[software] X3 Editor 2.0.23.0 [10.1.2012]
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I have the same issue.. with every .pck I have tried.Catra wrote:having abit of an issue editing hq.pck
all it is giving me is the debugger, instead of the option to choose which function i would want to use to open it (in this case, the text viewer).

If I drag-and-drop the .pck onto X3E2, I get only the TDebugger interface.
Same if I do File-Open.
If I try to save the opened file as .xml, X3E2 puts up a Messagebox:
Code: Select all
Error saving file:
Interface function SaveFile of plugin TDebugger (DS.X3E.TDebugger.MainWindow) [TDebugger.plugin] threw exception System.NullReferenceExeption:
Object reference not set to an instance of an object.
To make matters worse, recent versions of X3E2 seem to be creating encrypted .pcks (which I think is not entirely correct for X3TC?). In any case, the .pcks cannot be opened with 7-zip (or other archive tools), so we *must* use X3E2.
It is an awkward situation, at best. In short, this appears to be a pair of bugs:
- Saving .pcks as encrypted by default
- Not displaying the "Open with..." dialog when opening .pck's from the file system.
The only workaround I have been able to find is to install the .pck, then open from VFS.
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)
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Sorry for not replying, but for some reason this wonderful forum is not sending me e-mail notifications.
New version is available via automatic updates.
The reason why X3E2 will not display the "Choose plugin" dialog is because there is exactly one plugin associated with .pck extension - the TDebugger.
If you want to choose the plugin yourself, open the corresponding catalog in X3E2 - either use drag & drop or select Plugins->CatManager and click Open catalog from top toolbar. Then right click on the hq file and select the plugin.
Or just let X3E2 open the file in the TDebugger.
This will add it to recently opened files list.
Click on the File menu, hold down shift and click the file you want to open in the recent menu. This will force X3E2 to open the plugin selection dialog.
You can always use CatManager to see the compression (right click on file and select Properties). If the compression is wrong, extract the file on harddrive and compress it back into the catalog.
New version is available via automatic updates.
Fixed.The automatic function of adding bob's when extracting files also crashes the editor.
hq is an XML file. There is no support for XML files in X3E2. You can use the build-in Text editor, but that's really just an emergency option.having abit of an issue editing hq.pck
all it is giving me is the debugger, instead of the option to choose which function i would want to use to open it (in this case, the text viewer).
The reason why X3E2 will not display the "Choose plugin" dialog is because there is exactly one plugin associated with .pck extension - the TDebugger.
If you want to choose the plugin yourself, open the corresponding catalog in X3E2 - either use drag & drop or select Plugins->CatManager and click Open catalog from top toolbar. Then right click on the hq file and select the plugin.
Or just let X3E2 open the file in the TDebugger.
This will add it to recently opened files list.
Click on the File menu, hold down shift and click the file you want to open in the recent menu. This will force X3E2 to open the plugin selection dialog.
TDebugger is for T files only.If I try to save the opened file as .xml, X3E2 puts up a Messagebox
The format of .pck files is dependent on the game version of the current game profile. Make sure you have set it correctly. X3R and below will use (encrypted) PCK. X3TC and newer will use Deflate (gz - compatible with most decompressors). Note that this only works when NEW file is being created. If you are editing an existing file, the compression will remain the same.To make matters worse, recent versions of X3E2 seem to be creating encrypted .pcks (which I think is not entirely correct for X3TC?).
You can always use CatManager to see the compression (right click on file and select Properties). If the compression is wrong, extract the file on harddrive and compress it back into the catalog.
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Perfect. That is the best answer (although it will not help people who do not read this thread).doubleshadow wrote:Click on the File menu, hold down shift and click the file you want to open in the recent menu. This will force X3E2 to open the plugin selection dialog.
The issue with hq.pck (and other pck's) is not editing XML... it is opening the encrypted pck. I have only X3Editor for that task.
Would Text Viewer be a better default plugin for XML files?
And the CAT manager is no help for pcks that are not in a CAT. Which is the source of most of the problems that I have experienced.
In any case, the Shift-click on Recent Files is a good work-around. Thank you.
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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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If you are using the T-File Editor, then copy and paste work in the left-hand column (Name/ID).
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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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Hello. I've expirenced some strange bug with TShips for some time.
I have SRM installed, which include new m3b fighters (light bombers). They have compatibility with Tomahawk Heavy Missiles.
At first everything was fine. But now I don't have this m3b tomahawk compatibility in game. In Tships all of the m3b's have Tomahawk heavy missile compatibility, but in game they are not. I've made some changes in TShips before (mainly adding some missiles compatibility to several types of ships).
I think there was some kind of corruption in my Thsips, relating those m3b's. This bug only affect Tomahawk heavy missiles and only m3b's. I've added some others group of missiles to m3b's and they worked just fine in game. And adding missiles to other ships works fine.
What should I do to eliminate this bug?
Argon m3b
Win 7 x64
X3 editor 2.0.23 (2.0.25){at first 2.0.23.0 was installed, then through auto update 2.0.25.0. Found this bug yesterday, tried to revert to 2.0.23.0 with no succesful result}
I have SRM installed, which include new m3b fighters (light bombers). They have compatibility with Tomahawk Heavy Missiles.
At first everything was fine. But now I don't have this m3b tomahawk compatibility in game. In Tships all of the m3b's have Tomahawk heavy missile compatibility, but in game they are not. I've made some changes in TShips before (mainly adding some missiles compatibility to several types of ships).
I think there was some kind of corruption in my Thsips, relating those m3b's. This bug only affect Tomahawk heavy missiles and only m3b's. I've added some others group of missiles to m3b's and they worked just fine in game. And adding missiles to other ships works fine.
What should I do to eliminate this bug?
Argon m3b
Boron m3b0;0;0.376179;0.30074;0.29694;SG_SH_M3;80106;35700;4494;103;1;5;5;1250;168;225;ships\patch2_ships\argon_M3_plus_scene;ships\argon\cockpits\argon_m3eclipse_cp_scene;0;12;2800;0.024994;2;4;128;9;15;15;320;450;0;49;2;49;5;0;1;0;0;0;0;0;0;0;2;1;12500;35;36;41;20;35;OBJ_SHIP_M3;4;1;0;ships\props\cameradummy;1;2;1;ships\props\cameradummy;27;3;2;ships\props\cameradummy;28;4;3;ships\props\cameradummy;34;4;1;0;1;0;1;2;2;1;1;2;ships\props\turretdummy;26;;-1;3;2;3;1;3;2;ships\props\turretdummy;29;;-1;5;8;4;8;5;1;ships\props\weapondummy;18;;-1;6;1;ships\props\weapondummy;19;;-1;7;1;ships\props\weapondummy;20;;-1;8;1;ships\props\weapondummy;21;;-1;9;1;ships\props\weapondummy;22;;-1;10;1;ships\props\weapondummy;23;;-1;11;1;ships\props\weapondummy;24;;-1;12;1;ships\props\weapondummy;25;;-1;130;72648;1;1;0;72648;1000;0;0;SS_SH_A_M3B;
Split m3b0;0;0.166667;0.166667;0.166667;SG_SH_M3;80112;39500;10000;104;1;7;13;1060;168;225;ships\M3\Boron_M3P_Scene;ships\boron\cockpits\boron_m3_cp_scene;0;12;2300;0.058914;2;3;128;9;15;15;185;375;0;50;1;50;2;0;1;0;0;0;0;0;0;0;2;2;22250;35;36;2;20;38;OBJ_SHIP_M3;4;1;0;ships\props\cameradummy;20;2;1;ships\props\cameradummy;22;3;2;ships\props\cameradummy;21;4;3;ships\props\cameradummy;20;4;1;0;1;0;1;2;2;1;1;2;ships\props\turretdummy;24;;-1;3;2;3;1;3;2;ships\props\turretdummy;23;;-1;5;8;4;8;5;1;ships\props\weapondummy;25;;-1;6;1;ships\props\weapondummy;26;;-1;7;1;ships\props\weapondummy;27;;-1;8;1;ships\props\weapondummy;28;;-1;9;1;ships\props\weapondummy;29;;-1;10;1;ships\props\weapondummy;30;;-1;11;1;ships\props\weapondummy;31;;-1;12;1;ships\props\weapondummy;32;;-1;130;76342;1;1;0;76342;1000;0;0;SS_SH_B_M3B;
Paranid m3b0;0;0.28;0.22333;0.22;SG_SH_M3;80114;44400;7000;137;1;6;12;1125;168;202;ships\patch2_ships\split_m3_plus_scene;ships\split\cockpits\split_m3_cp_scene;0;12;6750;0.024994;2;2;129;9;15;15;180;400;0;54;2;54;1;0;1;0;0;0;0;0;0;0;2;3;10000;35;36;4;20;35;OBJ_SHIP_M3;4;1;0;ships\props\cameradummy;26;2;1;ships\props\cameradummy;28;3;2;ships\props\cameradummy;29;4;3;ships\props\cameradummy;26;4;1;0;1;0;1;2;2;1;1;2;ships\props\turretdummy;27;;-1;3;2;3;1;3;2;ships\props\turretdummy;30;;-1;5;8;4;8;5;1;ships\props\weapondummy;2;;-1;6;1;ships\props\weapondummy;3;;-1;7;1;ships\props\weapondummy;4;;-1;8;1;ships\props\weapondummy;5;;-1;9;1;ships\props\weapondummy;6;;-1;10;1;ships\props\weapondummy;7;;-1;11;1;ships\props\weapondummy;8;;-1;12;1;ships\props\weapondummy;9;;-1;130;83360;1;1;0;83360;1000;0;0;SS_SH_S_M3B;
Teladi m3b0;0;0.216667;0.216667;0.216667;SG_SH_M3;80116;43350;4570;103;1;2;9;1100;168;202;ships\patch2_ships\paranid_M3_plus_scene;ships\paranid\cockpits\paranid_m3_cp_scene;0;12;3333;0.084999;2;3;129;4;12;12;190;340;0;52;2;52;1;0;1;0;0;0;0;0;0;0;2;4;12900;35;36;5;20;35;OBJ_SHIP_M3;4;1;0;ships\props\cameradummy;2;2;1;ships\props\cameradummy;29;3;2;ships\props\cameradummy;30;4;3;ships\props\cameradummy;2;4;1;0;1;0;1;2;2;1;1;2;ships\props\turretdummy;28;;-1;3;2;3;1;3;2;ships\props\turretdummy;31;;-1;5;8;4;8;5;1;ships\props\weapondummy;20;;-1;6;1;ships\props\weapondummy;21;;-1;7;1;ships\props\weapondummy;22;;-1;8;1;ships\props\weapondummy;23;;-1;9;1;ships\props\weapondummy;24;;-1;10;1;ships\props\weapondummy;25;;-1;11;1;ships\props\weapondummy;26;;-1;12;1;ships\props\weapondummy;27;;-1;130;80446;1;1;0;80446;1000;0;0;SS_SH_P_M3B;
X3TC v3.20;0;0.23;0.18333;0.18167;SG_SH_M3;80118;30250;3500;103;1;4;10;1220;168;225;ships\m3\Teladi_M3P_scene;ships\teladi\cockpits\teladi_m3Kea_cp_scene;0;12;3300;0.055303;2;4;129;9;15;15;240;580;0;55;2;55;1;0;1;0;0;0;0;0;0;0;2;5;17000;35;36;3;20;32;OBJ_SHIP_M3;4;1;0;ships\props\cameradummy;31;2;1;ships\props\cameradummy;21;3;2;ships\props\cameradummy;30;4;3;ships\props\cameradummy;31;4;1;0;1;0;1;2;2;1;1;2;ships\props\turretdummy;4;;-1;3;2;3;1;3;2;ships\props\turretdummy;29;;-1;5;8;4;8;5;1;ships\props\weapondummy;22;;-1;6;1;ships\props\weapondummy;23;;-1;7;1;ships\props\weapondummy;24;;-1;8;1;ships\props\weapondummy;25;;-1;9;1;ships\props\weapondummy;26;;-1;10;1;ships\props\weapondummy;27;;-1;11;1;ships\props\weapondummy;28;;-1;12;1;ships\props\weapondummy;3;;-1;130;83114;1;1;0;83114;1000;0;0;SS_SH_T_M3B;
Win 7 x64
X3 editor 2.0.23 (2.0.25){at first 2.0.23.0 was installed, then through auto update 2.0.25.0. Found this bug yesterday, tried to revert to 2.0.23.0 with no succesful result}
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hey,
yesturday when i started the editor 2 there was no problem, but today i start it and i get this error message..
what does this mean and how can i fix it..? it wont load the bullets file anymore..
@Senar: perhaps your ships dont have the required cargo volume compatiblilty..? i believe the missiles you speak of are L class, perhaps the ships only have M..?
yesturday when i started the editor 2 there was no problem, but today i start it and i get this error message..
Code: Select all
Error while loading object 'bullet' (index 3):
Error while loading object "Video ID" (index 42):
Error converting value 'SS_BULLET_IRE' to number:
Invalid numeric value
@Senar: perhaps your ships dont have the required cargo volume compatiblilty..? i believe the missiles you speak of are L class, perhaps the ships only have M..?
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This is error message from TDebugger. It appears that:Anubitus wrote:yesturday when i started the editor 2 there was no problem, but today i start it and i get this error message..
what does this mean and how can i fix it..? it wont load the bullets file anymore..Code: Select all
Error while loading object 'bullet' (index 3): Error while loading object "Video ID" (index 42): Error converting value 'SS_BULLET_IRE' to number: Invalid numeric value
You've closed X3E2 with TBullets oepened in TDebugger. (So it wants to reopen the file on startup).
The template version doesn't match the TBullets - looks pretty much like the TBullets are not from AP, but the template is.
Simply ignore the error and open the file in TDebugger again. It will fail again. Just click File->Open Template and try the 3 versions of bullets template (R, TC, AP) - one of them will be the correct one

You can copy and rename the "correct" version to TBullets.tdt if you need to open older files often.
Why not to simply open the TBullets with TFileEditor?
@Senar - looks like what Anubitus said. Doesn't look like it has anything to do with X3E2.
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doubleshadow,
Any hints on converting TC tbullets to AP ?
Will X3editor2 load the TC version in and save an AP version out ?
I've heard thats the most changed file, but have not yet had a chance to look at the differences. Be useful if the editor just handled it.
Edit :
Why does the modmanager part not include the directory structure when you make a new catalog ? And why when you use the old modmanager does it not work in the game ?
What has changed with cat/dats in AP ?
Edit 2 : Never mind. I found the changes to AP.
X3editor2 modmanager section doesnt work as far as I can see, I'm using the old Modmanager instead.
Also, I wish you hadnt taken out the display of the total number of ship guns. That had its uses, and I'm missing not being able to see it at a glance. (Some of us cant interpret the turret information to find number of guns easily). Please put it back in somewhere, even if its an addon under the turret information, as a summary.
Any hints on converting TC tbullets to AP ?
Will X3editor2 load the TC version in and save an AP version out ?
I've heard thats the most changed file, but have not yet had a chance to look at the differences. Be useful if the editor just handled it.

Edit :
Why does the modmanager part not include the directory structure when you make a new catalog ? And why when you use the old modmanager does it not work in the game ?
What has changed with cat/dats in AP ?
Edit 2 : Never mind. I found the changes to AP.
X3editor2 modmanager section doesnt work as far as I can see, I'm using the old Modmanager instead.
Also, I wish you hadnt taken out the display of the total number of ship guns. That had its uses, and I'm missing not being able to see it at a glance. (Some of us cant interpret the turret information to find number of guns easily). Please put it back in somewhere, even if its an addon under the turret information, as a summary.
Last edited by apricotslice on Tue, 27. Mar 12, 02:44, edited 1 time in total.
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X3 Editor 2...
Anyone very familiar with the X3 Editor 2 program? Just recently got it and I am experimenting with a few of the more simple things before i try to move on to the more complex stuff.
Specifically im thinking of adding defensive turrets to the Aran, im getting a small idea as to how this is done but im still not so sure... Anyone have any idea how to add turrets on?
It looks like you can select them in the 3D viewer, im guessing you can move them?
{Please re-read [url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url]. Merged. jlehtone}
Specifically im thinking of adding defensive turrets to the Aran, im getting a small idea as to how this is done but im still not so sure... Anyone have any idea how to add turrets on?
It looks like you can select them in the 3D viewer, im guessing you can move them?
{Please re-read [url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url]. Merged. jlehtone}
Happy accidents are just another form of discovery, except they are way more fun.
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I'm not sure how you mean select them in 3D Viewer. X3 Editor 2 has no such capability as far as I know and can't even load scene files. Just body files and that is it.
If you want to have a closer look at models, I'd recommend the 3D Model Viewer which is great for seeing what a ship looks like and/or has in its scene.
A little explanation:
A 3D Model in game is made up of a bunch of parts drawn together in a scene file. These parts consist of the base model, (which may include multiple parts itself), and parts that have an intended purpose within the game on that model.
In X3 these parts include but are not limited to roughly the following:
- Turret Dummy models. (Placeholder for actual animated or functioning turret models)
- Docking Dummy models (Placeholder for actual animated docking ports and arms in station and ship models)
- Numbered models (These can be any number of things and include animated maneuvering jets on ship models as well as docking points and various other things)
- Engine Effects (Basically the trail of your engines on your ship. Most of these are invisible models with a texture that the game can move around as you speed up or slow down like the maneuvering jets IIRC)
- Camera Dummy models (Simple little Disc that rotates or positions in relation to the camera. For Turrets it must be positioned out from zero on the axis in which it will be facing, ahead of or behind or even with the turret(s) that will be used with it. The game changes the camera position in relation to the axis that the model is centered on but it's not really too complicated)
- Other stuff (Radar arrays, Antennas, etc..)
..and of course the base ship model on which all these models are positioned and planted.
Each object has a model that is called by the scene and placed within that scene. The game then reads this scene and, (based on various other files that the game reads like Dummies, Cut Data, and others), reloads the scene with the in-game models to be used.
Quick brief on Scene composition:
Scenes are made up of parts that are placed in a numbered order starting with 0. These are index numbers for the scene file and all that is written within the bod file is essentially plain English.
Example:
Now that might seem like a lot of nonsense but if you look at the P #; that is the start of the new model to be included in the scene, followed by various game related scene information that tells the game engine where each part is in the game files, what its position is in the scene file, its angle of rotation, etc.
You'll also notice a ; C #, entry in the parts entries. This is the Cockpit or camera index used by the game. You'll also notice parts with dummy_1b and similar entries. These entries place the model in sort of a sub-index of the camera/cockpit.
I don't honestly know enough about any of this stuff to say anything with absolute certainty, but I do know that messing up some of these entries can completely wreck compatibility between the game and your ship model and scene.
Copy paste works, but you have to know where everything is going and you have to make sure all your P indexes and cameras are correct and that you have differentiated between one model and the next.
You can use the XModels 3DViewer, (linked in the tutorials and resources sticky), and Wordpad to edit models and view them.
To do this you just use the open model function on the viewer and open your new scene file that you have edited in wordpad. I recommend wordpad because it opens and saves bod files in text quite well and can keep the text in a standard readable format like you see in the code brackets above. Much more legible that way.
In Wordpad you just copy and paste an entry, adjust Position index, association with camera, sub-index to like models, and use the x, y, z entries and alpha, gamma, beta rotations entries to move it about.
With the rotations this gets complicated because there are actually 4 fields which affect rotation and some of them don't work so well. Also, what the model viewer and the game see based on those isn't always the same thing.
Best to copy and past a similar or same rotation and work from there. Generally speaking, with familiarity, you can identify turrets and the like by their x,y,z position in the scene file.
There is also Gmax and various other programs. You can read up on these in the forums and you'll find info in the tutorials and resources sticky related to Gmax and DBox2 and YAGG, as well as X2BC model compiler/decompiler.
If using Wordpad, always save with the format extension, (*.bod) included. It might take a bit of experimenting to get it right and you'll find that some things are inconsistent between scene files.
When you make a scene file with gmax and export it, you'll also have to go through and edit your entries. (i.e: Copy and paste your x,y,z, alpha, gamma, beta coordinates and rotations from the gmax export into the file you pasted together to import into gmax.)
Gmax doesn't export anything very well. I'm pretty sure that is a failure of Gmax too. It might be readable by the game or it might not. To mee, it certainly doesn't seem like it will be.
Good luck.
edit: I forgot to add, your position index in the scene file is the "Ordinal" number for the turret and camera dummies you will edit into the ship in the TShips file. under cockpit and turret entries using X3 Editor2.
Your Count in the turret entries is in relation to the number of guns per turret. Each turret setup has additional parts that are read by the game that determing the firing point for lasers in game. (i.e: 2 barrels: two firing points : Max turret count 2)
If you want to have a closer look at models, I'd recommend the 3D Model Viewer which is great for seeing what a ship looks like and/or has in its scene.
A little explanation:
A 3D Model in game is made up of a bunch of parts drawn together in a scene file. These parts consist of the base model, (which may include multiple parts itself), and parts that have an intended purpose within the game on that model.
In X3 these parts include but are not limited to roughly the following:
- Turret Dummy models. (Placeholder for actual animated or functioning turret models)
- Docking Dummy models (Placeholder for actual animated docking ports and arms in station and ship models)
- Numbered models (These can be any number of things and include animated maneuvering jets on ship models as well as docking points and various other things)
- Engine Effects (Basically the trail of your engines on your ship. Most of these are invisible models with a texture that the game can move around as you speed up or slow down like the maneuvering jets IIRC)
- Camera Dummy models (Simple little Disc that rotates or positions in relation to the camera. For Turrets it must be positioned out from zero on the axis in which it will be facing, ahead of or behind or even with the turret(s) that will be used with it. The game changes the camera position in relation to the axis that the model is centered on but it's not really too complicated)
- Other stuff (Radar arrays, Antennas, etc..)
..and of course the base ship model on which all these models are positioned and planted.
Each object has a model that is called by the scene and placed within that scene. The game then reads this scene and, (based on various other files that the game reads like Dummies, Cut Data, and others), reloads the scene with the in-game models to be used.
Quick brief on Scene composition:
Scenes are made up of parts that are placed in a numbered order starting with 0. These are index numbers for the scene file and all that is written within the bod file is essentially plain English.
Example:
Code: Select all
/ >> Sat Nov 19 14:41:28 2011
/ current locale for numeric: [German_Germany.1252]
/ Animation time interval: 0..9600
/ >> Sat Nov 19 14:41:28 2011
/ Staring Biped Key Reading/ >> Sat Nov 19 14:41:28 2011
/ finished Biped Key Reading
/ Sat Nov 19 14:41:28 2011
/ Node Bships\X3AP\argon\PrideOfAlbion_1b Class [Editable Mesh, GEOMOBJECT_CLASS_ID]
P 0; B ships\X3AP\argon\PrideOfAlbion; N Bships\X3AP\argon\PrideOfAlbion_1b; b // idx 0
{ 0x2002; 0; 0; 0; 0.000000; 0.000000; 0.000000; 0.000000; 2000; 1; } // 1
{ 0x2002; 0; 0; 0; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
P 1; B ships\props\cameradummy; C 1; N Bships\props\cameradummy_1; b // idx 1 cockpit
{ 0x2002; 1715; -2199; 10433; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // -1
//{ 0x2002; 0; 700; 3700; 0.0; 0.0; 0.0; 0.0; -1; 1; } // -1
/ Mon Aug 04 22:27:01 2008
/ Node Bships\props\weapondummy7d_1a Class [Editable Poly, GEOMOBJECT_CLASS_ID]
P 2; B ships\props\weapondummy7d; C 1; N Bships\props\weapondummy7d_1a; b // idx 2
{ 0x2002; -398; -3838; 6981; 0.250000; 0.000000; 0.000000; 1.000000; 3333; 1; } // 1
{ 0x2002; -398; -3838; 6981; 0.250000; 0.000000; 0.000000; 1.000000; -1; -1; } // -1
/ Sat Nov 19 14:41:28 2011
/ Node Bships\props\turretdummy_2 Class [Editable Mesh, GEOMOBJECT_CLASS_ID]
P 3; B ships\props\turretdummy; C 2; N Bships\props\turretdummy_2; b // idx 3
{ 0x2002; 0; 3503; -7462; 0.500000; 0.000000; 1.000000; 0.000000; -1; -1; } // -1
/ Sat Nov 19 14:41:28 2011
/ Node Beffects\engines\fx_engine_emitter_1 Class [Editable Mesh, GEOMOBJECT_CLASS_ID]
P 4; B effects\engines\fx_engine_emitter; C 1; N Beffects\engines\fx_engine_emitter_1; b // idx 4
{ 0x2002; -3406; 1876; -7607; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
/ Sat Nov 19 14:41:28 2011
/ Node Beffects\engines\fx_engine_argon_M3_28673 Class [Editable Mesh, GEOMOBJECT_CLASS_ID]
P 5;
You'll also notice a ; C #, entry in the parts entries. This is the Cockpit or camera index used by the game. You'll also notice parts with dummy_1b and similar entries. These entries place the model in sort of a sub-index of the camera/cockpit.
I don't honestly know enough about any of this stuff to say anything with absolute certainty, but I do know that messing up some of these entries can completely wreck compatibility between the game and your ship model and scene.
Copy paste works, but you have to know where everything is going and you have to make sure all your P indexes and cameras are correct and that you have differentiated between one model and the next.
You can use the XModels 3DViewer, (linked in the tutorials and resources sticky), and Wordpad to edit models and view them.
To do this you just use the open model function on the viewer and open your new scene file that you have edited in wordpad. I recommend wordpad because it opens and saves bod files in text quite well and can keep the text in a standard readable format like you see in the code brackets above. Much more legible that way.
In Wordpad you just copy and paste an entry, adjust Position index, association with camera, sub-index to like models, and use the x, y, z entries and alpha, gamma, beta rotations entries to move it about.
With the rotations this gets complicated because there are actually 4 fields which affect rotation and some of them don't work so well. Also, what the model viewer and the game see based on those isn't always the same thing.
Best to copy and past a similar or same rotation and work from there. Generally speaking, with familiarity, you can identify turrets and the like by their x,y,z position in the scene file.
There is also Gmax and various other programs. You can read up on these in the forums and you'll find info in the tutorials and resources sticky related to Gmax and DBox2 and YAGG, as well as X2BC model compiler/decompiler.
If using Wordpad, always save with the format extension, (*.bod) included. It might take a bit of experimenting to get it right and you'll find that some things are inconsistent between scene files.
When you make a scene file with gmax and export it, you'll also have to go through and edit your entries. (i.e: Copy and paste your x,y,z, alpha, gamma, beta coordinates and rotations from the gmax export into the file you pasted together to import into gmax.)
Gmax doesn't export anything very well. I'm pretty sure that is a failure of Gmax too. It might be readable by the game or it might not. To mee, it certainly doesn't seem like it will be.
Good luck.
edit: I forgot to add, your position index in the scene file is the "Ordinal" number for the turret and camera dummies you will edit into the ship in the TShips file. under cockpit and turret entries using X3 Editor2.
Your Count in the turret entries is in relation to the number of guns per turret. Each turret setup has additional parts that are read by the game that determing the firing point for lasers in game. (i.e: 2 barrels: two firing points : Max turret count 2)

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- Posts: 14163
- Joined: Sun, 16. May 04, 13:01
You can add turrets using X3editor2, but they wont work unless they are also on the model. Same with adding guns to existing turrets.
The tships file is a specification of the ship to the game, but as outlined, its the model that defines what is seen and working in the game. Turrets and guns have to exist to work. The specification file doesnt make them exist, the model does.
The other aspect to be aware of is that there are limitations on turrets and guns. 6 total turrets, plus front fixed guns, and 12 max guns per turret. Thats it. The 6 turrets have to be named as front, back, left, right, top (up) and bottom (down). Those connect to the tcockpits file where each type of turret is described and guns it can mount are assigned to it.
So for example, if the ship already has 6 turrets and 12 guns in each turret, then all you can do is move them around on the model, you cant add any more. I think you will find the Aran already has maximum turrets.
The tships file is a specification of the ship to the game, but as outlined, its the model that defines what is seen and working in the game. Turrets and guns have to exist to work. The specification file doesnt make them exist, the model does.
The other aspect to be aware of is that there are limitations on turrets and guns. 6 total turrets, plus front fixed guns, and 12 max guns per turret. Thats it. The 6 turrets have to be named as front, back, left, right, top (up) and bottom (down). Those connect to the tcockpits file where each type of turret is described and guns it can mount are assigned to it.
So for example, if the ship already has 6 turrets and 12 guns in each turret, then all you can do is move them around on the model, you cant add any more. I think you will find the Aran already has maximum turrets.
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- Posts: 389
- Joined: Fri, 4. Nov 11, 02:03
Thanks to Jlehtone for merging my topic to this one, i didn't even know admin's / mod's could do that...
Anyway... The post that used to be here I thought had WAY too many questions... so i'll start simple...
Im currently focusing my efforts on the Argon Colossus, in order to rack up experience so I can tackle the Aran later...
I'm, at the moment, trying to double the amount of laserbays in the top and bottom turrets of the Colossus. WITHOUT adding extra turret models...
All I did was change the 'Laser parts' in the 'weapons in ...' Section from 1 to 2 for each of the entries. The first time I tested the changes this worked perfectly... but for some strange reason it has not worked to my satisfaction every single test afterwards... The game works fine, but the extra two laser bays never fire...
(On a side note I found a particle trail that was supposed to be for the Ion pulse generator, and have the IPG bullet use it for a trail effect.)
I have been mixing around with the Model/Scene sections and can't seem to be able to duplicate my first tweak's results...
I've been getting very aggravated and hope SOMEBODY knows how to fix this... 
And I also found what apparently is a Xenon M0 Wreck in the TSpecial.pck, Does it have a model? and I wonder if it's somewhere in the X-Universe of TC?

Anyway... The post that used to be here I thought had WAY too many questions... so i'll start simple...
Im currently focusing my efforts on the Argon Colossus, in order to rack up experience so I can tackle the Aran later...
I'm, at the moment, trying to double the amount of laserbays in the top and bottom turrets of the Colossus. WITHOUT adding extra turret models...
All I did was change the 'Laser parts' in the 'weapons in ...' Section from 1 to 2 for each of the entries. The first time I tested the changes this worked perfectly... but for some strange reason it has not worked to my satisfaction every single test afterwards... The game works fine, but the extra two laser bays never fire...
(On a side note I found a particle trail that was supposed to be for the Ion pulse generator, and have the IPG bullet use it for a trail effect.)
I have been mixing around with the Model/Scene sections and can't seem to be able to duplicate my first tweak's results...


And I also found what apparently is a Xenon M0 Wreck in the TSpecial.pck, Does it have a model? and I wonder if it's somewhere in the X-Universe of TC?
Happy accidents are just another form of discovery, except they are way more fun.
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- Joined: Sat, 17. Dec 11, 01:44
If I understand correctly how this works, then you should be able to adapt the following to turrets:apricotslice wrote:If you can get a Colossus to carry an M2's worth of guns, let me know...
I've wanted a true M1/M2 hybrid for ages.
Add Main Guns to Any Ship
If you choose ships of similar size and shape, then you should be able to copy the turrets from an M2, append them to an M1 scene, and change the ID's. Then, in TShips, add the turrets. (Don't forget to upgrade the M1's power generator).
You are, essentially, modifying the ship's scene using a text editor. I have done quite a bit of this and it seems to work OK. However, I will be the first to admit that scene files are on the edge of my expertise.

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)
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- Joined: Sat, 17. Dec 11, 01:44
If you do it and document the process, as I did for main guns, then *I* would be very happy.apricotslice wrote:If you can get the Tyr's guns on a Colossus hull, that would make me very happy

Seriously... you know more about modding ships than I do.
If you look through the scene files, you will see that some are better documented than others. I usually copy from one that is documented so that it is easier to understand. And, of course, you can add comments with a "/" character to add your own documentation to the scene.
BTW, you can use the same technique to add docking bays to an M2.
If you want to dock M6's, then you will need a standard docking bay:
How to Change a Ships Docking Values (Dreamora)
Last edited by DrBullwinkle on Fri, 6. Apr 12, 06:37, edited 2 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)