[PROGRAM] Ship Manager - Creator & Installer V1.91 : Update 28/02/2007
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the manual entry is realyl for those that understand ship modding. And works in the same way that the X3 Editor works.
the automatic entry attempts to read entries from the scene file for the ship and display them in a list, if theres nothing there, then it hasn't been able to read the scene file for the ship.
put simply those kidns of entries are so you point which gun placement connects with which model entry in the scene file.
in the manual entry you have 2 boxes, the first is the model name, the 2nd is the index position of that mod, ie, which entry it is in the scene file.
remember, you cant simply add new turrets if you havn't added them onto the model in the first place.
also, it might be useful to say how you are creating the ship, are you creating the whole thing from scratch, or just editing an existing one ?
the automatic entry attempts to read entries from the scene file for the ship and display them in a list, if theres nothing there, then it hasn't been able to read the scene file for the ship.
put simply those kidns of entries are so you point which gun placement connects with which model entry in the scene file.
in the manual entry you have 2 boxes, the first is the model name, the 2nd is the index position of that mod, ie, which entry it is in the scene file.
remember, you cant simply add new turrets if you havn't added them onto the model in the first place.
also, it might be useful to say how you are creating the ship, are you creating the whole thing from scratch, or just editing an existing one ?
I'm just trying to edit another one for simplicities sake.
I can load the 09.pck and pick it from a list and go from there, however there is no text in the dummies or scene areas because the game already knows that stuff right?
For instance, I'll pick the Jaguar Raider, and make all the speed/shields/turning how I want it but it will still only give me the one gun.
Can I add turrets to any pre-made X3 craft or will it look all messed up if they're not supposed to have turrets in those areas?
I can load the 09.pck and pick it from a list and go from there, however there is no text in the dummies or scene areas because the game already knows that stuff right?
For instance, I'll pick the Jaguar Raider, and make all the speed/shields/turning how I want it but it will still only give me the one gun.
Can I add turrets to any pre-made X3 craft or will it look all messed up if they're not supposed to have turrets in those areas?
well the problem with adding turrents is that turrent entries require a cockpit dummie for its camera. So to add another turrent, you need to tell it which model to use as its turret cockpit. So without adding it directly to the scene you can only put the cockpit in the same place as an existing one. So with the jaguar that means only on the front of the ship.
which is most likly not what you want.
the same is true for gun positions, you have to assign the position to an existing gun model on the ship for its Fireing position.
to get the automatic entry to work, u'll need to add the scene file in manually, the import wizard wont do it as the scene file in another file, if u find it, and extract it, then add that as the scene file, it can read from it and use the automatic entry.
but like i said, without new turret and gun position being adding on the model, you wont really be able to add new ones without doubling up the existing ones
which is most likly not what you want.
the same is true for gun positions, you have to assign the position to an existing gun model on the ship for its Fireing position.
to get the automatic entry to work, u'll need to add the scene file in manually, the import wizard wont do it as the scene file in another file, if u find it, and extract it, then add that as the scene file, it can read from it and use the automatic entry.
but like i said, without new turret and gun position being adding on the model, you wont really be able to add new ones without doubling up the existing ones
i plan to make changes to how the installer handles files, so im not going to enable that until the changes have been done. Otherwise i'll only have to redo it again.
i will first release the new Plugin Manager V2.00, then ill work on the changes to XSP files. Once that is done, i will add the feature back in
i will first release the new Plugin Manager V2.00, then ill work on the changes to XSP files. Once that is done, i will add the feature back in
Just a heads up to people installing ships into XTM ... the XTM script plugin.XTM.Setup.RaceShipyards apparently resets the race shipyards, overwriting the settings done by the ship installer.
To get the shipyards to sell the new ships, the above file has to be edited.
Strangely this didn't happen with every ship I installed, a few (not all) fighters and M6 were for sale without edits.
To get the shipyards to sell the new ships, the above file has to be edited.
Strangely this didn't happen with every ship I installed, a few (not all) fighters and M6 were for sale without edits.
don't know if it's been asked or not, but it appears the the Ship Creater mod causes a conflict with the docking ability in XTM. Standard XTM allows for docking at all the respective places for ship sizes as long as you have the rep. But XTM + Ship Creator seems to completely shut off the various shipyards to just capital ships. You can buy from them still via trade extension, but there is no way to sell ships with the Ship Creator mod on.
I still can't dock M3 and smaller ships at XTM shipyards with the Ship Creator on. I am talking about ships I have added AND the standard XTM ships. The ONLY thing in my game that can dock there are Standard XTM and Imported capital ships.
But the second I turn the Ship Creator mod off, everything can dock where it's supposed to do. Specifically TP/TS/M3-M7 can all dock at the shipyard.
But the second I turn the Ship Creator mod off, everything can dock where it's supposed to do. Specifically TP/TS/M3-M7 can all dock at the shipyard.
I can only repeat myself, there is no problem with XTM and the ship installer. I just docked with a B-Wing at the XTM shipyard in Argon Prime, which according to you I should not have been able to do.
If you do have a problem, you have installed one or several ships that cause this. MM's Star Trek capital ships were known to cause this until he adapted them to work with XTM.
If you do have a problem, you have installed one or several ships that cause this. MM's Star Trek capital ships were known to cause this until he adapted them to work with XTM.
i would suggest trying to isntall 1 ship at a time and see what happensJiggaman wrote:I still can't dock M3 and smaller ships at XTM shipyards with the Ship Creator on. I am talking about ships I have added AND the standard XTM ships. The ONLY thing in my game that can dock there are Standard XTM and Imported capital ships.
But the second I turn the Ship Creator mod off, everything can dock where it's supposed to do. Specifically TP/TS/M3-M7 can all dock at the shipyard.
still a no-go. I even used a blank ship creater mod to see if it would work if I didn't install any ships....nada. That's why I am more convinced that it's not a ship xsp and rather a conflict between the mod and XTM.
I can point you to more people here and on the XTM forums who are having the same prob just to let you know it's not just me.
I can point you to more people here and on the XTM forums who are having the same prob just to let you know it's not just me.