Ship/Factory 3D Models and Stats Viewer version 1.1.1.6 (spoiler?) NEW VER. APR 07

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

Moderator: Moderators for English X Forum

User avatar
BugMeister
Posts: 13647
Joined: Thu, 15. Jul 04, 04:41
x4

Post by BugMeister »

wow!!

- 'swunnerful! :D :thumb_up:
- the whole universe is running in BETA mode - we're working on it.. beep..!! :D :thumb_up:
bunk
Posts: 136
Joined: Mon, 12. Jul 04, 11:30
x3

3D viewer powerful tool

Post by bunk »

Thanks for this, well done. A powerful tool for selecting ships. One comparison look makes selection fast and easy.
Jodahunseen
Posts: 14
Joined: Fri, 20. Oct 06, 17:15
x3

Post by Jodahunseen »

bar none the best way to get ship info and nicely displayed as well. Great work.
User avatar
Graxster
Posts: 817
Joined: Sat, 14. Oct 06, 01:01
x3tc

Post by Graxster »

Dave Toome wrote:Crystal = 2 points, but looks like it should have 4
Arghhhhhh!!! Wish I had found this thread sooner. I'm in the middle of laying out a huge complex, and already have 3 crystal fabs layed out as well as several other facs. Layed them out with the impression that all those nodes were real.... *screams and rips hair out*

P.S. Is there any way to edit the factory models and put them back in the game, do you know? I see that you can use custom ships... I have 3dsmax, so the editing wouldn't be a problem in itself, not sure if the factories are hardcoded or not tho. Would be nice to be able to add more nodes, and make the dummy nodes real.
A Team
Posts: 280
Joined: Sat, 29. Jan 05, 21:35
x3

Post by A Team »

Graxster wrote:
Dave Toome wrote:Crystal = 2 points, but looks like it should have 4
Arghhhhhh!!! Wish I had found this thread sooner. I'm in the middle of laying out a huge complex, and already have 3 crystal fabs layed out as well as several other facs. Layed them out with the impression that all those nodes were real.... *screams and rips hair out*

P.S. Is there any way to edit the factory models and put them back in the game, do you know? I see that you can use custom ships... I have 3dsmax, so the editing wouldn't be a problem in itself, not sure if the factories are hardcoded or not tho. Would be nice to be able to add more nodes, and make the dummy nodes real.
You should have a look at this thread http://forum2.egosoft.com/viewtopic.php?t=125090, its in the stickys :P
Deleted User

Post by Deleted User »

Graxster wrote: snip ... P.S. Is there any way to edit the factory models and put them back in the game, do you know? I see that you can use custom ships... I have 3dsmax, so the editing wouldn't be a problem in itself, not sure if the factories are hardcoded or not tho. Would be nice to be able to add more nodes, and make the dummy nodes real.

Delayed resonse: couldn't get on-line for a couple of hours - Orange/Wanadoo having a prob. or two.

- the scripts & modding forum has good info on modding ;),
and there's several wiki / player / modding sites with tutorials about modelling with 3dsmax, and adding to the game.

I think the thread pointed out by A Team shows the full spectrum of confusion about node counts, 1.403 sorted many problems out.
I've never had a problem, except connectivity distance : 608 factories in 47 complexes so far (68 greatest fac. count in one complex),
but that might be down to my style of building vertical stacks of factories of one 'type' next to stacks of another fac. type.
jlehtone
Posts: 22485
Joined: Sat, 23. Apr 05, 21:42
x4

Post by jlehtone »

Dave Toome wrote:I think the thread pointed out by A Team shows the full spectrum of confusion about node counts, 1.403 sorted many problems out.
I've never had a problem, except connectivity distance : 608 factories in 47 complexes so far (68 greatest fac. count in one complex),
but that might be down to my style of building vertical stacks of factories of one 'type' next to stacks of another fac. type.
I tend to build horizontal, like a snake http://forum2.egosoft.com/viewtopic.php ... t=#1864418.

It is true that 1.4.03 changed things. Before 1.4.03 addition of station into complex did cause CTD, if there were not enough free nodes during or after the addition. This was particularly obvious when one did merge to hubs together. 1.4.03 avoids this problem by creating T-sections into tubes as necessary. So the node-counts do not count any more. :wink:

Nodes only affect how the piping looks like. Making a neat looking spaghetti is a game. Optional game. After all, you do not really want to see your huge complex ever again. Framerate.

When you add a station or complex into a complex, all tubes are actually removed, and then the algorithm adds tubing between all the stations (and hub) in the new complex. Nearest nodes are used, or T-sections created as necessary. Thus, every added station can change all existing tubes. All the tubing is "one" object and part of the hub.

If each pipe between two stations would be a separate object, then existing tubes would not change during addition. Logically, the distance limit for one tube would be from the closest station and not from the hub. But, neat addition of a station between two existing ones would require the removal of that pipe. And the number of objects would increase. For the collision detection it is probably better to have one big rather than zillion small obstacles.
User avatar
Delta180
Posts: 92
Joined: Wed, 11. Aug 04, 13:26
x4

Post by Delta180 »

I don't mean to bump an old topic but do you plan on updating this now that v2.0 is out?
This is such a useful program but you can't view the M7 on it
Deleted User

Post by Deleted User »

Work is underway....

But there's a few additions I'm making other than adjustments for 2.0, so it might be a while longer.

You should be able to view the M3+ and Xenon-LX ships already (& the new Caiman Miner, tho that looks the same as the Hauler) cos they are of a known class, unfortunately the current viewer doesn't know about the M7 class so doesn't list it.

The M7 is the only ship shown in the in-dev new version, that is not shown by the current version.

Click to enlarge:
[ external image ]

I'm getting there :)

.
User avatar
Delta180
Posts: 92
Joined: Wed, 11. Aug 04, 13:26
x4

Post by Delta180 »

Awesome. I hope you can get it finished soon! :D
User avatar
BugMeister
Posts: 13647
Joined: Thu, 15. Jul 04, 04:41
x4

Post by BugMeister »

- indeed, you are both a gentleman and a scholar, sire!! :D

..simply stunning little prog..!!
- the whole universe is running in BETA mode - we're working on it.. beep..!! :D :thumb_up:
Skeeter
Posts: 3712
Joined: Thu, 9. Jan 03, 19:47
x3

Post by Skeeter »

Any chance this can be developed into a sort of modding tool where you can convert a model (textured) into x3 format from perhaps wavefront obj format and also edit hardpoints with this tool.

Something like what delphy did over at relic forums for homeworld mod tool. HWSE.
[ external image ]
7600x cpu 5.4ghz 32gb DDR5 5600mhz 6700XT 32" 1440p mon
Parazac
Posts: 191
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Parazac »

excellent little prgram this, makes it so much easier to compare ships when im lookin to buy something :D
Deleted User

Post by Deleted User »

Cheers all,

@Skeeter
Anything is possible but in this case unlikely to happen,
cos the road from viewer to working-mod exporter is a long one.

Anyway there are obviously existing ways & means (if you can get 3DS Max).

So far I've managed to avoid getting too involved in all things mod, mainly
cos I really just wanted to explore & play the game, rather than alter it.

But you never know ...
I_E_Maverick
Posts: 265
Joined: Fri, 7. Jul 06, 11:36
x3

Post by I_E_Maverick »

thank you very much! i just found this program and it is very handy. finally a tool for me to see my models without having them installed in the game. this will save me a lot of time!

the b5 mod team bows before the master! ;)
Gruhn
Posts: 33
Joined: Thu, 4. Nov 04, 07:28
x3

Post by Gruhn »

how do you gain access to the ships installed with Cycrow's ship installer? If this is already covered sorry I must have missed it when I looked.
All ships are mine, those who are currently piloting them simply do not know it yet.
Deleted User

Post by Deleted User »

If you mean ships in ShipCreator.cat, than at present you don't.
This is cos the current ver. of the viewer doesn't read that cat due
to syntax reasons (my code shortcoming not Cycrow's).
Next version probably will, after I've looked more closely at it...
sorry about that.

Could I ask if there are further mod-related questions, that they are posted in the thread in the S/M forum:
http://forum2.egosoft.com/viewtopic.php?p=1664751
this is to avoid this thread (ie the one your reading) becoming
divorced from the forum it's in - thanks.
DownLiFe
Posts: 49
Joined: Tue, 19. Dec 06, 08:10

Post by DownLiFe »

Hey this thing is really handy! Me being new to X3 and just getting my fleet of super freighters making me money. Time for me to grab a TL and start with some stations! This program greatly helps in deciding what I want for what I want to do with it.

Many thanks.
Rabid Potatoe
Posts: 43
Joined: Fri, 10. Nov 06, 16:56

Post by Rabid Potatoe »

When it opens I get an error involving mfc71u.dll.
Any way to fix it?
Deleted User

Post by Deleted User »

mfc71u.dll is part of the install set.
You shouldn't get that sort of message, unless that file has gone missing somehow.

Which directory did you install to (should be the X2/X3 game directory) ?

Return to “X Trilogy Universe”