Modelling questions

The place to discuss scripting and game modifications for X Rebirth.

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42parsec
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Joined: Sat, 17. May 14, 16:42

Post by 42parsec »

UniTrader wrote: abg-rotation-values
i never heard of that before ... how do i use those ?
killerog
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Post by killerog »

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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UniTrader
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Post by UniTrader »

from the component.xsd i have:

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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>
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..
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 ;)
42parsec
Posts: 34
Joined: Sat, 17. May 14, 16:42

Post by 42parsec »

The syntax with

Code: Select all

<replace sel="//waypoints/waypoint[@name='XU_Waypoint01']/@x">0</replace>
works like a charm :D 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

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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>
 
are standing on the same height level .. but still they have COMPLETELY different values on the <position y="value">

WHY?
42parsec
Posts: 34
Joined: Sat, 17. May 14, 16:42

Post by 42parsec »

Where did you find those definitions UniTrader ?! ive looked for that file but i was unable to find it ...



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.
could you PLEASE ... for the love of ..... bala gi ... hand the info you have to me?! :D

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 ..
UniTrader
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Post by UniTrader »

Where did you find those definitions UniTrader ?! ive looked for that file but i was unable to find it ...
brammie has generated the components.xsd from the Game files iirc, but you can find it in my ModTools-Collection, too ;)
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?
Units are iirc always meters, no matter where. player is iirc about 1.8m high.

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 ;)
42parsec
Posts: 34
Joined: Sat, 17. May 14, 16:42

Post by 42parsec »

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

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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>
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

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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] ======================================
have i missed something? i named the cat ext_01.cat ..
UniTrader
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Post by UniTrader »

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 :D
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 ;)
42parsec
Posts: 34
Joined: Sat, 17. May 14, 16:42

Post by 42parsec »

bill ... is that bill?! noo !!! :o IT'S JEBEDIAH !! Praise him!!! :D

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 ?!
42parsec
Posts: 34
Joined: Sat, 17. May 14, 16:42

Post by 42parsec »

do you may also have an answer regarding my former question? i really cant get my head around why the game refuses to load the meshes from the cat that ive provided it with ...
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
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Post by killerog »

42parsec wrote:
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.
could you PLEASE ... for the love of ..... bala gi ... hand the info you have to me?! :D
Ill see if I can dig it up. Between that and UniTrader's unreleased mod hopefully it can be figured out.
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killerog
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Post by killerog »

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.
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