[SCRIPT] Make a flat map 00749.bod out of your Universe
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- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Is the known status available in the X3Editor's Galaxy editor ?
I've used it a few times, but dont recall any such flag.
Edit :
I'm in the galaxy editor now.
Only Aldrin is listed. None of the other 4 sectors are included in the map, which is what I thought. So its not a matter of not being 'known', they are not there.
I've used it a few times, but dont recall any such flag.
Edit :
I'm in the galaxy editor now.
Only Aldrin is listed. None of the other 4 sectors are included in the map, which is what I thought. So its not a matter of not being 'known', they are not there.
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
X3 Editor is for Reunion, isn't it? The Galaxy Editor is the one that comes with X3 Terran Conflict and is built into the game.
Anyway, the objects are stored in an xml file for these new sectors. Here's an example of what's found in the x3_universe_2.0:
This, my friend, is not the mission director. It is a map file.
Anyway, the objects are stored in an xml file for these new sectors. Here's an example of what's found in the x3_universe_2.0:
Code: Select all
<?xml version="1.0" encoding="UTF-8" ?>
<universe>
New Terran sector is here...
</o>
<o t="1" x="15" y="9" r="18" size="17500000" m="0" p="-1" qtrade="100" qfight="100" qbuild="100" qthink="100">
<o t="2" s="22" neb="0" stars="0"/>
<o t="3" s="7" x="-768819163" y="1161508795" z="103516610" color="15779960"/>
</o>
Other new sectors...
<o t="1" x="13" y="10" r="18" size="150000000" m="8506" p="-1" qtrade="100" qfight="100" qbuild="100" qthink="100">
<o t="2" s="65" neb="0" stars="0"/>
<o f="1" t="6" s="SS_FAC_LC_EEMPC" x="49859539" y="6317200" z="49684543" r="18" a="32768" b="0" g="0">
</o>
</o>
<o t="1" x="14" y="10" r="18" size="15000000" m="0" p="-1" qtrade="100" qfight="100" qbuild="100" qthink="100">
<o t="2" s="65" neb="0" stars="0"/>
<o t="3" s="7" x="528877806" y="-163155840" z="1396518889" color="15779960"/>
<o t="3" s="7" x="-1152962339" y="686703915" z="381113613" color="15779960"/>
<o f="1" t="4" s="127" x="180282975" y="88194904" z="-175913342" color="0" fn="0"/>
<o f="1" t="4" s="53" x="-42021607" y="-320466784" z="-124590103" color="0" fn="0"/>
<o f="1" t="6" s="SS_FAC_LC_3" x="-1553500" y="-802500" z="12042500" r="18" a="32768" b="0" g="0">
</o>
<o f="1" t="6" s="SS_FAC_LC_5" x="7704500" y="3776500" z="9454500" r="18" a="32768" b="0" g="0">
</o>
<o f="1" t="6" s="SS_FAC_LC_EEMPC" x="1553500" y="834000" z="-4463000" r="18" a="32768" b="0" g="0">
</o>
<o f="1" t="5" s="SS_DOCK_TR_SUPPLY_1" x="-2416000" y="3921500" z="2439500" r="18" a="32768" b="4096" g="1024">
</o>
</o>
etc. etc.
</o>
</o>
</universe>
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
X3Editor was ported to TC before the game was released.
I've not used the in game galaxy editor before.
So to create a new one, I import the x3_universe and x3_universe_2.0 files, and then save the result ?
Edit :
Done that. The sectors are there, but there are no gates and no shipyard. Are they only stored in the MD file ?
I've not used the in game galaxy editor before.
So to create a new one, I import the x3_universe and x3_universe_2.0 files, and then save the result ?
Edit :
Done that. The sectors are there, but there are no gates and no shipyard. Are they only stored in the MD file ?
Yeah, but I thought the galaxy editor for the TC version wasn't released yet. I'll trade ya. Where's the galaxy editor you're using?
Yours first:
Use the galaxy editor in TC to make a new custom map. Importing the 2.0 patch I talked about is difficult, because you can't actually enter a "." in the importer. Extract the /map/x3_universe_2.0.xml from cat 8 (I think it's 8 ), and rename it, taking out the "." throw it in a mod.
Import in the following order when you launch the galaxy editor from TC:
x3_universe
x3_universe_debris
x3_universe_20
If you want to leave out the small rocks in the Universe, lease out importing the debris file, as that's all it contains.
Set the name of your map, export, and you're done.
Bob's your mother's brother.
Yours first:
Use the galaxy editor in TC to make a new custom map. Importing the 2.0 patch I talked about is difficult, because you can't actually enter a "." in the importer. Extract the /map/x3_universe_2.0.xml from cat 8 (I think it's 8 ), and rename it, taking out the "." throw it in a mod.
Import in the following order when you launch the galaxy editor from TC:
x3_universe
x3_universe_debris
x3_universe_20
If you want to leave out the small rocks in the Universe, lease out importing the debris file, as that's all it contains.
Set the name of your map, export, and you're done.
Bob's your mother's brother.
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
You may be right that the Galaxy editor for X3Editor isnt complete.
I tried adding gates. Why is it putting them 300 km out ? And how do you change that ?
edit :
Hmm, didnt happen in the other sectors, so must be correct I guess.
Edit 2 :
It wont link Neptune and Terran unknown 2 with gates for some reason. Any ideas ?
I tried adding gates. Why is it putting them 300 km out ? And how do you change that ?
edit :
Hmm, didnt happen in the other sectors, so must be correct I guess.
Edit 2 :
It wont link Neptune and Terran unknown 2 with gates for some reason. Any ideas ?
- spacefueladdict
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
- kampfmoehre
- Posts: 7
- Joined: Sun, 18. Feb 07, 15:35
- kampfmoehre
- Posts: 7
- Joined: Sun, 18. Feb 07, 15:35
- kampfmoehre
- Posts: 7
- Joined: Sun, 18. Feb 07, 15:35
Humm, I make something wrong
The Ingame Editor says Version 33. I edited the xml A randomly opened Script said 17
I used both but I't won't show
Should I change the language ID to?
The Ingame Editor says Version 33. I edited the xml
Code: Select all
<engineversion>33</engineversion>
I used both but I't won't show
Should I change the language ID to?
Hi Litcube,
I'm building the universe for X-Timelines, and until Trixx gets round to doing the bod proper, with all sectors in correct expanded positions, and aligns helpers, we thought your script would be an ideal stepping stone. I have run your creator on my (massive) universe while in the GE, and it came up with a pretty haywire map. Some of the sectors are invisible (though the names still cycle), and almost none of the gate connections are visible. The rest are - rather confusingly - ideally placed. Could you speculate as to why this might be, and is the gate visibility issue because many sectors have more than one gate of each subtype (that are conflicting with each other in the script process)?
Thanks,
Viking
PS. I can consult Trixx if materials are required for study.
EDIT
I have found some of the missing sectors up north where the old terran sectors were. Obviously, certain vanilla specifications are creeping in here somewhere, though I can't understand why.
I'm building the universe for X-Timelines, and until Trixx gets round to doing the bod proper, with all sectors in correct expanded positions, and aligns helpers, we thought your script would be an ideal stepping stone. I have run your creator on my (massive) universe while in the GE, and it came up with a pretty haywire map. Some of the sectors are invisible (though the names still cycle), and almost none of the gate connections are visible. The rest are - rather confusingly - ideally placed. Could you speculate as to why this might be, and is the gate visibility issue because many sectors have more than one gate of each subtype (that are conflicting with each other in the script process)?
Thanks,
Viking
PS. I can consult Trixx if materials are required for study.
EDIT
I have found some of the missing sectors up north where the old terran sectors were. Obviously, certain vanilla specifications are creeping in here somewhere, though I can't understand why.
'In space, the real enemy is space itself, and the fear it instils in your counterparts'
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Hi, Litcube, thx for sharing this script.
It's useful for me to enjoy X-Uni.
BTW, I find another script for MAP at here, and the function "trishifting sectornames" in this script is helpful for me.
Could I use your script in "trishifting sectornames" vision, too?
What should I do for this effect by using ur script?
It's useful for me to enjoy X-Uni.
BTW, I find another script for MAP at here, and the function "trishifting sectornames" in this script is helpful for me.
Could I use your script in "trishifting sectornames" vision, too?
What should I do for this effect by using ur script?