Significant update to X4 Modding Tools released

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RealRoest
Posts: 4
Joined: Wed, 1. Oct 25, 15:00
x4

Re: Significant update to X4 Modding Tools released

Post by RealRoest »

Well the problem was that I had no game registered. I'd say the error message

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Access Denied Sorry! You need to have an account and must be logged in (enable cookies!) to access this download.
doesn't really convey this.
CBJ
EGOSOFT
EGOSOFT
Posts: 55186
Joined: Tue, 29. Apr 03, 00:56
x4

Re: Significant update to X4 Modding Tools released

Post by CBJ »

Ah, I didn't notice that you hadn't registered your game. That wouldn't account for the previous problems staying logged in, but would for the final issue.

You're right about the error message, though. I'll see if we can get that amended. :)
eagledelta
Posts: 23
Joined: Thu, 18. Jun 20, 17:34
x4

Re: Significant update to X4 Modding Tools released

Post by eagledelta »

This is a few months late, but I've noticed an issue with the DAE exporter. The following code is no longer valid for users of Python >= 3.12:

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if "bpy" in locals():
    import imp
    if "export_dae" in locals():
        imp.reload(export_dae)  # noqa
`imp` was replaced with `importlib`.

See https://github.com/godotengine/collada- ... r/pull/138

I manually updated it locally in my copy of the Egosoft tools, but thought it should be brought up.
niuma
Posts: 1
Joined: Tue, 27. Feb 24, 14:45
x4

Re: Significant update to X4 Modding Tools released

Post by niuma »

Blender Modding Tools 0.68 skipped generation of connection-collision.xmf files.
I use community tool(xml->dae)to import vanilla models and convert them using Blender Modding Tools.But when the offical
tool automatically converts dae into xml,it skipped theconnection-collision.xmf files.
Console Feedback:
[FColladaMeshImporter::SaveMeshFiles] indexcount == 0, for file [d:\x4mod\tools\egosoftblendermodtools_v0.6.8\p1[assets]\sintok.dae], geometry [anim_hatch-mesh], skipping!

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