ... 40#2766040
http://www.exogenesis.co.uk/XtraShips_T ... vs_Mod.jpg
I see you're up to 14.cat in main dir + at least one .cat in \mods,
maybe there's some sort of conflict of ship-pack versions going on,
& a partial tships set for the pack in one or the other ?
btw, if we need to go much further with details I think we'd better
carry on in the S&M X3:TC model-viewer thread:
http://forum.egosoft.com/viewtopic.php? ... 40#2766040
- Alex Corvis
- Posts: 1365
- Joined: Fri, 29. Dec 06, 21:30
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A small fraction of the file count, but >50% of the total file size is needed for full functionality:
full TC install (no mods or backup files) :
Total Files Listed: 895 File(s) 8,433,881,235 bytes
min files needed for viewer to work:
Total Files Listed: 30 File(s) 4,651,618,269 bytes
The file list seems to be :
all the .dat/cat files (currently 24 files)
X3TC.exe (can be a dummy file with this name)
lang.dat
mov\00001.dat
mov\00044.pck
mov\00144.dat
t\0002.pck
All files above with '44' in them are for English, if you want other languages you need other files,
e.g. the '49' ones for German, & then the text file lang.dat would need to contain 49 instead of 44
(or use the 'change language' in the viewer).
Anyway, not sure why you want to do this since you need >50% of the disc space & the files can
only be got from an installation anyway, so not sure what you looking to do exactly...
full TC install (no mods or backup files) :
Total Files Listed: 895 File(s) 8,433,881,235 bytes
min files needed for viewer to work:
Total Files Listed: 30 File(s) 4,651,618,269 bytes
The file list seems to be :
all the .dat/cat files (currently 24 files)
X3TC.exe (can be a dummy file with this name)
lang.dat
mov\00001.dat
mov\00044.pck
mov\00144.dat
t\0002.pck
All files above with '44' in them are for English, if you want other languages you need other files,
e.g. the '49' ones for German, & then the text file lang.dat would need to contain 49 instead of 44
(or use the 'change language' in the viewer).
Anyway, not sure why you want to do this since you need >50% of the disc space & the files can
only be got from an installation anyway, so not sure what you looking to do exactly...
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linux wine X3 models viewer
basically it crashes as soon as the program loads
https://mail.google.com/mail/?ui=2&ik=2 ... &disp=attd
https://mail.google.com/mail/?ui=2&ik=2 ... &disp=attd
https://mail.google.com/mail/?ui=2&ik=2 ... &disp=attd
https://mail.google.com/mail/?ui=2&ik=2 ... &disp=attd
https://mail.google.com/mail/?ui=2&ik=2 ... &disp=attd
https://mail.google.com/mail/?ui=2&ik=2 ... &disp=attd
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- Joined: Sun, 9. Sep 07, 15:39
Almost went as far as installing a Linux (Ubuntu flavour) + WinE,
but stopped cos I can't see any likely way to get MSVisualStudio
compiler/debugger to work within that environment.
So although the dmp files are showing when/what crashed,
(running MSVisStudio debugger under Windows),
I can't run a debug session of the viewer under Linux to find what's wrong.
This incompatibility (?) crash is most likely to be solved by a Linux version of the viewer,
but can't see me doing that atm, sorry...
but stopped cos I can't see any likely way to get MSVisualStudio
compiler/debugger to work within that environment.
So although the dmp files are showing when/what crashed,
(running MSVisStudio debugger under Windows),
I can't run a debug session of the viewer under Linux to find what's wrong.
This incompatibility (?) crash is most likely to be solved by a Linux version of the viewer,
but can't see me doing that atm, sorry...
Hm. The app won't load. It shows the loading screen, but hangs.
Compatible with Windows 7?
Edit: No .dmp file was created.
Edit: I got it to work, but I had to strip everything except the required files going by your guide:
all the .dat/cat files (currently 24 files)
X3TC.exe (can be a dummy file with this name)
lang.dat
mov\00001.dat
mov\00044.pck
mov\00144.dat
t\0002.pck
Compatible with Windows 7?
Edit: No .dmp file was created.
Edit: I got it to work, but I had to strip everything except the required files going by your guide:
all the .dat/cat files (currently 24 files)
X3TC.exe (can be a dummy file with this name)
lang.dat
mov\00001.dat
mov\00044.pck
mov\00144.dat
t\0002.pck