
[SCR][BETA][0.9.3][01.11.08] X3-X3TC-Converter Betatest
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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- Posts: 26
- Joined: Thu, 26. Apr 07, 09:53
Sorry to be pain. I've downloaded the converter, copied the contents of the /scripts and /t folders to those in the X3R game folders.
When I run X3 as per instructions the converter does not activate. Not being a programer, the only way I know how to activate the script editor is to change the pilot name as instructed, but this does not launch the converter.
Any idea where I'm going wrong?
When I run X3 as per instructions the converter does not activate. Not being a programer, the only way I know how to activate the script editor is to change the pilot name as instructed, but this does not launch the converter.
Any idea where I'm going wrong?
A dark and vengeful god arises - seek the light
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Have you had a look at the readme?
http://www.x-lexikon.xibo.at/wiki/index ... er_English
Simply follow steps 1 - 6 exactly (!) as they are listed there and the converter should autostart.
http://www.x-lexikon.xibo.at/wiki/index ... er_English
Simply follow steps 1 - 6 exactly (!) as they are listed there and the converter should autostart.
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- Posts: 130
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The whole XTM content simply will not be converted, or will be converted into something that the stock game has into it (e.g. my XTM corvette converted into a chokaro class tm, the other XTM ships and content just disappeared).
Works like a charm until now
I'm still glad to have used this tool!!!
*enters his Hyperion and goes for a xenonraid*
Works like a charm until now

*enters his Hyperion and goes for a xenonraid*

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The game I converted from was an XTM game. My comments above describe my experience with this.
Some things come across, some things don't. You will have a lot of cleaning up to do once you port your XTM game to TC, but it's relatively easy using Cycrow's cheat package to recreate what you're missing. And, station complexes don't come over well.
Best to move all of your money from your stations to your account first; sell your XTM based ships, and maybe, destroy your complexes so that the stations come over "as they are" (and reconnect them in TC).
Overall, works like a charm. Great tool to get your empire back.
Some things come across, some things don't. You will have a lot of cleaning up to do once you port your XTM game to TC, but it's relatively easy using Cycrow's cheat package to recreate what you're missing. And, station complexes don't come over well.
Best to move all of your money from your stations to your account first; sell your XTM based ships, and maybe, destroy your complexes so that the stations come over "as they are" (and reconnect them in TC).
Overall, works like a charm. Great tool to get your empire back.
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open the file with notepad and look for non-alphabetical symbols in your ship's names, like or others (ö,ä,ü,ß,etc).joelR wrote:Wont work for me. Cant figure it out. Im getting the readtext error message mentioned in the readme. The language file is 44 in the file and its named correctly.
Like I said, two of my M5s had a "" symbol in their names. I removed them - then it worked fine!!
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xiriod wrote:This might be a really stupid question, but if I import my game like this can I then play the plot or is it like a custom game with no plot mission?
Not a stupid question at all

You either create a new start plot or non plot, or use an existing game, and then import your x3r game into TC. So yes, the plot is still available.
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Wow, yeah, it worked nice enough. My PHQ became an EQ, so I guess there are no PHQ's in TC ?
Weapon conversion was strange, and I have to rearrange my ships a lot. If I'd know what tables to use I'd done it before the conversion.
Other than that, I will stop and play it from the start as normal. If I had played JB in this game to I would have used my previous assets. But I am a new guy, so I guess I have to start from the beginning. But great work!
Weapon conversion was strange, and I have to rearrange my ships a lot. If I'd know what tables to use I'd done it before the conversion.
Other than that, I will stop and play it from the start as normal. If I had played JB in this game to I would have used my previous assets. But I am a new guy, so I guess I have to start from the beginning. But great work!

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Conversion List
After doing an experiment to find out what turns into what,
here are the sheild (fairly straight forward) & laser (not so straight forward) convertion tables.
Shields (X3R - X3TC):
1MJ - 1MJ
5MJ - 5MJ
25MJ - 25MJ
125MJ - 200MJ
1GJ - 1GJ
10GJ - 2GJ
There are only 6 sheild type in Vanilla X3R (that show up in LV's 'Add Ware' cheat anyway).
Lasers (X3R - X3TC - Logfile Code):
A IRE - IRE - 8.0
B IRE - PAC - 8.1
A PAC - Mass Driver - 8.2
B PAC - Phase Repeater Gun - 8.3
A HEPT - Energy Bolt Chain Gun - 8.4
B HEPT - Frag Bomb Launcher - 8.5
Tractor - HEPT - 8.6
A PSG - Plama Burst Generator - 8.9
B PSG - EMP Cannon - 8.10
G PSG - Concusion Impulse Gen - 8.11
A PPC - PSG - 8.18
B PPC - Starburst Cannon - 8.19
G PPC - PPC - 8.20
Concusion Impulse Gen - Tractor - 8.29
Mass Driver - Cluster Flak Array - 8.16
ION Disruptor - Phased Array - 8.17
Mobile Drill - ION Pulse Gen - 8.12
A Flak - ION Disruptor - 8.7
B Flak - PBE - 8.8
A PBE - Point Singularity Projector - 8.24
B PBE - Plasma Beam Cannon - 8.25
A Kyon - ION Shard Rail Gun - 8.13
B Kyon - Matter/Anti Matter Warhead Launcher - 8.14
G Kyon - Flak Artillery Array - 8.15
A EMPC - Tri Beam Cannon - 8.26
B EMPC - Fusion Beam Cannon - 8.27
Laser Tower Weapon - ION Cannon - 8.21
B Kyon (100XL) - Gause Cannon - 8.22
Repair Laser - Incendry Bomb Launcher - 8.23
None - Mobile Drilling System - 8.28
None - A Kyon - 8.32
None - B Kyon - 8.33
None - G Kyon - 8.34
None - Repair Laser - 8.35
The Logfile Code is a 3 element code 'x.y.z'. x = ware type (8 is laser), y = type ID, z = amount.
Eg. 8.6.10 equates to 10 x Tractor beams in X3R or 10 x HEPT's in X3TC.
I did also look at the missiles. But as there are 29 types in X3R and most were showing as Unknown (new game used in experiment), I decided to leave them for another day (person).
Hope this info helps.
here are the sheild (fairly straight forward) & laser (not so straight forward) convertion tables.
Shields (X3R - X3TC):
1MJ - 1MJ
5MJ - 5MJ
25MJ - 25MJ
125MJ - 200MJ
1GJ - 1GJ
10GJ - 2GJ
There are only 6 sheild type in Vanilla X3R (that show up in LV's 'Add Ware' cheat anyway).
Lasers (X3R - X3TC - Logfile Code):
A IRE - IRE - 8.0
B IRE - PAC - 8.1
A PAC - Mass Driver - 8.2
B PAC - Phase Repeater Gun - 8.3
A HEPT - Energy Bolt Chain Gun - 8.4
B HEPT - Frag Bomb Launcher - 8.5
Tractor - HEPT - 8.6
A PSG - Plama Burst Generator - 8.9
B PSG - EMP Cannon - 8.10
G PSG - Concusion Impulse Gen - 8.11
A PPC - PSG - 8.18
B PPC - Starburst Cannon - 8.19
G PPC - PPC - 8.20
Concusion Impulse Gen - Tractor - 8.29
Mass Driver - Cluster Flak Array - 8.16
ION Disruptor - Phased Array - 8.17
Mobile Drill - ION Pulse Gen - 8.12
A Flak - ION Disruptor - 8.7
B Flak - PBE - 8.8
A PBE - Point Singularity Projector - 8.24
B PBE - Plasma Beam Cannon - 8.25
A Kyon - ION Shard Rail Gun - 8.13
B Kyon - Matter/Anti Matter Warhead Launcher - 8.14
G Kyon - Flak Artillery Array - 8.15
A EMPC - Tri Beam Cannon - 8.26
B EMPC - Fusion Beam Cannon - 8.27
Laser Tower Weapon - ION Cannon - 8.21
B Kyon (100XL) - Gause Cannon - 8.22
Repair Laser - Incendry Bomb Launcher - 8.23
None - Mobile Drilling System - 8.28
None - A Kyon - 8.32
None - B Kyon - 8.33
None - G Kyon - 8.34
None - Repair Laser - 8.35
The Logfile Code is a 3 element code 'x.y.z'. x = ware type (8 is laser), y = type ID, z = amount.
Eg. 8.6.10 equates to 10 x Tractor beams in X3R or 10 x HEPT's in X3TC.
I did also look at the missiles. But as there are 29 types in X3R and most were showing as Unknown (new game used in experiment), I decided to leave them for another day (person).
Hope this info helps.
By the time you see the 'whites of his eyes'...
It's too late!
It's too late!
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- Posts: 4293
- Joined: Wed, 21. Feb 07, 17:46
hello SymTec,
whenever you decide to update this is i have taken the liberty to update stations side of this script to save you some trouble. this includes any XTM stations that may have an equivalent in TC. so it should not create any more undefined or unusable stations.
edit: all ships, shields, equipment, and weapons (including XTM) have been converted.
added relation checks for goner, pirates, yaki
added an error code so if it does not create a ship it will say ship not created instead of station not created.
link
bug: thou i wasn't able to fix as i don't know why its not working (limited scripting ability). when your script create stations that do not produce any product (I.E. docks, trade stations, etc...) the script does not activiate the stations shield. (but they do recharge over time)
bug?: if converter can not find the 8770 file. it lists it as 8770-70 rather then 8770-L044 for example.
works for both vanilla and XTM
@to everyone else:
since this is not my script i have password protected it. this is for SymTec to decide if he wants to use this or not and or update.
whenever you decide to update this is i have taken the liberty to update stations side of this script to save you some trouble. this includes any XTM stations that may have an equivalent in TC. so it should not create any more undefined or unusable stations.
edit: all ships, shields, equipment, and weapons (including XTM) have been converted.
added relation checks for goner, pirates, yaki
added an error code so if it does not create a ship it will say ship not created instead of station not created.
link
bug: thou i wasn't able to fix as i don't know why its not working (limited scripting ability). when your script create stations that do not produce any product (I.E. docks, trade stations, etc...) the script does not activiate the stations shield. (but they do recharge over time)
bug?: if converter can not find the 8770 file. it lists it as 8770-70 rather then 8770-L044 for example.
works for both vanilla and XTM
@to everyone else:
since this is not my script i have password protected it. this is for SymTec to decide if he wants to use this or not and or update.
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- Posts: 37
- Joined: Wed, 27. Jun 07, 14:34
What if my X3 Reunion game is in spanish (text & voices) and X3 TC is totally in english? How could I do this?
I have installed the X3R plug in, but don't work. Spawns a message with "readtext" in some words.
The X3 TC part I haven't tried yet, cos I miss the previous output.
Anyone can help me, please?
I have installed the X3R plug in, but don't work. Spawns a message with "readtext" in some words.
The X3 TC part I haven't tried yet, cos I miss the previous output.
Anyone can help me, please?
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- Joined: Wed, 21. Feb 07, 17:46
you will need to change the 448770.xml to 348770.xml in your t-folder. then open that file with notepad and change line 2 from id="44" to id="34". run the reunion converter.shirowww wrote:What if my X3 Reunion game is in spanish (text & voices) and X3 TC is totally in english? How could I do this?
I have installed the X3R plug in, but don't work. Spawns a message with "readtext" in some words.
The X3 TC part I haven't tried yet, cos I miss the previous output.
Anyone can help me, please?
then when you copy the log8770.txt to tc you will need to change it to 8770-L044.xml and open it up with notepad and change the id="34" to id="44"
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- Joined: Wed, 27. Jun 07, 14:34
Thanks a lot!!!
It worked like a charm! No many problems, at least seems that, except for the complexes, than translates as a bunch of individual stations. But I think it will be no problem to create some Cplx Const Kits with Cycrow's cheat pack (eh, no cheating, only "translating").
Would it be possible to create those CCK inside any TL cargo bay?
Another little annoyance is the equipment of every ship messed up (weapons and shields) but some time repairing and voila!
One question relating the complexes or stations: are they cosuming resources and producing products in X3TC at the same rate than in X3R? (I supose yes).
I make this question for if it will be necesary to readjust the number of stations for every complex before rejoining them... for the whole thing to work.
It worked like a charm! No many problems, at least seems that, except for the complexes, than translates as a bunch of individual stations. But I think it will be no problem to create some Cplx Const Kits with Cycrow's cheat pack (eh, no cheating, only "translating").
Would it be possible to create those CCK inside any TL cargo bay?
Another little annoyance is the equipment of every ship messed up (weapons and shields) but some time repairing and voila!
One question relating the complexes or stations: are they cosuming resources and producing products in X3TC at the same rate than in X3R? (I supose yes).
I make this question for if it will be necesary to readjust the number of stations for every complex before rejoining them... for the whole thing to work.
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- Posts: 4293
- Joined: Wed, 21. Feb 07, 17:46
only if SymTec decided to add that function as i don't plan to in the version i sent him.shirowww wrote: Would it be possible to create those CCK inside any TL cargo bay?
this has been taken care of by me. it is up to SymTec if he want's to post/update this script to include those changes.Another little annoyance is the equipment of every ship messed up (weapons and shields) but some time repairing and voila!
i believe some of the stations have changed. solar complexs can to mind. someone over in the spoilers forum has an updated .xls with that info. i don't have the link handy at the moment.One question relating the complexes or stations: are they cosuming resources and producing products in X3TC at the same rate than in X3R? (I supose yes).
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not at this timetaigen wrote:Will this script work to 'save' my property in a x3:TC game to import into a new x3:tc game? There is a mod I would like to try that requires a restart and was curious.
use 7 instead of 34you will need to change the 448770.xml to 348770.xml in your t-folder. then open that file with notepad and change line 2 from id="44" to id="34". run the reunion converter.Loft wrote:Hi! Can you say id for Russian language, to rename the script name? Can't find it.
then when you copy the log8770.txt to tc you will need to change it to 8770-L044.xml and open it up with notepad and change the id="34" to id="44"
I.E. 78770.xml