New version of Doubleshadow's X2 Editor (0.36) available
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
OK folks...the Wizard of Prague has done it again! Version 0.35 of the X2 Editor is now available at http://www.doubleshadow.wz.cz/index.php?p=download This version provides a couple of bugfixes, and adds a new feature.
The fixes include the ability to add lines to TShips (and other type files) from within the editor. No more resorting to a text editor to add lines to TShips. (Using ptch07, you can now extend the number of ships in X2, and copy/cut & paste entries around within TShips. Very handy indeed!}
The second fix corrected an obscure problem I encountered (created?) with the Galaxy Editor.
Finally, the new feature is a list of most recently opened files when you open a new file in the Text orGalaxy editors. I don't know how I got along without it!
The fixes include the ability to add lines to TShips (and other type files) from within the editor. No more resorting to a text editor to add lines to TShips. (Using ptch07, you can now extend the number of ships in X2, and copy/cut & paste entries around within TShips. Very handy indeed!}
The second fix corrected an obscure problem I encountered (created?) with the Galaxy Editor.
Finally, the new feature is a list of most recently opened files when you open a new file in the Text orGalaxy editors. I don't know how I got along without it!
Is it possible to add content into the galaxy from the editor that does not have the resource loaded into the dropdown list?
Let me explain.
I have taken Deadly's awesome mod and extracted all the files except the x2_universe.xml file. That, I want to recreate from scratch and include all the cool little goodies that Deadly worked so very hard on. ie: I want the shipyard in Argon Prime to sell the 200MW Shield Factory (T=6 S=291).
I know I can edit it with a text editor, but that is ... undesireable. I'd like to do it with DS's Galaxy Editor, but it only allows objects that are currently loaded (appears as hardcoded dropdown).
Does anyone know of a workaround, or am I stuck with notepad?
Thanks.
Let me explain.
I have taken Deadly's awesome mod and extracted all the files except the x2_universe.xml file. That, I want to recreate from scratch and include all the cool little goodies that Deadly worked so very hard on. ie: I want the shipyard in Argon Prime to sell the 200MW Shield Factory (T=6 S=291).
I know I can edit it with a text editor, but that is ... undesireable. I'd like to do it with DS's Galaxy Editor, but it only allows objects that are currently loaded (appears as hardcoded dropdown).
Does anyone know of a workaround, or am I stuck with notepad?
Thanks.
There are 10 kinds of people in the world.
Those who understand binary and those who don't.
Those who understand binary and those who don't.
Lothmorg,
I just finished the 1st draft of a tutorial on how to use Doubleshadow's tools to extend my mod pack. It covers moving/swapping ships arount in TShips, adding other ships, and adding ships to shipyards with the GE.
I sent it off to DS and a couple of others for a quick sanity check...and don't really want to post if for "public consumption" until I've had some feedback.
I'll email it to you, but please don't distribute it until I've had a cahnce to update it based on some external comments.
Like I said, une of the specific examples I use is adding ships to shipyards with the GE. The concept is exactly the same for wares in Equipment Docks.
Also, there is a fairly easy way to get X2E to load the type files you want. Place the cat/dat pair for the mod in your X2 folder, and using the X2 launch screen, select the mod (you don't have to run it...just select it, and quit). X2e will load the files from the currently selected mod after the core X2 files. This means the the TShips, TLasers, TBullets, etc from my mod would be available in the GE.
Check your email, and take a look at the tutorial, I included lots of screenshots.
I just finished the 1st draft of a tutorial on how to use Doubleshadow's tools to extend my mod pack. It covers moving/swapping ships arount in TShips, adding other ships, and adding ships to shipyards with the GE.
I sent it off to DS and a couple of others for a quick sanity check...and don't really want to post if for "public consumption" until I've had some feedback.
I'll email it to you, but please don't distribute it until I've had a cahnce to update it based on some external comments.
Like I said, une of the specific examples I use is adding ships to shipyards with the GE. The concept is exactly the same for wares in Equipment Docks.
Also, there is a fairly easy way to get X2E to load the type files you want. Place the cat/dat pair for the mod in your X2 folder, and using the X2 launch screen, select the mod (you don't have to run it...just select it, and quit). X2e will load the files from the currently selected mod after the core X2 files. This means the the TShips, TLasers, TBullets, etc from my mod would be available in the GE.
Check your email, and take a look at the tutorial, I included lots of screenshots.
Wow! That was quick.
I'll check it out now.
Thanks.
Edit: That could be my problem. I unpacked everything and don't use the mod package. I'm thinking that is why X2E doesn't read all the extra stuff. Weird.
When I look at your x2_universe.xml file (in X2E), I see the new stuff as an interpretation of the raw data (t=6,s=291) and not the real name (200MW Shield Factory).
I'll check it out now.
Thanks.
Edit: That could be my problem. I unpacked everything and don't use the mod package. I'm thinking that is why X2E doesn't read all the extra stuff. Weird.
When I look at your x2_universe.xml file (in X2E), I see the new stuff as an interpretation of the raw data (t=6,s=291) and not the real name (200MW Shield Factory).
There are 10 kinds of people in the world.
Those who understand binary and those who don't.
Those who understand binary and those who don't.
You can still unpack everything if you prefer. Just make sure you also put a copy of the cat/dat files in your X2 folder, and select it as the "current Mod.
Then you can edit your unpacked files, and X2E will have access to the information it needs from the mod. As an alternative, you can re-do the "settings" for X2E to point to your "unpacked" folder. Assuming that the base X2 files are there (from your "unpack" operation, and the files from the /type & /t folder from the mod are there, then you should see readable text instead of numbers.
Remember, the xml file with the text descriptions must also be in the load path for X2E...not just the "type" files.
As a note, when i first started modding (before X2E), unpacking the game was an essential 1st step. These days, the only reason I use any unpacked files is to import them into 3dMax (textures amd bodies). Once you get comfortable with X2E and X2MM, there is really no reason to unpack your game unless your into the GFX thing.
Then you can edit your unpacked files, and X2E will have access to the information it needs from the mod. As an alternative, you can re-do the "settings" for X2E to point to your "unpacked" folder. Assuming that the base X2 files are there (from your "unpack" operation, and the files from the /type & /t folder from the mod are there, then you should see readable text instead of numbers.
Remember, the xml file with the text descriptions must also be in the load path for X2E...not just the "type" files.
As a note, when i first started modding (before X2E), unpacking the game was an essential 1st step. These days, the only reason I use any unpacked files is to import them into 3dMax (textures amd bodies). Once you get comfortable with X2E and X2MM, there is really no reason to unpack your game unless your into the GFX thing.
Version 0.0.36 is now available from the links on the 1st post in this thread.
This update changes to look of the editor "launch panel", adds in a new and very useful feature where X2E will automatically load the files from the currently selected mod (either from the X2, or X2MM). There are also a couple of bugfixes related to cut & paste.
Also with the release of this version, I am releasing my tutorial on how to use X2E (and X2MM) to swap ships around inside my SSG mod. I use the SSG mod as the basis for my example since I know it quite well, and since I have already extended the X2 OBJ files to accomodate an extra 55 ships. The tutorial can be found at http://www.flatrock.org.nz/wolf/images/ ... ial_V1.rar
This update changes to look of the editor "launch panel", adds in a new and very useful feature where X2E will automatically load the files from the currently selected mod (either from the X2, or X2MM). There are also a couple of bugfixes related to cut & paste.
Also with the release of this version, I am releasing my tutorial on how to use X2E (and X2MM) to swap ships around inside my SSG mod. I use the SSG mod as the basis for my example since I know it quite well, and since I have already extended the X2 OBJ files to accomodate an extra 55 ships. The tutorial can be found at http://www.flatrock.org.nz/wolf/images/ ... ial_V1.rar
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- Joined: Sun, 12. Dec 04, 17:39
Hi! I have been trying to get the doubleshadow editor for sometime now but everytime I dl the supposed extra files needed for it I end up with a corrupt file, I have a dial up and dling a couple times makes ya mad. LOL.
Well, what I really need is a step by step instruction.
My purpose is Simple:
1. Edit the weapon speed/damage/range of the game.
2. Edit the statistics of the Ships.
So what I need is:
1. The specific file names of the Doubleshadow editor I have the following:
a. x2e_runtime2_install.exe
b. vbRuntime_install.exe
2. The site to get them at besides the one listed.
3. How to install and make it work!
Thank you! If this answere elsewhere please point me at the right direction! thank you!
Well, what I really need is a step by step instruction.
My purpose is Simple:
1. Edit the weapon speed/damage/range of the game.
2. Edit the statistics of the Ships.
So what I need is:
1. The specific file names of the Doubleshadow editor I have the following:
a. x2e_runtime2_install.exe
b. vbRuntime_install.exe
2. The site to get them at besides the one listed.
3. How to install and make it work!
Thank you! If this answere elsewhere please point me at the right direction! thank you!
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- Serial Kicked
- Posts: 3823
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You should had bad luck, i'm hosting these files, and i've tested several times, downloads work fine, atm.
Try :
http://doubleshadow.fxnetworks.org/x2e/ ... nstall.zip
http://doubleshadow.fxnetworks.org/x2e/ ... o_0.37.zip
cheers.
Try :
http://doubleshadow.fxnetworks.org/x2e/ ... nstall.zip
http://doubleshadow.fxnetworks.org/x2e/ ... o_0.37.zip
cheers.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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Hi and welcome here,
D2D files are corrupted. But I've seen a topic (HERE) about this issue, maybe it will help you.
D2D files are corrupted. But I've seen a topic (HERE) about this issue, maybe it will help you.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
- Khaak_Hammer
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Look at the previous page of this topic, i've posted the direct download links.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
For anyone having trouble installing the X2 TXT editor I found a link for the zlib and vbfiles you will need.
http://apricotmappingservice.com/X3TCdownloads/
# X3TC-DS-VBRuntime_install.exe
# X3TC-DS-X2E_runtime2_install.exe
They are used in the X3 editors but they work.
http://apricotmappingservice.com/X3TCdownloads/
# X3TC-DS-VBRuntime_install.exe
# X3TC-DS-X2E_runtime2_install.exe
They are used in the X3 editors but they work.