Ship Tricks: Mini-Guides. NO 3D modeling required! (Bullwinkle) [Guide][TC][AP]
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- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
I am happy to help.Frstwlfz wrote:Okay, I've followed the steps but it still won't work
The guns show up the cockpit, I can install them but they just don't want to fire.
Thanks again DrBullwinkle for your time. It's really appreciated.
Yeah, mine "smoked", too, during the "Smoke Test".
OK, time for debug. Something is close-but-not-quite-right with the scene. Either our copy-and-paste was wrong or the Kyoto lacks a part that other destroyers have. I will figure it out and report back... but this is a good time for a break, if you need one.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
I just can't take a break until it worksDrBullwinkle wrote:I am happy to help.Frstwlfz wrote:Okay, I've followed the steps but it still won't work
The guns show up the cockpit, I can install them but they just don't want to fire.
Thanks again DrBullwinkle for your time. It's really appreciated.
Yeah, mine "smoked", too, during the "Smoke Test".
OK, time for debug. Something is close-but-not-quite-right with the scene. Either our copy-and-paste was wrong or the Kyoto lacks a part that other destroyers have. I will figure it out and report back... but this is a good time for a break, if you need one.
But I must admit I've tried a million things and none of them worked. I've reached a point where I just don't know what to do anymore.
- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
Don't Panic.
Copy and Paste... Check.
Weapon Compatibility (I forgot to mention it, but it sounds as though you added at least one gun type on this tab).... Check.
(Unlikely to be a format issue. Many people use text editors for editing scenes. )
Sanity Check (Did the same thing with a Brigantine and it worked)... Check.
Re-created the Copy-and-Paste Section.... Bingo!
Copy and Paste... Check.
Weapon Compatibility (I forgot to mention it, but it sounds as though you added at least one gun type on this tab).... Check.
(Unlikely to be a format issue. Many people use text editors for editing scenes. )
Sanity Check (Did the same thing with a Brigantine and it worked)... Check.
Re-created the Copy-and-Paste Section.... Bingo!
Last edited by DrBullwinkle on Thu, 7. Jun 12, 20:16, edited 3 times in total.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Yes I tested with some. (EMPC, PSP, SSC mainly)DrBullwinkle wrote:Weapon Compatibility (I forgot to mention it, but it sounds as though you added at least one gun type on this tab).... Check.
I've also tried adding the invisible_weapon with 3DS Max but it went horribly wrong The ship was invisible, except for the hangar parts and the weapons didn't even fire.
I've tried something else; encoding the scene file in UTF-8 with NotePad++ but the whole ship was invisible this time, and I had strange graphical glitches with the icons of the stations and the ships on the screen. The weapons fired though, it was buggy but it seemed to work. Thus why I was led to think it may have had something to do with encoding...
I've tried all the encodings though and I got either the same result as above, or no change at all over the default ANSI.
- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
Re-created the Copy-and-Paste Section.... Bingo!
That's what we both get for trying to take a shortcut. This would have been a half-hour project, including the documentation and test, if we had simply done all of the steps from scratch *sigh*.
Here is the scene that I made. The differences are very minor, but my scene worked. Not sure "why?" yet:
That's what we both get for trying to take a shortcut. This would have been a half-hour project, including the documentation and test, if we had simply done all of the steps from scratch *sigh*.
Here is the scene that I made. The differences are very minor, but my scene worked. Not sure "why?" yet:
Code: Select all
/# Exported with dbox2 1.13 from USC-105_asymmetricBridge.max at 2011.09.17. 21:37:13
VER: 6;
P 0; B 19099; C 1; N B19099_1; b // idx 0
{ 0x2002; -1000; 5805; 624422; 0.500000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 1; B 19098; C 1; N B19098_1; b // idx 1
{ 0x2002; 167767; -2875; -280489; 0.256769; 0.000000; -1.000000; 0.000000; -1; 1; } // 0
P 2; B ships\props\bigturret4_dummy; C 3; N Bships\props\bigturret4_dummy_3a; b // idx 2
{ 0x2002; 277384; 10456; 185020; 0.250000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 3; B ships\props\bigturret4_dummy; C 3; N Bships\props\bigturret4_dummy_3b; b // idx 3
{ 0x2002; 277384; 10456; 141685; 0.250000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 4; B ships\props\bigturret4_dummy; C 3; N Bships\props\bigturret4_dummy_3c; b // idx 4
{ 0x2002; 277384; 10456; 97970; 0.250000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 5; B ships\props\bigturret4_dummy; C 3; N Bships\props\bigturret4_dummy_3d; b // idx 5
{ 0x2002; 277384; 10456; 56644; 0.250000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 6; B ships\props\bigturret4_dummy; C 4; N Bships\props\bigturret4_dummy_4a; b // idx 6
{ 0x2002; -278174; 10456; 185035; 0.250000; 0.000000; -1.000000; 0.000000; -1; 1; } // 0
P 7; B ships\props\bigturret4_dummy; C 4; N Bships\props\bigturret4_dummy_4b; b // idx 7
{ 0x2002; -278174; 10456; 141861; 0.250000; 0.000000; -1.000000; 0.000000; -1; 1; } // 0
P 8; B ships\props\bigturret4_dummy; C 4; N Bships\props\bigturret4_dummy_4c; b // idx 8
{ 0x2002; -278174; 10456; 98012; 0.250000; 0.000000; -1.000000; 0.000000; -1; 1; } // 0
P 9; B ships\props\bigturret4_dummy; C 4; N Bships\props\bigturret4_dummy_4d; b // idx 9
{ 0x2002; -278174; 10456; 57000; 0.250000; 0.000000; -1.000000; 0.000000; -1; 1; } // 0
P 10; B ships\props\bigturret4_dummy; C 7; N Bships\props\bigturret4_dummy_7a; b // idx 10
{ 0x2002; -167372; 12448; -1101448; 0.500000; -0.087156; 0.996195; 0.000000; -1; 1; } // 0
P 11; B ships\props\bigturret4_dummy; C 7; N Bships\props\bigturret4_dummy_7b; b // idx 11
{ 0x2002; 167984; 12448; -1101448; 0.500000; 0.087156; 0.996195; -0.000000; -1; 1; } // 0
P 12; B ships\props\bigturret4_dummy; C 7; N Bships\props\bigturret4_dummy_7c; b // idx 12
{ 0x2002; 167868; -12384; -1100948; 0.500000; 0.996195; 0.087156; -0.000000; -1; 1; } // 0
P 13; B ships\props\bigturret4_dummy; C 7; N Bships\props\bigturret4_dummy_7d; b // idx 13
{ 0x2002; -167492; -12384; -1100948; 0.500000; 0.996195; -0.087156; -0.000000; -1; 1; } // 0
P 14; B ships\props\bigturret4_dummy; C 6; N Bships\props\bigturret4_dummy_6a; b // idx 14
{ 0x2002; 14938; -93761; -413764; 0.666667; -0.577350; -0.577350; 0.577350; -1; 1; } // 0
P 15; B ships\props\bigturret4_dummy; C 6; N Bships\props\bigturret4_dummy_6b; b // idx 15
{ 0x2002; 14938; -93761; -333125; 0.666667; -0.577350; -0.577350; 0.577350; -1; 1; } // 0
P 16; B ships\props\bigturret4_dummy; C 6; N Bships\props\bigturret4_dummy_6c; b // idx 16
{ 0x2002; -14938; -93761; -333125; 0.333333; 0.577350; -0.577350; 0.577350; -1; 1; } // 0
P 17; B ships\props\bigturret4_dummy; C 6; N Bships\props\bigturret4_dummy_6d; b // idx 17
{ 0x2002; -14938; -93761; -413972; 0.333333; 0.577350; -0.577350; 0.577350; -1; 1; } // 0
P 18; B ships\props\bigturret4_dummy; C 5; N Bships\props\bigturret4_dummy_5a; b // idx 18
{ 0x2002; -40300; 73296; -11261; 0.250000; -1.000000; -0.000000; 0.000000; -1; 1; } // 0
P 19; B ships\props\bigturret4_dummy; C 5; N Bships\props\bigturret4_dummy_5b; b // idx 19
{ 0x2002; 40300; 73296; -11261; 0.250000; -1.000000; -0.000000; 0.000000; -1; 1; } // 0
P 20; B ships\props\bigturret4_dummy; C 5; N Bships\props\bigturret4_dummy_5c; b // idx 20
{ 0x2002; 40300; 73296; 16325; 0.500000; 0.000000; 0.707107; 0.707107; -1; 1; } // 0
P 21; B ships\props\bigturret4_dummy; C 5; N Bships\props\bigturret4_dummy_5d; b // idx 21
{ 0x2002; -40300; 73296; 16325; 0.500000; 0.000000; 0.707107; 0.707107; -1; 1; } // 0
P 22; B ships\props\bigturret4_dummy; C 2; N Bships\props\bigturret4_dummy_2a; b // idx 22
{ 0x2002; -105958; -19334; 1094992; 0.458333; 0.000000; 0.000000; 1.000000; -1; 1; } // 0
P 23; B ships\props\bigturret4_dummy; C 2; N Bships\props\bigturret4_dummy_2b; b // idx 23
{ 0x2002; -130236; -13169; 1094992; 0.458333; 0.000000; 0.000000; 1.000000; -1; 1; } // 0
P 24; B ships\props\bigturret4_dummy; C 2; N Bships\props\bigturret4_dummy_2c; b // idx 24
{ 0x2002; 105734; -19597; 1094992; 0.541667; 0.000000; -0.000000; 1.000000; -1; 1; } // 0
P 25; B ships\props\bigturret4_dummy; C 2; N Bships\props\bigturret4_dummy_2d; b // idx 25
{ 0x2002; 129516; -13324; 1094992; 0.541667; 0.000000; -0.000000; 1.000000; -1; 1; } // 0
P 26; B 78; N 78; // idx 26
{ 0x2002; 0; 140600; -748228; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 27; B 78; N 78; // idx 27
{ 0x2002; 0; 140600; -748228; 0.250000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 28; B 78; N 78; // idx 28
{ 0x2002; 0; 140600; -748228; 0.666667; -0.577350; -0.577350; 0.577350; -1; 1; } // 0
P 29; B 78; N 78; // idx 29
{ 0x2002; 114174; 119571; 1020309; 0.250000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 30; B 78; N 78; // idx 30
{ 0x2002; 114174; 119571; 1020309; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 31; B 78; N 78; // idx 31
{ 0x2002; 114174; 119571; 1020309; 0.666667; -0.577350; -0.577350; 0.577350; -1; 1; } // 0
P 32; B 78; N 78; // idx 32
{ 0x2002; -113976; 119571; 1020309; 0.666667; -0.577350; -0.577350; 0.577350; -1; 1; } // 0
P 33; B 78; N 78; // idx 33
{ 0x2002; -113976; 119571; 1020309; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 34; B 78; N 78; // idx 34
{ 0x2002; -113976; 119571; 1020309; 0.250000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 35; B 78; N 78; // idx 35
{ 0x2002; 0; -128111; -440622; 0.250000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 36; B 78; N 78; // idx 36
{ 0x2002; 0; -128111; -440622; 0.666667; -0.577350; -0.577350; 0.577350; -1; 1; } // 0
P 37; B 78; N 78; // idx 37
{ 0x2002; 0; -128111; -440622; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 38; B effects\engines\fx_engine_emitter; N Beffects\engines\fx_engine_emitter; b // idx 38
{ 0x2002; 0; -1832; -1133942; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 39; B effects\engines\fx_engine_emitter; N Beffects\engines\fx_engine_emitter; b // idx 39
{ 0x2002; -56000; -1494; -1120447; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 40; B effects\engines\fx_engine_emitter; N Beffects\engines\fx_engine_emitter; b // idx 40
{ 0x2002; 56000; -1494; -1120447; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 41; B effects\engines\fx_engine_xtc_white_huge; C 28673; N Beffects\engines\fx_engine_xtc_white_huge_28673b; b // idx 41
{ 0x2002; -56000; -1514; -1150727; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 42; B effects\engines\fx_engine_xtc_white_huge; C 28673; N Beffects\engines\fx_engine_xtc_white_huge_28673b; b // idx 42
{ 0x2002; 56000; -1514; -1150727; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 43; B effects\engines\fx_engine_xtc_white_huge; C 28673; N Beffects\engines\fx_engine_xtc_white_huge_28673b; b // idx 43
{ 0x2002; -382; -1704; -1164109; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 44; B ships\props\cameradummy; C 1; N Bships\props\cameradummy_1; b // idx 44
{ 0x2002; 0; 180046; -531297; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 45; B ships\props\cameradummy; C 2; N Bships\props\cameradummy_2; b // idx 45
{ 0x2002; -130884; 2184; 1112294; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 46; B ships\props\cameradummy; C 3; N Bships\props\cameradummy_3; b // idx 46
{ 0x2002; 288784; -10299; 137629; 0.250000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 47; B ships\props\cameradummy; C 4; N Bships\props\cameradummy_4; b // idx 47
{ 0x2002; -295789; -10299; 137629; 0.250000; 0.000000; -1.000000; 0.000000; -1; 1; } // 0
P 48; B ships\props\cameradummy; C 5; N Bships\props\cameradummy_5; b // idx 48
{ 0x2002; 0; 90074; -68849; 0.250000; -1.000000; 0.000000; 0.000000; -1; 1; } // 0
P 49; B ships\props\cameradummy; C 6; N Bships\props\cameradummy_6; b // idx 49
{ 0x2002; 0; -110622; -278843; 0.250000; 1.000000; 0.000000; 0.000000; -1; 1; } // 0
P 50; B ships\props\cameradummy; C 7; N Bships\props\cameradummy_7; b // idx 50
{ 0x2002; 0; 56998; -1138874; 0.500000; 1.000000; 0.000000; 0.000000; -1; 1; } // 0
P 51; B 19098; C 1; N B19098_01; b // idx 51
{ 0x2002; -172286; -2875; -281205; 0.243231; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 52; B 19098; C 1; N B19098_1; b // idx 52
{ 0x2002; -172286; -2875; -350230; 0.243231; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 53; B 19098; C 1; N B19098_1; b // idx 53
{ 0x2002; -172286; -2875; -210812; 0.243231; 0.000000; 1.000000; 0.000000; -1; 1; } // 0
P 54; B 19098; C 1; N B19098_1; b // idx 54
{ 0x2002; 167767; -2875; -209979; 0.256769; 0.000000; -1.000000; 0.000000; -1; 1; } // 0
P 55; B 19098; C 1; N B19098_1; b // idx 55
{ 0x2002; 167831; -2875; -349703; 0.256769; 0.000000; -1.000000; 0.000000; -1; 1; } // 0
P 56; B ships\x3ap\usc\XTC_usc_m2plus; N Bships\XTC\usc\XTC_usc_m2plus; b // idx 56
{ 0x2002; 0; 0; 0; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
/ =====================================================================
/ Adding 8 Main Guns to any ship (Bullwinkle, 2012-02-06)
/ (Based on nate10587's excellent advice)
/ 1) Change the "P 29" through "P 36" entries to next-higher
/ indexes for your ship's scene.
/ (Example is for Pirate Brigantine M2)
/ 2) Change the x, y, z locations as appropriate for your ship.
/ For example, it is OK to copy locations from forward
/ turrets on your ship.
/ The z value is most important (front-to-back axis).
/ If in doubt, just change that.
/ Don't worry about being perfect. This is mainly for visuals.
/ 3) Add the index numbers from (1) to TShips for your ship's cockpit.
/ Number of laser parts = 1
/ Model = ships\props\invisible_weapon
/ Scene node index = (next higher index for your ship's scene)
/ For main guns, leave "Secondary Model" blank and
/ Secondary Scene node index = -1.
/ 4) Add Weapon Types for your ship.
/ You're done!
P 57; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-01; b
{ 0x2002; -10087; 10636; 185020; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; -10087; 10636; 185020; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
P 58; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-02; b
{ 0x2002; 10066; 10636; 185020; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; 10066; 10636; 185020; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
P 59; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-03; b
{ 0x2002; -23664; 8107; 185020; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; -23664; 8107; 185020; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
P 60; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-04; b
{ 0x2002; 23643; 8107; 185020; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; 23643; 8107; 185020; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
P 61; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-05; b
{ 0x2002; -31534; -33659; 185020; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; -31534; -33659; 185020; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
P 62; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-06; b
{ 0x2002; 31513; -33659; 185020; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; 31513; -33659; 185020; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
P 63; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-07; b
{ 0x2002; -23320; -33719; 185020; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; -23320; -33719; 185020; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
P 64; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-08; b
{ 0x2002; 23299; -33719; 185020; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; 23299; -33719; 185020; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
/ =====================================================================
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
- Argonaught.
- Posts: 1827
- Joined: Wed, 6. Nov 02, 20:31
@ DrBullwinkle
Seems you understand alot about modelling, or at least how to do certain stuff without modelling.
maybe you could answer this:
I loaded a ship i found on my hdd that was for X3reunion (made by a guy who has long ago left the forums) anyhow guns fire etc etc but the cockpit is funny.
When you enter the ship you end up in the middle of the model and anything you target shows up as 75k away no matter the distance.
What would you do to try fix something like that?
I would ask in general for a modeller to take a look but i don't think anyone would.
Note: I'm not a modeller but would be cool if i could figure out how to effectively upgrade older X models and make them work correctly in X3TC/AP.
Thanks in advance.
Argo.
Seems you understand alot about modelling, or at least how to do certain stuff without modelling.
maybe you could answer this:
I loaded a ship i found on my hdd that was for X3reunion (made by a guy who has long ago left the forums) anyhow guns fire etc etc but the cockpit is funny.
When you enter the ship you end up in the middle of the model and anything you target shows up as 75k away no matter the distance.
What would you do to try fix something like that?
I would ask in general for a modeller to take a look but i don't think anyone would.
Note: I'm not a modeller but would be cool if i could figure out how to effectively upgrade older X models and make them work correctly in X3TC/AP.
Thanks in advance.
Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F
I lurk alot for the most part now
<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F
I lurk alot for the most part now
Yay! Thanks a bunch Doc! You just made someone very happy
I'm gonna check both scenes to see what are the differences and try to figure out why mine didn't work.
Thanks again!
EDIT: OK, so it was because of the Z position of the guns... that's... wierd? Anyway, I'll try and see what I can achieve in the placement.
@Argo
I had this problem once, sadly this was a long time ago... I think it has something to do with the position of the cameradummy used for the cockpit. You can modify this in text mode, but I remember moving it around in 3DS Max back then.
P 1; B 19098; C 1; N B19098_1; b // idx 1
{ 0x2002; 167767; -2875; -280489; 0.256769; 0.000000; -1.000000; 0.000000; -1; 1; } // 0
The underlined part are the coordinates of the "model", respectively X axis, Y axis and Z axis. If I'm not mistaken. Maybe try tinkering with these values?
Then again, I'm not sure so... make backups of your files.
I'm gonna check both scenes to see what are the differences and try to figure out why mine didn't work.
Thanks again!
EDIT: OK, so it was because of the Z position of the guns... that's... wierd? Anyway, I'll try and see what I can achieve in the placement.
@Argo
I had this problem once, sadly this was a long time ago... I think it has something to do with the position of the cameradummy used for the cockpit. You can modify this in text mode, but I remember moving it around in 3DS Max back then.
P 1; B 19098; C 1; N B19098_1; b // idx 1
{ 0x2002; 167767; -2875; -280489; 0.256769; 0.000000; -1.000000; 0.000000; -1; 1; } // 0
The underlined part are the coordinates of the "model", respectively X axis, Y axis and Z axis. If I'm not mistaken. Maybe try tinkering with these values?
Then again, I'm not sure so... make backups of your files.
- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
Yes, that's it exactly. I figured out how to do stuff without modeling.Argonaught. wrote:Seems you understand alot about ... how to do certain stuff without modelling.
My first thought would be exactly what you suggest: Post the question, along with a link to the ship (upload it if you must), and ask a modeler to help you. You never know when somebody will have a few minutes to take a look. This may be a good time of year to ask; school is out for some of our fine young graphic design students.
My second thought would be that the cockpit is mis-placed. Or wrong somehow.
But the best way to find out is to try. Create a thread, post the details, and ask.
What's the worst thing that could happen?
Last edited by DrBullwinkle on Thu, 7. Jun 12, 22:26, edited 1 time in total.
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Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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- Argonaught.
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Cool thanks for the info, I can try that on other ships if they go wonky.Frstwlfz wrote: @Argo
I had this problem once, sadly this was a long time ago... I think it has something to do with the position of the cameradummy used for the cockpit. You can modify this in text mode, but I remember moving it around in 3DS Max back then.
P 1; B 19098; C 1; N B19098_1; b // idx 1
{ 0x2002; 167767; -2875; -280489; 0.256769; 0.000000; -1.000000; 0.000000; -1; 1; } // 0
The underlined part are the coordinates of the "model", respectively X axis, Y axis and Z axis. If I'm not mistaken. Maybe try tinkering with these values?
Then again, I'm not sure so... make backups of your files.
I found that i had forgot to merge the components part for the ship, once I merged it and tested, the cockpit was in the right place and targeting worked normally
Mucho thanks
Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>
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- DrBullwinkle
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Excellent! I am glad you got it working, Frstwlfz (although I knew that you would).Frstwlfz wrote:Yay! Thanks a bunch Doc!
EDIT: OK, so it was because of the Z position of the guns... that's... wierd?
Yes, it does seem odd that the z position of the guns would make that large a difference. One thing that I did not test was the possibility that the guns worked but you just could not see them fire?
The way that I did it was that I used the z position for the front turrets. I figured that the front guns should be somewhere near there. Although you could probably get better coordinates from 3dsMax.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
It's you who got it working!DrBullwinkle wrote:Excellent! I am glad you got it working, Frstwlfz (although I knew that you would).Frstwlfz wrote:Yay! Thanks a bunch Doc!
EDIT: OK, so it was because of the Z position of the guns... that's... wierd?
Well, the energy wasn't depleting while I was hammering the fire button... But maybe.DrBullwinkle wrote:Yes, it does seem odd that the z position of the guns would make that large a difference. One thing that I did not test was the possibility that the guns worked but you just could not see them fire?
Yes I'll give it a shot now that I know what was wrong. Thanks againDrBullwinkle wrote:The way that I did it was that I used the z position for the front turrets. I figured that the front guns should be somewhere near there. Although you could probably get better coordinates from 3dsMax.
I have a question related to this, but please let me know if you think I need to start a new thread. I'm trying to "extract" a ship from an older version of the extended mod for my personal use. I am also using Cadius Xtra ship mod as a fake patch.
Here is what I had before trying to get this ship in the game:
1) Xtra ship mod installed as a fake patch 03.cat in the addon folder
2) My own cat file in the mods folder which I had just changed a few stats in the Tships, Tbullets, Tmissles, and globals.
-This all works fine.
Now, for what I have done to try to get a ship added in using the previous as my starting point:
1) extracted the relevent files from the objects\ships\etc.\etc. and copied them into a similar directory in my cat file
2) added an entry to the end of the Tships file which references the directory and filename for the scene file (the one that ends in .pbd)
3) added an entry into the text file for the name of it.
Now here is what happens: I load a game and create the ship via script. The ship appears on the nav screen and all the stats, turrets, cargo, etc appears to be right and it is reading the text file since I can see the name of the ship instead of the "readtext" stuff. The problem is that the game doesn't actually load the model because when I target the ship it just shows an empty place in space where my ship should be . It's as if the game can't find or can't read the scene file. Any suggestions?
Here is what I had before trying to get this ship in the game:
1) Xtra ship mod installed as a fake patch 03.cat in the addon folder
2) My own cat file in the mods folder which I had just changed a few stats in the Tships, Tbullets, Tmissles, and globals.
-This all works fine.
Now, for what I have done to try to get a ship added in using the previous as my starting point:
1) extracted the relevent files from the objects\ships\etc.\etc. and copied them into a similar directory in my cat file
2) added an entry to the end of the Tships file which references the directory and filename for the scene file (the one that ends in .pbd)
3) added an entry into the text file for the name of it.
Now here is what happens: I load a game and create the ship via script. The ship appears on the nav screen and all the stats, turrets, cargo, etc appears to be right and it is reading the text file since I can see the name of the ship instead of the "readtext" stuff. The problem is that the game doesn't actually load the model because when I target the ship it just shows an empty place in space where my ship should be . It's as if the game can't find or can't read the scene file. Any suggestions?
- DrBullwinkle
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Yep.dtrowle wrote:It's as if the game can't find or can't read the scene file.
In step (2), it is probably easiest to use exactly the same path in your .cat as in the .cat from which you extracted the objects. That way, you do not need to change the TShips entry. The job becomes almost copy and paste.
Also, remember that models and scenes go in the objects\ships\... tree. But, in TShips, the path begins with SHIPS. The "objects" is omitted in TShips.
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Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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Thanks for the reply, that is exactly what I did for that very reason. I just copied the whole directory into my cat file and the only thing "non copy paste" would be the text file index number (which works because I can read the name of the ship in game) and the actual index number of the ship in the Tships file - which I wouldn't think would make a difference. I confirmed that the "objects\" is omitted in the Tships entry. Does X3AP handle ships any different than what X3TC did? Could I have possibly corrupted the scenes file during the extract and copy process? I left the "Decmpress compressed files" and "Queue BOB files to bod compiler" unchecked. Should I have?
- DrBullwinkle
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Ships are handled the same way in AP as in TC. The only thing to note is that types is in addon, while objects and dds are not:dtrowle wrote:Does X3AP handle ships any different than what X3TC did? Could I have possibly corrupted the scenes file during the extract and copy process? I left the "Decmpress compressed files" and "Queue BOB files to bod compiler" unchecked. Should I have?
- x3ap\addon\types
x3ap\objects
x3ap\dds
I don't think that compression matters to the game, although it is normal for the files inside of .cats to be compressed.
.Cats are convenient, but they can be confusing. That is why I have not used them in my tutorials. It is too easy to mess up a path in a .cat and find it difficult to debug.
If you want to post the .cat then I will take a look at it. (Probably tomorrow.)
Last edited by DrBullwinkle on Fri, 8. Jun 12, 23:09, edited 1 time in total.
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Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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- Argonaught.
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I had the same invisible ships till i realized what I had done wrong:
For AP the model files should be placed in the TC folder and only files that belong in the types folder go into addon.
if you place everything into the addon folder, wether inside a cat/dat or unpacked, the ship will not be shown correctly.
TLDR:
Your folder structure inside a cat:
addon\types
dds
objects
etc etc
HTH
Argo.
For AP the model files should be placed in the TC folder and only files that belong in the types folder go into addon.
if you place everything into the addon folder, wether inside a cat/dat or unpacked, the ship will not be shown correctly.
TLDR:
Your folder structure inside a cat:
addon\types
dds
objects
etc etc
HTH
Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F
I lurk alot for the most part now
<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F
I lurk alot for the most part now
- DrBullwinkle
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I think I just said that but, yeah, that's the way it works.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
- Argonaught.
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You were too fast there, your post wasn't there when i had hit the reply buttonDrBullwinkle wrote:I think I just said that but, yeah, that's the way it works.
Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F
I lurk alot for the most part now
<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F
I lurk alot for the most part now
Aha! I bet that's what I did wrong then! I'll have to check it after work today but I'm 90% sure my problem is that I have all the scene files inside the addon folder. Thanks DrBullwinkle and Argo for the help!
Edit: So I came home for lunch and moved the "objects" folder out of the addon folder and into the main directory of my cat file and it works beautifuly now! It's like the simplest stuff is always the hardest to figure out.
Edit: So I came home for lunch and moved the "objects" folder out of the addon folder and into the main directory of my cat file and it works beautifuly now! It's like the simplest stuff is always the hardest to figure out.