Ship/Factory 3D Models and Stats Viewer version 1.1.1.6 (spoiler?) NEW VER. APR 07
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Hull sizes
I am working on a Excell sheet that I hope will measure up how the various ships rank in general against each other. I am having problems getting the hull sizes to give a factor based on armor. Could you include that?
Well spotted, good point: 'hull strength' never got into the stats somehow,
not sure how I missed that out!
I'm suprised nobody has mentioned that before.
Anyway, if you want to collect up your own stats
(including hull strength) from the TShips game file,
I suggest using (click below text for link)
doubleshadow's X3 Editor (0.14 - patch 2.0 compatible)
'tis certainly comprehensive
The only ship stat that X3editor is missing is steering, which is found from:
[min % steering] = (Sum of the two largest of (raw data) Yaw, Pitch, Roll) x 50
...except Argon Discoverer (standard variety only) which has an extra factor of 1.653 for some reason.
[max % steering] = [min % steering] x (10 + 'Max # of rudder tunning') / 10
Those are shown in my util's stats window, but I don't know if your sheet's scope is going outside vanilla X3
Good luck with your sheet.
not sure how I missed that out!
I'm suprised nobody has mentioned that before.
Anyway, if you want to collect up your own stats
(including hull strength) from the TShips game file,
I suggest using (click below text for link)
doubleshadow's X3 Editor (0.14 - patch 2.0 compatible)
'tis certainly comprehensive

The only ship stat that X3editor is missing is steering, which is found from:
[min % steering] = (Sum of the two largest of (raw data) Yaw, Pitch, Roll) x 50
...except Argon Discoverer (standard variety only) which has an extra factor of 1.653 for some reason.
[max % steering] = [min % steering] x (10 + 'Max # of rudder tunning') / 10
Those are shown in my util's stats window, but I don't know if your sheet's scope is going outside vanilla X3

Good luck with your sheet.
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For each .cat/.dat pair of files in your \mods directory under X3,
the program assumes one 'mod', and puts in a tab for it in each of the
'open ship' & 'open factory' dialogs (even if there are no new/changed ships/factories).
You don't need to do anything manually.
If you know you have a mod in there, & it's not showing, perhaps you
could tell me the mod name & link - possibly for some mods I've never seen myself,
there's a reason why the prog doesn't 'see it'.
(btw This proves I'm not getting email notification of all reply posts,
I wonder if there's a 'thread age' limit to the database's links,
or if there was a database 'cleanup' or corruption at some point?)
the program assumes one 'mod', and puts in a tab for it in each of the
'open ship' & 'open factory' dialogs (even if there are no new/changed ships/factories).
You don't need to do anything manually.
If you know you have a mod in there, & it's not showing, perhaps you
could tell me the mod name & link - possibly for some mods I've never seen myself,
there's a reason why the prog doesn't 'see it'.
(btw This proves I'm not getting email notification of all reply posts,
I wonder if there's a 'thread age' limit to the database's links,
or if there was a database 'cleanup' or corruption at some point?)
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Right ho,
the ShipCreator.cat 'mod' has been deliberately excluded for various reasons
(to do with me not gracefully handling certain internal syntax of some files).
But,
I though maybe it was time to fix this, so I did...
The below zip contains 'X Models 3D Viewer_1.1.1.1.exe' which
is the state I got to when I gave up trying to get further with
shader-rendering quality (& pretty much stopped looking at it altogether).
Plus a bit of a tidy up & this fix.
However since the Egosoft GOTY DVD has version 1.1.0.0 on it (as against 1.0.2.1
that is the current version), I though it only fair to upload this later version,
even though most of the requested features have not even been looked at.
It does now handle ShipCreator.cat, at least the ones I've made for testing purposes,
but since that .cat file's content could be anything you make it, I'm not
guaranteeing it will work with all ShipCreator.cat files out there.
There are some user interface improvements over 1.0.2.1, plus a toggle between 'normal
and 'shader' rendering.
you can view shader params & alter them 'on the fly' (eg Hue),
but since shader-rendering quality is not consistent (some ship look OKish,
some look rubbish) this will probably only be of interest to the 'hardcore'.
Concussion Impulse Generator weapon finally got in, and the M7.
I'm not putting this up as a 'main' version in the OP, since I think it needs
(a lot) more work to cover all those things that I said I was going to do,
so you can consider this a 'fix' version.
264 KBytes
http://www.Exogenesis.co.uk/XModels3DViewer_1.1.1.1.zip
You just need to unzip it to the directory that your 'X Models 3D Viewer_1.0.2.1.exe'
is in (ie your X3 directory[s]) and perhaps make youself a desktop shortcut to it.
Anybody who hasn't got 1.0.2.1 already, will need to download it from the original post,
then do the above, cos there's other required files in the installer
Perhaps you could tell me if it works with your ShipCreator.cat mod?[ external image ]
the ShipCreator.cat 'mod' has been deliberately excluded for various reasons
(to do with me not gracefully handling certain internal syntax of some files).
But,
I though maybe it was time to fix this, so I did...
The below zip contains 'X Models 3D Viewer_1.1.1.1.exe' which
is the state I got to when I gave up trying to get further with
shader-rendering quality (& pretty much stopped looking at it altogether).
Plus a bit of a tidy up & this fix.
However since the Egosoft GOTY DVD has version 1.1.0.0 on it (as against 1.0.2.1
that is the current version), I though it only fair to upload this later version,
even though most of the requested features have not even been looked at.
It does now handle ShipCreator.cat, at least the ones I've made for testing purposes,
but since that .cat file's content could be anything you make it, I'm not
guaranteeing it will work with all ShipCreator.cat files out there.
There are some user interface improvements over 1.0.2.1, plus a toggle between 'normal
and 'shader' rendering.
you can view shader params & alter them 'on the fly' (eg Hue),
but since shader-rendering quality is not consistent (some ship look OKish,
some look rubbish) this will probably only be of interest to the 'hardcore'.
Concussion Impulse Generator weapon finally got in, and the M7.
I'm not putting this up as a 'main' version in the OP, since I think it needs
(a lot) more work to cover all those things that I said I was going to do,
so you can consider this a 'fix' version.
264 KBytes
http://www.Exogenesis.co.uk/XModels3DViewer_1.1.1.1.zip
You just need to unzip it to the directory that your 'X Models 3D Viewer_1.0.2.1.exe'
is in (ie your X3 directory[s]) and perhaps make youself a desktop shortcut to it.
Anybody who hasn't got 1.0.2.1 already, will need to download it from the original post,
then do the above, cos there's other required files in the installer
Perhaps you could tell me if it works with your ShipCreator.cat mod?[ external image ]
testing update v1.1.1.4, instructions as above (previous post)
(link temporarily removed .... updating)
in response to FlyBye's excellent feedback & observation of various 'features'
EDIT: Backtracking : FlyeBye pointed out a serious flaw in the 1.1.1.4 version,
back soon with a better one.
EDIT 2: See 4 posts down for version 1.1.1.5
(link temporarily removed .... updating)
in response to FlyBye's excellent feedback & observation of various 'features'
EDIT: Backtracking : FlyeBye pointed out a serious flaw in the 1.1.1.4 version,
back soon with a better one.
EDIT 2: See 4 posts down for version 1.1.1.5
Last edited by Deleted User on Mon, 9. Apr 07, 03:50, edited 1 time in total.
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- Joined: Thu, 16. Feb 06, 07:56
Dave,
I've never been able to get the viewer to work correctly - I can see the 2d wire mesh but I have no 3d view.
[ external image ]
Am I missing something here?
I've never been able to get the viewer to work correctly - I can see the 2d wire mesh but I have no 3d view.
[ external image ]
Am I missing something here?
If you can run X3, you should be OK with the viewer.
From a previous post about this sort of thing:
From a previous post about this sort of thing:
Try doing this & I'll see if anything shows up.Dave Toome wrote: snip
Possibly it's some direct3D facility I'm using that isn't
supported on your graphic card ?
What graphic card are you using?
1 Could you run dxdiag.exe (in your Windows\System32 directory) & click the
'Test Direct3D' button - do you get successful D3D7/8/9 test runs?
(I assume you will)
2 Run DXCapsViewer.exe - you're unlikely to already have this :
if not download from:
http://www.Exogenesis.co.uk/DXCapsViewer.zip
extract to a directory of your choice.
In the tree-node 'DirectX Graphics Adapters', select the first described GPU,
then click 'Print subtree to file'. This will make a file called dxview.log in the
same directory as where you put the .exe (it will be about 1 MByte in size).
If you zip this up (about 40K zipped )and email it to me (or put it on some public file-server),
I'll see if I can see anything I'm using that isn't supported.
Ok, back again....
FlyeBye pointed out a serious flaw in the 1.1.1.4 version,
fixed a problem reading in Ashley's Fabs mod (huge) factory list.
New test version, all OK (I think):
http://www.Exogenesis.co.uk/XModels3DViewer_1.1.1.5.zip
FlyeBye pointed out a serious flaw in the 1.1.1.4 version,
fixed a problem reading in Ashley's Fabs mod (huge) factory list.
New test version, all OK (I think):
http://www.Exogenesis.co.uk/XModels3DViewer_1.1.1.5.zip
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- Joined: Fri, 9. Feb 07, 04:46
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- Joined: Fri, 5. Jan 07, 06:27
right on....it loads my HUGE models...
got an idea for an added feature...lock viewing angle across windows...
that way you can manually rotate in one window and it will rotate the same in all windows...
edit: found a possible bug, its minor...but when i loaded my leviathan and the games phoenix,raptor,and odin the only ship that would show weapon facing was my leviathan...i had loaded the leviathan first, then combo loaded the other 3...
is there a way to make it show the firing arc of the turrets? (dont want to use a bigturret2 when a plain old bigturret will work)
got an idea for an added feature...lock viewing angle across windows...
that way you can manually rotate in one window and it will rotate the same in all windows...
edit: found a possible bug, its minor...but when i loaded my leviathan and the games phoenix,raptor,and odin the only ship that would show weapon facing was my leviathan...i had loaded the leviathan first, then combo loaded the other 3...
is there a way to make it show the firing arc of the turrets? (dont want to use a bigturret2 when a plain old bigturret will work)
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- Joined: Thu, 16. Feb 06, 07:56
Hey Dave,
Here's a dxview dump: http://rapidshare.com/files/25040368/dxview.7z.html
I've got an nvidia 8800gts - I also remember that I had create d3d draw surface errors back with version 1.0.2.1, if that helps at all. I never have been able to use the viewer with this card.
Here's a dxview dump: http://rapidshare.com/files/25040368/dxview.7z.html
I've got an nvidia 8800gts - I also remember that I had create d3d draw surface errors back with version 1.0.2.1, if that helps at all. I never have been able to use the viewer with this card.
Flybye
Yes, Roguey's mod has got some very interesting new ships,
I especially like the Cap ship carrier idea, very tempting to give it a whirl
MJALowe
The way to get synchronised rotation, is to hold down right mouse key, while you mouse-move.
Also you can get synch. zoom this way (right mouse + mouse wheel)
(Also by switching on 'show-to-scale' mode and zoom the biggest ship, marked ** in the window title,
the others ships will follow zoom movement).
You're right, there seems to be a glitch with rendering of firing-indicators only in some cap ships,
this just turned up with this version - can't see what's going wrong yet
The firing arc/cone quest. has been asked before, looked at it briefly then,
but couldn't decide if all turret types were the same, I'll look again.
(isn't BigTurret2 vs BigTurret just a question of a 90 deg. initial barrel rotation?)
halo112358
Got your log, wil have a detailed look later.
I was wondering if a DX10 card would give probs. with the viewer, there's no way you've got any missing features
btw, are you running Vista?
Yes, Roguey's mod has got some very interesting new ships,
I especially like the Cap ship carrier idea, very tempting to give it a whirl

MJALowe
The way to get synchronised rotation, is to hold down right mouse key, while you mouse-move.
Also you can get synch. zoom this way (right mouse + mouse wheel)
(Also by switching on 'show-to-scale' mode and zoom the biggest ship, marked ** in the window title,
the others ships will follow zoom movement).
You're right, there seems to be a glitch with rendering of firing-indicators only in some cap ships,
this just turned up with this version - can't see what's going wrong yet
The firing arc/cone quest. has been asked before, looked at it briefly then,
but couldn't decide if all turret types were the same, I'll look again.
(isn't BigTurret2 vs BigTurret just a question of a 90 deg. initial barrel rotation?)
halo112358
Got your log, wil have a detailed look later.
I was wondering if a DX10 card would give probs. with the viewer, there's no way you've got any missing features

btw, are you running Vista?
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Nope, but if you need someone to test under Vista I could install the 30-day trial on another drive.Dave Toome wrote: halo112358
Got your log, wil have a detailed look later.
I was wondering if a DX10 card would give probs. with the viewer, there's no way you've got any missing features
btw, are you running Vista?
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- Joined: Fri, 5. Jan 07, 06:27
im not entirly sure what the difference really is...what ive been able to gather is that bigturret (horizontal turret) has 90 degree left/right/up possible rotation, the top turrets (which should be bigturret2) (vertical turret) are supposed to have a 360 degree rotation on the horizontal and a 90 degree up down....the thread was very confusing (it was talking about creating models for turrets)
ofcoarse, i havent been able really test this...leviathan is the only ship ive created with the bigturret2...and i havent finished balancing it yet (duh)
ive got some awesome looking ships coming up...m3+ m7 and ts (based strongly on the sargon ship...(xenon unknown on your viewer)...im also gona be making a micro carrier and a micro destroyer...
pic(testing link formats - its all the same pic)
[ external image ]
[ external image ]
<a href="http://imageshack.us"><img src="http://img169.imageshack.us/img169/6558/4shipsdg5.jpg" border="0" alt="Image Hosted by ImageShack.us" /></a>
http://img169.imageshack.us/img169/6558/4shipsdg5.jpg
edit: was hoping one would actually show the pic...rather than a link to the pic...oh well
ofcoarse, i havent been able really test this...leviathan is the only ship ive created with the bigturret2...and i havent finished balancing it yet (duh)
ive got some awesome looking ships coming up...m3+ m7 and ts (based strongly on the sargon ship...(xenon unknown on your viewer)...im also gona be making a micro carrier and a micro destroyer...
pic(testing link formats - its all the same pic)
[ external image ]
[ external image ]
<a href="http://imageshack.us"><img src="http://img169.imageshack.us/img169/6558/4shipsdg5.jpg" border="0" alt="Image Hosted by ImageShack.us" /></a>
http://img169.imageshack.us/img169/6558/4shipsdg5.jpg
edit: was hoping one would actually show the pic...rather than a link to the pic...oh well
halo112358
I was just wondering if you were Vista, no need to do that.
Had a look at the log file, it far exceeds anything the viewer needs,
so not sure why it's not creating the d3d surface.
I could try a few things, but unless someone's got a spare 8800, it could be a long to & fro process
It's probably something simple but there's many parameter to the d3d CreateDevice method.
What I (also) don't understand is why you've also got no ship stats showing, these aren't dependant on d3d being created.
I was just wondering if you were Vista, no need to do that.
Had a look at the log file, it far exceeds anything the viewer needs,
so not sure why it's not creating the d3d surface.
Did you have a different card then?I also remember that I had create d3d draw surface errors back with version 1.0.2.1
I could try a few things, but unless someone's got a spare 8800, it could be a long to & fro process

It's probably something simple but there's many parameter to the d3d CreateDevice method.
What I (also) don't understand is why you've also got no ship stats showing, these aren't dependant on d3d being created.