[WIP][Tutorial] Building your own ship for dummies 2

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

BrummBear02
Posts: 308
Joined: Fri, 3. Oct 08, 20:43
x3ap

Re: [WIP][Tutorial] Building your own ship for dummies

Post by BrummBear02 » Sat, 9. May 20, 23:04

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
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.
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht

ALEX Bemelmans
Posts: 59
Joined: Wed, 23. Nov 05, 17:07
x3

Re: [WIP][Tutorial] Building your own ship for dummies

Post by ALEX Bemelmans » Sun, 10. May 20, 03:12

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!
my textid range: 909700-909799

BrummBear02
Posts: 308
Joined: Fri, 3. Oct 08, 20:43
x3ap

Re: [WIP][Tutorial] Building your own ship for dummies

Post by BrummBear02 » Mon, 11. May 20, 18:55

ALEX Bemelmans wrote:
Sun, 10. May 20, 03:12
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!
i never bothered with the wrecks. but mcbain can help you with that.
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht

XTC0R
Posts: 401
Joined: Sat, 1. Dec 18, 19:58
x4

Re: [WIP][Tutorial] Building your own ship for dummies

Post by XTC0R » Mon, 11. May 20, 20:42

BrummBear02 wrote:
Mon, 11. May 20, 18:55
ALEX Bemelmans wrote:
Sun, 10. May 20, 03:12
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!
i never bothered with the wrecks. but mcbain can help you with that.
Not sure you saw this. But seems there is hope we get some nice tools soon TM :)
https://youtu.be/zm4yTLTg2t0?t=5130

BrummBear02
Posts: 308
Joined: Fri, 3. Oct 08, 20:43
x3ap

Re: [WIP][Tutorial] Building your own ship for dummies

Post by BrummBear02 » Mon, 11. May 20, 22:09

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

User avatar
Kartoffeltorte
Posts: 4
Joined: Fri, 28. Dec 18, 15:02
x4

Problems with XRConverter exporting

Post by Kartoffeltorte » Sat, 8. Aug 20, 14:47

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?

User avatar
X2-Illuminatus
Moderator (Deutsch)
Moderator (Deutsch)
Posts: 24961
Joined: Sun, 2. Apr 06, 16:38
x4

Re: [WIP][Tutorial] Building your own ship for dummies

Post by X2-Illuminatus » 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.
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!

User avatar
Axeface
Posts: 2943
Joined: Fri, 18. Nov 05, 00:41
x4

Re: Problems with XRConverter exporting

Post by Axeface » Sat, 8. Aug 20, 16:06

Kartoffeltorte wrote:
Sat, 8. Aug 20, 14:47
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?
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 :D ).

User avatar
Kartoffeltorte
Posts: 4
Joined: Fri, 28. Dec 18, 15:02
x4

Re: [WIP][Tutorial] Building your own ship for dummies

Post by Kartoffeltorte » Sun, 9. Aug 20, 05:17

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.
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.
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

BrummBear02
Posts: 308
Joined: Fri, 3. Oct 08, 20:43
x3ap

Re: Problems with XRConverter exporting

Post by BrummBear02 » Sun, 9. Aug 20, 19:37

Kartoffeltorte wrote:
Sat, 8. Aug 20, 14:47
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?
discord is most likely the place you want to go with your failed model.

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

User avatar
Axeface
Posts: 2943
Joined: Fri, 18. Nov 05, 00:41
x4

Re: [WIP][Tutorial] Building your own ship for dummies

Post by Axeface » Sun, 9. Aug 20, 19:37

Kartoffeltorte wrote:
Sun, 9. Aug 20, 05:17
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.
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.
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
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.
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.

BrummBear02
Posts: 308
Joined: Fri, 3. Oct 08, 20:43
x3ap

Re: [WIP][Tutorial] Building your own ship for dummies

Post by BrummBear02 » Sun, 9. Aug 20, 19:44

Axeface wrote:
Sun, 9. Aug 20, 19:37
Kartoffeltorte wrote:
Sun, 9. Aug 20, 05:17
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.
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.
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
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.
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.
call me speedy gonazles.
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht

User avatar
Kartoffeltorte
Posts: 4
Joined: Fri, 28. Dec 18, 15:02
x4

Re: [WIP][Tutorial] Building your own ship for dummies

Post by Kartoffeltorte » Sun, 9. Aug 20, 22:17

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
[=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!
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.
discord is most likely the place you want to go with your failed model.
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.

BrummBear02
Posts: 308
Joined: Fri, 3. Oct 08, 20:43
x3ap

Re: [WIP][Tutorial] Building your own ship for dummies

Post by BrummBear02 » Sun, 9. Aug 20, 23:03

Kartoffeltorte wrote:
Sun, 9. Aug 20, 22:17
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
[=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!
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.
discord is most likely the place you want to go with your failed model.
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.
the errors are most likely because u messed up your path in the xml.

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

aurumgallente
Posts: 121
Joined: Sun, 14. Jun 20, 14:45
x4

Re: [WIP][Tutorial] Building your own ship for dummies

Post by aurumgallente » Fri, 11. Sep 20, 17:27

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.
Image

EDIT
I figured out that I can't use digits without underscore. "anim_m09" doesn't work but "anim_thruster_00" works.

Tsnonak
Posts: 3
Joined: Thu, 16. Nov 17, 10:32
x3tc

Re: [WIP][Tutorial] Building your own ship for dummies

Post by Tsnonak » Sat, 12. Dec 20, 15:09

This is one of the best posts regarding importing ships, I imagine many are interested even if they do not participate...
Hats off to BrummBear!
Bump!
aurumgallente wrote:
Fri, 11. Sep 20, 17:27
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.
Image

EDIT
I figured out that I can't use digits without underscore. "anim_m09" doesn't work but "anim_thruster_00" works.
I can only suggest; study the extracted files (part-names) and follow those naming-rules "exactly", as well as all other parts.
Best case senario would be to use an original extracted file and "dummy in/replace" with new stuffs.

I'm also just starting out so I am unsure of anything yet... please do share how it goes!

@BrummBear Texture-pipeline would be a good compliment to modeling!

Darcanlos
Posts: 4
Joined: Sun, 2. Dec 18, 11:34
x4

Re: [WIP][Tutorial] Building your own ship for dummies

Post by Darcanlos » Wed, 6. Jan 21, 02:32

Hi. Great tutorial, thanks!

I'm completely new to this and need some help. I'm trying to do a simple mesh modification into one of the ships,but as I'm learning Blender as I go, I might have messed up somewhere. Exported the ship correctly and made a small edit into the mesh in Blender. Could convert back to game format after having several errors that where solved through cleaning, and finally placed the modified files as a mod into the game. Now, my problem is that although the game recognizes the mod and has it active, my changes aren't on the ship. Not sure if it's not loading it. I might have messed up the folder structure or forgotten something?

Created a mod folder under extensions and included a context.xml. Then added the sub folders pointing to the ship: X4 Foundations\extensions\shipinteriors\assets\units\size_s\ship_arg_s_fighter_02_data

Inside that folder I only included the modified files, anim_cockpit-collision.xmf and anim_cockpit-lod0.xmf

Do I need to add the rest of the ship files or do something else if I'm only trying to modify a vanilla ship and not add a new one? Anything else I could be missing?

Thanks for any help!

aurumgallente
Posts: 121
Joined: Sun, 14. Jun 20, 14:45
x4

Re: [WIP][Tutorial] Building your own ship for dummies

Post by aurumgallente » Wed, 6. Jan 21, 06:20

To see your changes you need completely override vanilla ship or make another one. You can't "patch" a ship by including only parts of it in your mod. You can patch only stats of the ship in this way. First, I would copy your "ship_arg_s_fighter_02_data" ship as separate entity with its unique macro and component file, entry in "wares.xml" file and (unnecessary) entry in language file. After that ensure that game recognizes your new ship, launch the game and check if you can see it at wharf, if everything is OK, there will be extra ship model you added. After that replace in your "ship_arg_s_fighter_02_data" folder files you have changed.

Usually it is faster to get an answer at Discord, there always is somebody who knows basics of working with Blender and structure of folders.

Darcanlos
Posts: 4
Joined: Sun, 2. Dec 18, 11:34
x4

Re: [WIP][Tutorial] Building your own ship for dummies

Post by Darcanlos » Wed, 6. Jan 21, 11:16

Thank you very much for the fast answer. So modifying a vanilla ship is not possible then. Will create a new one and try it like this. I will look into discord as well if I hit more problems, which I sure will...

User avatar
Axeface
Posts: 2943
Joined: Fri, 18. Nov 05, 00:41
x4

Re: [WIP][Tutorial] Building your own ship for dummies

Post by Axeface » Thu, 7. Jan 21, 00:04

Darcanlos wrote:
Wed, 6. Jan 21, 11:16
Thank you very much for the fast answer. So modifying a vanilla ship is not possible then. Will create a new one and try it like this. I will look into discord as well if I hit more problems, which I sure will...
Is the change just a model change? You should actually be able to override the stock models just like I do in my engine tint mod.
Try packing your (model) files in a subst_01.dat/dat archive instead of leaving them as loose files, make sure the folder structure and names all match the stock ones.

Post Reply

Return to “X4: Foundations - Scripts and Modding”