i never heard of that before ... how do i use those ?UniTrader wrote: abg-rotation-values
Modelling questions
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from the component.xsd i have:
and sorry, i was (again) mistaken, in real code it is <rotation yaw="0" pitch="0" roll="0" /> - i should get into modding again, sadly dont have the motivation for that after work..
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<xs:complexType name="offsetType">
<xs:choice minOccurs="0" maxOccurs="unbounded">
<xs:element name="position" type="vec3DType" />
<xs:element name="rotation" type="rotationType" />
<xs:element name="quaternion" type="quaternionType" />
</xs:choice>
</xs:complexType>
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<xs:complexType name="rotationType">
<xs:attribute name="yaw" type="xs:float" use="required" />
<xs:attribute name="pitch" type="xs:float" use="required" />
<xs:attribute name="roll" type="xs:float" use="required" />
</xs:complexType>
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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- Joined: Sat, 17. May 14, 16:42
The syntax with
works like a charm
ive been able to spawn the player on the platform now instead of floating around in the middle of nowhere..
now i just have to understand the coordinate system that ego is using so i can actually move the npcs to more appropriate positions ...
I mean ... i really dont get it ..... those NPCs
are standing on the same height level .. but still they have COMPLETELY different values on the <position y="value">
WHY?
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<replace sel="//waypoints/waypoint[@name='XU_Waypoint01']/@x">0</replace>

now i just have to understand the coordinate system that ego is using so i can actually move the npcs to more appropriate positions ...
I mean ... i really dont get it ..... those NPCs
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<?xml version="1.0"?>
<components>
<component name="interiors_rooms_dockingbay_repairdock" class="dockingbay">
<connections>
<connection name="Con_npc_crouch_01" tags="npc crouch">
<offset>
<position x="6.58038" y="2.183068E-02" z="-8.260416"/>
<quaternion qx="-1.888606E-08" qy="0.9217615" qz="5.245708E-09" qw="-0.3877573"/>
</offset>
</connection>
<connection name="Con_npc0_stand_02" tags="npc stand engineer">
<offset>
<position x="-1.239682" y="-1.476705E-03" z="-0.205711"/>
<quaternion qx="-2.15515E-08" qy="0.9659258" qz="1.161508E-08" qw="0.2588191"/>
</offset>
</connection>
<connection name="Con_npc0_stand_01" tags="npc stand">
<offset>
<position x="-10.51626" y="-1.431704E-03" z="4.06802"/>
<quaternion qx="1.035442E-08" qy="0.5709782" qz="2.412081E-08" qw="-0.8209652"/>
</offset>
</connection>
<connection name="con_npc_leanwall_03" tags="npc ">
<offset>
<position x="12.56145" y="2.287364E-02" z="2.784738"/>
</offset>
</connection>
</connections>
</components>
WHY?
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Where did you find those definitions UniTrader ?! ive looked for that file but i was unable to find it ...
I really want to see a cozy bridge when i dock at my capships some day -- i love the concept of being docked and telling my crew what to do ... thats a part of the game which i was looking forward to a long time and its a freakin shame that ego didnt pull more out of that feature as it is a core part of rebirth that no other x game had until now and what are they making out of it? a fuggly repair dock ... the same on every darned ship which you dock on .... thats a guideline to "how you cut your own flesh by not presenting the most imaginative and refreshing part of the newest game that youve developed in your series".... maybe someone could also help me in finding the node where i can define which worldspace should be loaded when you dock on say a "titurel" or an "arawn" and also give me a short intro into defining whole new worldspaces .... it should be possible (for the start) to have its own copy of the standard port for each ship ..
could you PLEASE ... for the love of ..... bala gi ... hand the info you have to me?!killerog wrote:Well you can get a new model in the game as I did, but I have only been able to do it once and that was months ago. Did start writing a tut but never finished it. So it can be done if you are feeling up to playing around.

I really want to see a cozy bridge when i dock at my capships some day -- i love the concept of being docked and telling my crew what to do ... thats a part of the game which i was looking forward to a long time and its a freakin shame that ego didnt pull more out of that feature as it is a core part of rebirth that no other x game had until now and what are they making out of it? a fuggly repair dock ... the same on every darned ship which you dock on .... thats a guideline to "how you cut your own flesh by not presenting the most imaginative and refreshing part of the newest game that youve developed in your series".... maybe someone could also help me in finding the node where i can define which worldspace should be loaded when you dock on say a "titurel" or an "arawn" and also give me a short intro into defining whole new worldspaces .... it should be possible (for the start) to have its own copy of the standard port for each ship ..
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brammie has generated the components.xsd from the Game files iirc, but you can find it in my ModTools-Collection, tooWhere did you find those definitions UniTrader ?! ive looked for that file but i was unable to find it ...

Units are iirc always meters, no matter where. player is iirc about 1.8m high.now i just have to understand the coordinate system that ego is using so i can actually move the npcs to more appropriate positions ...
I mean ... i really dont get it ..... those NPCs
………
are standing on the same height level .. but still they have COMPLETELY different values on the <position y="value">
WHY?
the "completely diffrent Vaues" are not that diffrent, just in the range of centimeters (2.183068E-02 = 0,0218…, -1.431704E-03 = 0,00143… and 2.287364E-02 = 0,0228… ) --> http://en.wikipedia.org/wiki/Scientific ... E_notation

if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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- Joined: Sat, 17. May 14, 16:42
Thanks ppl for all the help that youve provided me with so far 
but i have nother one of those pesky questions ...
I have done
Then ive copied the parts mesh and collision xmf files into my mod folder(paths respected) and made a cat out of it ...
now i get
have i missed something? i named the cat ext_01.cat ..

but i have nother one of those pesky questions ...
I have done
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<add sel="//connections">
<connection name="Connection08" tags="part ">
<offset>
<position x="4" y="2" z="-2"/>
</offset>
<parts>
<part name="part_anark_em">
<lods>
<lod index="0">
<materials>
<material id="1" ref="rendertarget.cockpit_eventmonitor"/>
</materials>
</lod>
</lods>
<size>
<max x="0.1618602" y="0.1112658" z="2.099108E-05"/>
<center x="4" y="2" z="-2"/>
</size>
</part>
</parts>
<waypoints/>
</connection>
</add>
now i get
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[General] ======================================
[=ERROR=] [Geometry::RequestCollisionMeshFilePtr] collisionMeshFile handle for geometry assets\interiors\rooms\\interiors_rooms_dockingbay_repairdock_data is invalid, returning NULL!
[General] ======================================
[General] ======================================
[=ERROR=] [Mesh::Mesh] could not find a valid meshsource for mesh assets\interiors\rooms\\interiors_rooms_dockingbay_repairdock_data\part_anark_em-lod0.xmf!
[General] ======================================
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i have a Mod at home which adds an "foreign" Object to the Model of the Skunk, although not released yet.. but will do when i arrive at home in my Micro-Mod-Topic (since its something small) - you may dissect it to understand how it works then
here a small preview what it does 


if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

-
- Posts: 34
- Joined: Sat, 17. May 14, 16:42
bill ... is that bill?! noo !!!UniTrader wrote: here a small preview what it does


i must have this mod !!!
im pretty shure that it could make many people happy if you put that on the workshop
could you may do a tiny little tutorial ... just to understand how you achieved to patch the "foreigner" in ?!
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Ill see if I can dig it up. Between that and UniTrader's unreleased mod hopefully it can be figured out.42parsec wrote:could you PLEASE ... for the love of ..... bala gi ... hand the info you have to me?!killerog wrote:Well you can get a new model in the game as I did, but I have only been able to do it once and that was months ago. Did start writing a tut but never finished it. So it can be done if you are feeling up to playing around.![]()

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Heres a link to it http://sbmod.co.uk/Mod_Downloads/XRebirth-ShipTut.docx
No promises that any of it is correct finished or that it wont cause you pc to set fire to your house and local water supply.
No promises that any of it is correct finished or that it wont cause you pc to set fire to your house and local water supply.
