Modding X Rebirth (Mod SDK Questions)
Moderator: Moderators for English X Forum
-
- Posts: 9
- Joined: Thu, 8. Aug 13, 20:30
Modding X Rebirth (Mod SDK Questions)
Hey,
I am fairly new to the X Series. Even though that I own the games on steam just never played them really.
I am curious about the mod tools for X Rebirth and supported file formats used to make the game.
I know that the game is not out yet however. I am curious.
Ok, so here are my questions -
(1.) Will the X Rebirth Mod SDK be an separate application or a Integrated inside of X Rebirth?
(2.) What 3D file formats were used to make X Rebirth? (.DAE? .FBX? .X? etc.)
(3.) To what degree will we be able to modify X Rebirth? Just small addons or Total Conversions?
I am very much looking forward to the release of X-Rebirth and its mod tools.
Thank you Egosoft for making a very awesome game!
- HeadClot88
I am fairly new to the X Series. Even though that I own the games on steam just never played them really.
I am curious about the mod tools for X Rebirth and supported file formats used to make the game.
I know that the game is not out yet however. I am curious.
Ok, so here are my questions -
(1.) Will the X Rebirth Mod SDK be an separate application or a Integrated inside of X Rebirth?
(2.) What 3D file formats were used to make X Rebirth? (.DAE? .FBX? .X? etc.)
(3.) To what degree will we be able to modify X Rebirth? Just small addons or Total Conversions?
I am very much looking forward to the release of X-Rebirth and its mod tools.
Thank you Egosoft for making a very awesome game!
- HeadClot88
-
- Posts: 208
- Joined: Sat, 29. Apr 06, 16:53
-
- EGOSOFT
- Posts: 54299
- Joined: Tue, 29. Apr 03, 00:56
1. No "SDK" as such. Modding will be all about adding and modifying files.
2. We use DAE files as an intermediate format but the files are then run through a converter for use in the game. Making that conversion available to modders is something we'll need to consider.
3. You should be able to make pretty big modifications, more so than in previous games as more elements and functionality will be in modifiable files.
Oh, and no in-game script editor. Think MD rather than SE for scripting.
2. We use DAE files as an intermediate format but the files are then run through a converter for use in the game. Making that conversion available to modders is something we'll need to consider.
3. You should be able to make pretty big modifications, more so than in previous games as more elements and functionality will be in modifiable files.
Oh, and no in-game script editor. Think MD rather than SE for scripting.

-
- Posts: 9
- Joined: Thu, 8. Aug 13, 20:30
Hey CBJ thank you for the replyCBJ wrote:1. No "SDK" as such. Modding will be all about adding and modifying files.
2. We use DAE files as an intermediate format but the files are then run through a converter for use in the game. Making that conversion available to modders is something we'll need to consider.
3. You should be able to make pretty big modifications, more so than in previous games as more elements and functionality will be in modifiable files.
Oh, and no in-game script editor. Think MD rather than SE for scripting.

Just curious. Will there be a map editor for quickly editing sectors?
I am currently planning my own mod for Rebirth and a Map editor would be really helpful for me as well as others
I am more or less a visual person.

Also what language should we expect to use for script editing?
AngelScript? LUA? LOLcode? or a proprietary scripting language?
-
- EGOSOFT
- Posts: 54299
- Joined: Tue, 29. Apr 03, 00:56
There isn't currently a "map editor" as such, or at least not one that is in a form modders could use. However the map is defined in much the same way as any other on-game object, so it's not so very difficult to change things.
File formats are mainly XML (apart from the converted files previously mentioned) based on our own schemas. Scripts have an MD-like syntax with the exact vocabulary depending on the type of script. We also use LUA for certain purposes.
File formats are mainly XML (apart from the converted files previously mentioned) based on our own schemas. Scripts have an MD-like syntax with the exact vocabulary depending on the type of script. We also use LUA for certain purposes.
-
- Posts: 9
- Joined: Thu, 8. Aug 13, 20:30
Alright you might need to get technical on me as I have no Idea what MD is let alone what it stands for.CBJ wrote:There isn't currently a "map editor" as such, or at least not one that is in a form modders could use. However the map is defined in much the same way as any other on-game object, so it's not so very difficult to change things.
File formats are mainly XML (apart from the converted files previously mentioned) based on our own schemas. Scripts have an MD-like syntax with the exact vocabulary depending on the type of script. We also use LUA for certain purposes.
-
- EGOSOFT
- Posts: 54299
- Joined: Tue, 29. Apr 03, 00:56
MD stands for Mission Director. It's the mission scripting system that we developed towards the end of X3R and introduced properly in X3TC and X3AP. A similar system exists in XR following a similar structure and syntax, but with fairly significant differences because of the completely different game engine and universe structure of the new game. XR also uses a similar system for other types of scripting, such as flight control and AI.
-
- Posts: 9
- Joined: Thu, 8. Aug 13, 20:30
Ah ok, I understand now.CBJ wrote:MD stands for Mission Director. It's the mission scripting system that we developed towards the end of X3R and introduced properly in X3TC and X3AP. A similar system exists in XR following a similar structure and syntax, but with fairly significant differences because of the completely different game engine and universe structure of the new game. XR also uses a similar system for other types of scripting, such as flight control and AI.
Thank you for the clarification.

-
- Posts: 193
- Joined: Tue, 1. May 07, 20:40
-
- Posts: 9378
- Joined: Mon, 29. Dec 08, 20:58
-
- Posts: 46
- Joined: Mon, 5. Aug 13, 07:06
-
- Posts: 5095
- Joined: Tue, 9. Jan 07, 22:04