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| What do you think about this program |
| 5. Execellant |
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77% |
[ 254 ] |
| 4. Good |
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16% |
[ 53 ] |
| 3. Average |
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[ 9 ] |
| 2. Poor |
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| 1. Terrible |
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[ 4 ] |
| Not really my thing |
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[ 4 ] |
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| Total Votes : 326 |
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Cycrow Moderator


Joined: 15 Nov 2004 Posts: 17169 on topic Location: Leamington Spa, England

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Posted: Mon, 22. May 06, 03:41 Post subject: [PROGRAM] Ship Manager - Creator & Installer V1.91 : Update 28/02/2007 |
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=====================
Program: Ship Manager - Creator & Installer
Version: 1.91
Author: Cycrow
=====================
Main Site: www.xpluginmanager.co.uk
Direct Download: Here
=====================
This is a program to allow easy installing of custom ships.
The ship creator is used to create the ship files and import data from existing mods. The creator imports the ships data from the various files created by the X3 Editor, TShips, Dummies, Components and TCockpits.
You will find help and various guides available from the Main Plugin manager site Here
Any problems with installing ships, please post here: http://forum2.egosoft.com/viewtopic.php?t=156359
For more details, please view the main pluginmanager site
The installer can merge multple ships into a single mod and add them onto an existing mod. The program is capable of merging the Tships, Dummies, Components and TCockpits file. The program will also automatically select the newly created mod as the main one to load.
The scripts package that is included with load the created text file, and contains a script to get the id for each ship based on a text id.
| Code: |
$shiptype = call script 'plugin.shipcreator.getship' ID = 'SHIP_ID'
$newShip = create ship $shiptype ....
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This will mean that scripts can gain access to these ships no matter what position in TShips there are.
================================
Credits:
doubleshadow - for his cat and pck libraries
7zip - for their compression
================================
_________________ My Scripts | MY X3TC Scripts | X3 Plugin Manager | Custom Gui
Last edited by Cycrow on Wed, 28. Feb 07, 15:16; edited 54 times in total |
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jensemann

Joined: 06 Mar 2006 Posts: 541 on topic Location: Dannas Chance

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Posted: Mon, 22. May 06, 04:34 Post subject: |
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Damn great work, Cycrow.
Downloaded, but will have a look at it later cause its 4.30am over here and i still need some sleep before work
jensemann
_________________ ob ***modified*** oder nicht - Hauptsache: Spaß!!!
Carrier Fighter Supplies V1.2a deutsch
Carrier Fighter Supplies V1.2a english |
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DarthVain

Joined: 02 Jun 2003 Posts: 544 on topic Location: Unknown Sector

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Posted: Mon, 22. May 06, 08:07 Post subject: |
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Cycrow's magic strikes again 
_________________ Another one bites the dust!!
DarthVain |
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bendyspex
Joined: 13 Apr 2004 Posts: 708 on topic

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Posted: Mon, 22. May 06, 10:17 Post subject: |
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Great . One question though, once the ships are in the game, how do we get to them? Are they placed in a shipyard of the designers choice, or do we have to script them in.
Thanks
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Krim

Joined: 06 Apr 2004 Posts: 77 on topic Location: Denmark

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Posted: Mon, 22. May 06, 12:28 Post subject: |
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Looks simpel to use
but im still looking forward to the readme
Keep up the good work Cycrow 
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Cycrow Moderator


Joined: 15 Nov 2004 Posts: 17169 on topic Location: Leamington Spa, England

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jensemann

Joined: 06 Mar 2006 Posts: 541 on topic Location: Dannas Chance

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Posted: Mon, 22. May 06, 23:56 Post subject: |
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just tried it out. It created a new mod with probably the actualizised tships in there, but couldnt find the ship files in the mod. Where have the data to be to create a ship? Where have the bod files to be. Does the program read the path from the tships line and for parts out of the **_scene.bod?
I actually couldnt bring the ship into the game yet.
Guess i have to wait for a readme.
jensemann
_________________ ob ***modified*** oder nicht - Hauptsache: Spaß!!!
Carrier Fighter Supplies V1.2a deutsch
Carrier Fighter Supplies V1.2a english |
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Cycrow Moderator


Joined: 15 Nov 2004 Posts: 17169 on topic Location: Leamington Spa, England

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Posted: Tue, 23. May 06, 00:14 Post subject: |
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to add the model files you have to goto the "scene" tab and the "other models tab"
the scene tab is to add in the main scene files for the ship and the cockpit, just click on the button on the right to select the file, or drag and drop the file into the edit box.
for any other model files add them into the other models, either by drag and drop into the list, or right click and goto add model.
i am going to make a wizard to import all the models and settings directly for the cat/dat files, but for now you have to do it manually
_________________ My Scripts | MY X3TC Scripts | X3 Plugin Manager | Custom Gui |
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dakega
Joined: 18 Jul 2004 Posts: 23 on topic Location: Houston, TX

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Posted: Tue, 23. May 06, 04:36 Post subject: |
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DAMN YOU CYCROW!!!! I'm definitely going to loose my job now
Excellent Xcellent work!!!!!!!!
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Cycrow Moderator


Joined: 15 Nov 2004 Posts: 17169 on topic Location: Leamington Spa, England

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Posted: Wed, 24. May 06, 04:47 Post subject: |
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Update: 0.60
ok, added the ability to open ship packages into the creator
i will be adding a Wizard to help import a ship from a cat file, with all the models and other files, etc.
any other ideas and suggestions are welcome, especially ways you think that might make it easier to use
_________________ My Scripts | MY X3TC Scripts | X3 Plugin Manager | Custom Gui |
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DarthVain

Joined: 02 Jun 2003 Posts: 544 on topic Location: Unknown Sector

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Posted: Wed, 24. May 06, 05:31 Post subject: |
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How can I suggest anything when u already think of it in advance
But here it goes, Will script installer/packer be integrated also?
Damn great work to say the least 
_________________ Another one bites the dust!!
DarthVain |
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Cycrow Moderator


Joined: 15 Nov 2004 Posts: 17169 on topic Location: Leamington Spa, England

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Cycrow Moderator


Joined: 15 Nov 2004 Posts: 17169 on topic Location: Leamington Spa, England

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Posted: Thu, 25. May 06, 17:05 Post subject: Update 0.70 |
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Updated: 0.70
* Added a wizard to make it easier to import from a ship mod file
* Added enable/disable option for the installed ship
_________________ My Scripts | MY X3TC Scripts | X3 Plugin Manager | Custom Gui |
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Fendalis
Joined: 08 Feb 2004 Posts: 443 on topic

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Posted: Thu, 25. May 06, 21:26 Post subject: |
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Okay, so this is the coolest idea ever!
problem is...how do you get the ships from the creator program to the install program where one can add them to existing mods?
Sorry for being clueless. 
_________________ Welcome to Rev-Co
http://rev-co.net
"If something seems too good to be true it's better to shoot it just in case." |
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Cycrow Moderator


Joined: 15 Nov 2004 Posts: 17169 on topic Location: Leamington Spa, England

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Posted: Thu, 25. May 06, 21:41 Post subject: |
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ok, simply, there is 2 programs.
The creator is used to create the ship itself, by importing data from the mod files to create a single ship. This then saves all the data and models needed into a xsp. Each xsp file is for a single ship.
Then you use the installer to installed them. First set the correct directory for X3, when first loading it will attempt to find where X3 is installed from the registry. The base mod selection is all the mod files that are found in the mods directory for X3. Select which one you can as the base mod, then the installer will join ships onto this mod and merge the 2 into a new mod.
to install any ships, you can either, double click the xsp file in explorer to laod it into the installer, drag and drop the file into the installed ship list, or goto the install button and select the file. When you close the program, the new mod will be created and selected ready for use
_________________ My Scripts | MY X3TC Scripts | X3 Plugin Manager | Custom Gui |
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