Here is a step-by-step example of Adding Main Guns to Kyoto in AP, at the request of Frstwlfz.
1) Looking at tships, model tab, the Kyoto scene is
"ships\X3AP\usc\XTC_usc_m2plus_scene".
2) Open from VFS:
objects\
..ships\
..X3AP\
..usc\
..XTC_usc_m2plus_scene
(Select "All" then "Text Viewer")
3) I am going to bravely past in the section that you posted; assuming that you changed ordinals correctly. If not, then we will soon know.
4) Now pull down the File Menu and select Save As...
5) Click "Switch to system dialog"
6) The system dialog opens in my addon folder. So I need to go up a level to find objects.
Then I may have to create sub-folders so that the path is correct. So navigate (or create) the same path that was in the .cat file:
objects\
..ships\
..X3AP\
..usc\
..XTC_usc_m2plus_scene.pbd (default file type of text .txt is OK)
7) Now open the .pbd in a text editor.
I have AP installed in E:\X3AP. After extraction, the full path for the scene is:
E:\X3AP\objects\ships\X3AP\usc\XTC_usc_m2plus_scene.pbd
The resulting file should look like this:
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; -105958; -19334; 1094992; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; -105958; -19334; 1094992; 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; -105958; -19334; 1094992; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; -105958; -19334; 1094992; 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; -130236; -13169; 1094992; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; -130236; -13169; 1094992; 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; -130236; -13169; 1094992; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; -130236; -13169; 1094992; 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; 105734; -19597; 1094992; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; 105734; -19597; 1094992; 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; 105734; -19597; 1094992; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; 105734; -19597; 1094992; 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; 129516; -13324; 1094992; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; 129516; -13324; 1094992; 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; 129516; -13324; 1094992; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; 129516; -13324; 1094992; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
/ =====================================================================
Note: If I try to drag-and-drop the .pbd into the X3 Editor, I get the error that you report. The reason is because the X3 Editor opens .pbd files in the 3D Viewer, by default. As you guessed, the file format is wrong for the 3D Viewer. However, the Text Viewer can work with this format, so all is well.