[WIP][Tutorial] Building your own ship for dummies 2
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Re: [WIP][Tutorial] Building your own ship for dummies
I must be missing something. I've been trying to convert xml to dae for over a month. lol reading trying. I cannot get the xml files to convert over to dae. has anyone else had this problem?
-
- Posts: 308
- Joined: Fri, 3. Oct 08, 20:43
Re: [WIP][Tutorial] Building your own ship for dummies
the wrench? you need to apply your modifiers there is a button for that. the pilots entry point is something in the xml file. id need to look that up too.ALEX Bemelmans wrote: ↑Fri, 8. May 20, 06:15and it s done! thanks a lot again brummbear!
still have 3 little (xml) issues but very minor : my pilot diseapear when it get up and appear from nowhere when i get up coordinate looks good but i don t know
the ship id decal is always "AAAAAAA" and i lost somewhere screen decals from cockpit so they are all empty... :/
little question: how do i edit the wrench? because it is not exported in the dae?
the AAAAAA thing is an issue with the converter. thats why my ships have their name edged in. i cant get the dynamic tailnumber get to work properly
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht
-
- Posts: 308
- Joined: Fri, 3. Oct 08, 20:43
Re: [WIP][Tutorial] Building your own ship for dummies
well. yea. thats way too little info to help you. at the very least u dont convert xml files but xmf. xml have nothing to do with the actual 3d model.
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht
Re: [WIP][Tutorial] Building your own ship for dummies
lol ok. yehhh I'm embarrassed Think I've figured it out. I miss read the beginning. I'm just going to blame it on my heart medsBrummBear02 wrote: ↑Sat, 9. May 20, 13:40well. yea. thats way too little info to help you. at the very least u dont convert xml files but xmf. xml have nothing to do with the actual 3d model.
ITs even worse. I did everything right!!! lol BUT Name on my folder was x4Mods not X4Mod. This is why nothing was converting. Im not an expert coder, but LOL I do know better than that. derp
-
- Posts: 59
- Joined: Wed, 23. Nov 05, 17:07
Re: [WIP][Tutorial] Building your own ship for dummies
@ brummbear
about modifier....
do i have to had the modifier collision to the collision meshes? because my collision have weird reaction like sometime it works sometime i can pass through object
i dunno if the problem come from my ship (the collision meshes was done like you said) or it a game issue with collision
about modifier....
do i have to had the modifier collision to the collision meshes? because my collision have weird reaction like sometime it works sometime i can pass through object
i dunno if the problem come from my ship (the collision meshes was done like you said) or it a game issue with collision
my textid range: 909700-909799
-
- Posts: 308
- Joined: Fri, 3. Oct 08, 20:43
Re: [WIP][Tutorial] Building your own ship for dummies
im pretty sure u ****** up your collision mesh somehow. maybe moved it a bit by accident. if u move things around in object mode the converter wont take that into account and its out of place.ALEX Bemelmans wrote: ↑Sat, 9. May 20, 18:13@ brummbear
about modifier....
do i have to had the modifier collision to the collision meshes? because my collision have weird reaction like sometime it works sometime i can pass through object
i dunno if the problem come from my ship (the collision meshes was done like you said) or it a game issue with collision
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht
-
- Posts: 59
- Joined: Wed, 23. Nov 05, 17:07
Re: [WIP][Tutorial] Building your own ship for dummies
finally i tryed many stuff in in blender and near everything is ok i had my collision working with the modifier collision but i still don t find where the wreck modifier is....
near all is corrected i m happy thanks a lot!
near all is corrected i m happy thanks a lot!
my textid range: 909700-909799
-
- Posts: 308
- Joined: Fri, 3. Oct 08, 20:43
Re: [WIP][Tutorial] Building your own ship for dummies
i never bothered with the wrecks. but mcbain can help you with that.ALEX Bemelmans wrote: ↑Sun, 10. May 20, 03:12finally i tryed many stuff in in blender and near everything is ok i had my collision working with the modifier collision but i still don t find where the wreck modifier is....
near all is corrected i m happy thanks a lot!
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht
Re: [WIP][Tutorial] Building your own ship for dummies
Not sure you saw this. But seems there is hope we get some nice tools soon TMBrummBear02 wrote: ↑Mon, 11. May 20, 18:55i never bothered with the wrecks. but mcbain can help you with that.ALEX Bemelmans wrote: ↑Sun, 10. May 20, 03:12finally i tryed many stuff in in blender and near everything is ok i had my collision working with the modifier collision but i still don t find where the wreck modifier is....
near all is corrected i m happy thanks a lot!
https://youtu.be/zm4yTLTg2t0?t=5130
-
- Posts: 308
- Joined: Fri, 3. Oct 08, 20:43
Re: [WIP][Tutorial] Building your own ship for dummies
yea but when will we get proper tools? i guess on the other hand i can now do almost everything with the current converter. with enough workarounds....
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht
- Kartoffeltorte
- Posts: 4
- Joined: Fri, 28. Dec 18, 15:02
Problems with XRConverter exporting
Hello,
I'm currently trying to create my first mod, a "heavy" behemoth. But since I'm very new to 3D modeling and modding, so I used BrummBear's Building your own ship for dummies Guide. This worked completely fine for me, up until the point where I was supposed to export the 3D model using XRConverter, but it always gave me "Node anim_mainXlod0Xgeneric_p1_hulltexture has multiple meshes attached" as an error.
Anyone know how to fix that/why that is?
I'm currently trying to create my first mod, a "heavy" behemoth. But since I'm very new to 3D modeling and modding, so I used BrummBear's Building your own ship for dummies Guide. This worked completely fine for me, up until the point where I was supposed to export the 3D model using XRConverter, but it always gave me "Node anim_mainXlod0Xgeneric_p1_hulltexture has multiple meshes attached" as an error.
Anyone know how to fix that/why that is?
- X2-Illuminatus
- Moderator (Deutsch)
- Posts: 24961
- Joined: Sun, 2. Apr 06, 16:38
Re: [WIP][Tutorial] Building your own ship for dummies
*merged with tutorial topic*
If you read a page back, you'll notice that the same error has been reported by ALEX Bemelmans not long ago with a suggestion by BrummBear02 how to fix it and ALEX Bemelmans posting their solution.
If you read a page back, you'll notice that the same error has been reported by ALEX Bemelmans not long ago with a suggestion by BrummBear02 how to fix it and ALEX Bemelmans posting their solution.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Re: Problems with XRConverter exporting
Select all the parts of your ship and press tab to go to edit mode, select all vertices and go to mesh > Clean up > delete loose. You might also need to get rid of orphaned/left over mesh partsand material copies in the top right Display Mode > Blender File > Meshes/Materials drop down thing (Sorry I dont know the names of things ).Kartoffeltorte wrote: ↑Sat, 8. Aug 20, 14:47Hello,
I'm currently trying to create my first mod, a "heavy" behemoth. But since I'm very new to 3D modeling and modding, so I used BrummBear's Building your own ship for dummies Guide. This worked completely fine for me, up until the point where I was supposed to export the 3D model using XRConverter, but it always gave me "Node anim_mainXlod0Xgeneric_p1_hulltexture has multiple meshes attached" as an error.
Anyone know how to fix that/why that is?
- Kartoffeltorte
- Posts: 4
- Joined: Fri, 28. Dec 18, 15:02
Re: [WIP][Tutorial] Building your own ship for dummies
Well I tried that, and a lot of other stuff that got proposed, but nothing actually worked. I managed to get the Export batch working once, it created a folder with incomplete Data and a xml, which resulted in nothing actually appearing ingame tho. Not sure how that even created anything, since when I tried it again with the same files, but then got the same error as before.X2-Illuminatus wrote: ↑Sat, 8. Aug 20, 14:55*merged with tutorial topic*
If you read a page back, you'll notice that the same error has been reported by ALEX Bemelmans not long ago with a suggestion by BrummBear02 how to fix it and ALEX Bemelmans posting their solution.
I played around with that a bit, but the error kept popping up, and when i just deleted everything from that object, it gave me an error for a different object...
I don't know if I just managed to horribly screw something up in the model, resulting in XRConverter having an exestencial crisis, but if someone else that actually knows what they are doing wants to try exporting it themself, have a shot.
https://www.dropbox.com/s/e4vutl9veogpi ... h.dae?dl=0
-
- Posts: 308
- Joined: Fri, 3. Oct 08, 20:43
Re: Problems with XRConverter exporting
discord is most likely the place you want to go with your failed model.Kartoffeltorte wrote: ↑Sat, 8. Aug 20, 14:47Hello,
I'm currently trying to create my first mod, a "heavy" behemoth. But since I'm very new to 3D modeling and modding, so I used BrummBear's Building your own ship for dummies Guide. This worked completely fine for me, up until the point where I was supposed to export the 3D model using XRConverter, but it always gave me "Node anim_mainXlod0Xgeneric_p1_hulltexture has multiple meshes attached" as an error.
Anyone know how to fix that/why that is?
follow this to fix your error:
viewtopic.php?p=4850556#p4850556
also make sure the node that gives you the error does not have more than one material attached
https://i.imgur.com/199Ygis.png
this for example is crap. because its two materials on that node.
the picture is out of context. i just used one of my tutorial to clarify what i mean with multible materials.
you might have multible materials on anim_mainXlod0Xgeneric_p1_hulltexture.
edit: i just checked your model (next time provide your blender file and not a .dae please) and you dont have multible materials. but still, keep it in mind in case you ever run into this error again. the problem with the .dae you provided was
part_mainXlod0XgenericXgeneric_p1_hullpattern
and
part_mainXcollision
just go mesh -> clean up -> delete loose on both and it converts just fine.
Last edited by BrummBear02 on Sun, 9. Aug 20, 19:43, edited 1 time in total.
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht
Re: [WIP][Tutorial] Building your own ship for dummies
I got a successful export after doing what I said above, I had to remove a couple of left over materials 'dots stroke' and 'material' from the display mode > blender file > materials dropdown in the outliner.Kartoffeltorte wrote: ↑Sun, 9. Aug 20, 05:17Well I tried that, and a lot of other stuff that got proposed, but nothing actually worked. I managed to get the Export batch working once, it created a folder with incomplete Data and a xml, which resulted in nothing actually appearing ingame tho. Not sure how that even created anything, since when I tried it again with the same files, but then got the same error as before.X2-Illuminatus wrote: ↑Sat, 8. Aug 20, 14:55*merged with tutorial topic*
If you read a page back, you'll notice that the same error has been reported by ALEX Bemelmans not long ago with a suggestion by BrummBear02 how to fix it and ALEX Bemelmans posting their solution.
I played around with that a bit, but the error kept popping up, and when i just deleted everything from that object, it gave me an error for a different object...
I don't know if I just managed to horribly screw something up in the model, resulting in XRConverter having an exestencial crisis, but if someone else that actually knows what they are doing wants to try exporting it themself, have a shot.
https://www.dropbox.com/s/e4vutl9veogpi ... h.dae?dl=0
Oh, also there were some loose verts and edges. Oh, and hillariously, I got a successful export and convert from blender 2.8.... something that never works for me.
Edit: lol brummbear beat me to it by seconds.
-
- Posts: 308
- Joined: Fri, 3. Oct 08, 20:43
Re: [WIP][Tutorial] Building your own ship for dummies
call me speedy gonazles.Axeface wrote: ↑Sun, 9. Aug 20, 19:37I got a successful export after doing what I said above, I had to remove a couple of left over materials 'dots stroke' and 'material' from the display mode > blender file > materials dropdown in the outliner.Kartoffeltorte wrote: ↑Sun, 9. Aug 20, 05:17Well I tried that, and a lot of other stuff that got proposed, but nothing actually worked. I managed to get the Export batch working once, it created a folder with incomplete Data and a xml, which resulted in nothing actually appearing ingame tho. Not sure how that even created anything, since when I tried it again with the same files, but then got the same error as before.X2-Illuminatus wrote: ↑Sat, 8. Aug 20, 14:55*merged with tutorial topic*
If you read a page back, you'll notice that the same error has been reported by ALEX Bemelmans not long ago with a suggestion by BrummBear02 how to fix it and ALEX Bemelmans posting their solution.
I played around with that a bit, but the error kept popping up, and when i just deleted everything from that object, it gave me an error for a different object...
I don't know if I just managed to horribly screw something up in the model, resulting in XRConverter having an exestencial crisis, but if someone else that actually knows what they are doing wants to try exporting it themself, have a shot.
https://www.dropbox.com/s/e4vutl9veogpi ... h.dae?dl=0
Oh, also there were some loose verts and edges. Oh, and hillariously, I got a successful export and convert from blender 2.8.... something that never works for me.
Edit: lol brummbear beat me to it by seconds.
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht
- Kartoffeltorte
- Posts: 4
- Joined: Fri, 28. Dec 18, 15:02
Re: [WIP][Tutorial] Building your own ship for dummies
Finally got it to export aswell, but still not able to make it appear ingame. The debug log spews out a ton of errors all saying
with every single mesh that dares to exist having its own error. I assume that that is not quite how it's supposed to be.[=ERROR=] 63.51 AssetManager::GetAssetIntern() invalid handle(255:16777215)
[General] 63.51 ======================================
[General] 63.51 ======================================
[=ERROR=] 63.51 [Mesh::Mesh] could not find a valid meshsource for mesh heavy_behemoth_data\fx_licence01-lod0.xmf!
I also tried the Discord, but no one responded to the errors I ran into, if you don't mind I could DM you directly on Discord, would probably be more convenient than creating a new post on the forum every 12 hours.discord is most likely the place you want to go with your failed model.
-
- Posts: 308
- Joined: Fri, 3. Oct 08, 20:43
Re: [WIP][Tutorial] Building your own ship for dummies
the errors are most likely because u messed up your path in the xml.Kartoffeltorte wrote: ↑Sun, 9. Aug 20, 22:17Finally got it to export aswell, but still not able to make it appear ingame. The debug log spews out a ton of errors all sayingwith every single mesh that dares to exist having its own error. I assume that that is not quite how it's supposed to be.[=ERROR=] 63.51 AssetManager::GetAssetIntern() invalid handle(255:16777215)
[General] 63.51 ======================================
[General] 63.51 ======================================
[=ERROR=] 63.51 [Mesh::Mesh] could not find a valid meshsource for mesh heavy_behemoth_data\fx_licence01-lod0.xmf!
I also tried the Discord, but no one responded to the errors I ran into, if you don't mind I could DM you directly on Discord, would probably be more convenient than creating a new post on the forum every 12 hours.discord is most likely the place you want to go with your failed model.
for discord: PM or tag me. i dont watch the channel a lot
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht
-
- Posts: 121
- Joined: Sun, 14. Jun 20, 14:45
Re: [WIP][Tutorial] Building your own ship for dummies
Can you add information about naming rules for parts and required structure of new part? I want to add another part to my ship. To do this I created new empty and changed its name to "anim_merc37". After this I added to that empty another empty with name "anim_merc37Xlod0" and attached to it my part "anim_merc37Xlod0genericXgeneric_p1_hulltexture" with the same name for its geometry. After that I added material with name "generic_p1_hulltexture.001". This part was added to xml file and anim_merc37-lod0.xmf file was generated but ship disappeared from the game.
EDIT
I figured out that I can't use digits without underscore. "anim_m09" doesn't work but "anim_thruster_00" works.
EDIT
I figured out that I can't use digits without underscore. "anim_m09" doesn't work but "anim_thruster_00" works.