Ship/Factory 3D Models and Stats Viewer version 1.1.1.6 (spoiler?) NEW VER. APR 07
Moderator: Moderators for English X Forum
unmarkedhelicopter
I'm trying to think of a way to see what ship you are going to get if you navigate a
view when it is obscuring the ship select dialog, I think a 'blind' scroll would be too unpredictable.
Possibly I could put the 'next' ship's race/name next to each of the up/down/left/right scroll buttons
in a small seperate floating window, that is relevant only to the current ship view, and could be turned off.
Let me sort something out for the next version.
apricotslice
I'm not sure what you mean by 'proper OP', & why html, isn't your guide in pdf format?
This program comes with a help document giving operating instruction (with pictures).
If you want add this to your guide, use whatever you like from this &/or other screenshots of the program.
PS
I looked through the guide, it's very comprehensive and useful - I didn't realise that LordSuch's
Sector Planner could import the current game state - (unmarkedhelicopter: isn't this what you were looking for?)
By the way in your section about Merroc's Complex Calculator :
Quote 'As a final (and most important note): This sheet is only compatible with Excel. Not the windows Excel viewer and Not Open Office.'
if you like you could mention that there is a standalone version available (at the end of the relevant post)
I'm trying to think of a way to see what ship you are going to get if you navigate a
view when it is obscuring the ship select dialog, I think a 'blind' scroll would be too unpredictable.
Possibly I could put the 'next' ship's race/name next to each of the up/down/left/right scroll buttons
in a small seperate floating window, that is relevant only to the current ship view, and could be turned off.
Let me sort something out for the next version.
apricotslice
I'm not sure what you mean by 'proper OP', & why html, isn't your guide in pdf format?
This program comes with a help document giving operating instruction (with pictures).
If you want add this to your guide, use whatever you like from this &/or other screenshots of the program.
PS
I looked through the guide, it's very comprehensive and useful - I didn't realise that LordSuch's
Sector Planner could import the current game state - (unmarkedhelicopter: isn't this what you were looking for?)
By the way in your section about Merroc's Complex Calculator :
Quote 'As a final (and most important note): This sheet is only compatible with Excel. Not the windows Excel viewer and Not Open Office.'
if you like you could mention that there is a standalone version available (at the end of the relevant post)
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Proper Op - When I go looking at scripts mods and guides, I like to see a decent description of whatever the download is going to be, why it was made and what people should expect when using it. What you have there now in the OP isnt going to convince me I need to spend the bandwidth to do the download.Dave Toome wrote:I'm not sure what you mean by 'proper OP', & why html, isn't your guide in pdf format?
The X3 Handbook is written in html using the basic netscape editor. It simply turned out the best way of getting the look I wanted. The html is then converted into pdf for the final document.
Can I suggest you use this as the basis for your OP ?This program comes with a help document giving operating instruction (with pictures).
The latest version just before the Handbook was done was updated to allow this after a lot of people asked for it.I didn't realise that LordSuch's Sector Planner could import the current game state
These are Merroc's words, not mine. You might like to check his OP in thread for the calculator, as he updated it the same time he wrote the article for the X3 Handbook. What he did for that thread is what I recommend you do for yours. Up to you thoBy the way in your section about Merroc's Complex Calculator :
Quote 'As a final (and most important note): This sheet is only compatible with Excel. Not the windows Excel viewer and Not Open Office.'
if you like you could mention that there is a standalone version available (at the end of the relevant post)

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The 'compression-support' file zlib1.dll is part of the X3/X2 installation, and in not included in my installation program
(so that it doesn't get overwitten).
When the install program is run, it asks you to browse to your X2/X3 game directory
so that zlib1.dll is found (as well as all the other game files it needs to read).
I suspect you have installed to a location other than your game directory?
This design is intentional, since you can also install to other copies of your game directory on your hard drive(s),
where you may have a different game-setups (not least of which is X2 and X3 on the same PC)
and you want to compare ships by running two copies of the program at the same time, one from each
different location.
(so that it doesn't get overwitten).
When the install program is run, it asks you to browse to your X2/X3 game directory
so that zlib1.dll is found (as well as all the other game files it needs to read).
I suspect you have installed to a location other than your game directory?
This design is intentional, since you can also install to other copies of your game directory on your hard drive(s),
where you may have a different game-setups (not least of which is X2 and X3 on the same PC)
and you want to compare ships by running two copies of the program at the same time, one from each
different location.
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I keep getting a error while trying to use the model viewer with the Xtended mod. It freezes at startup and displays the usuall"this program had performed..."
I'm pasting the info in the error report(at least the first part of it , from the XModelViewer part)
Code=0xc0000005
flags=0x00000000
record-0x0000000000
adress=0x0000000000744e47
Could this be because we are using some custom-made weapons?
I'm pasting the info in the error report(at least the first part of it , from the XModelViewer part)
Code=0xc0000005
flags=0x00000000
record-0x0000000000
adress=0x0000000000744e47
Could this be because we are using some custom-made weapons?
I've replied on:
http://forum2.egosoft.com/viewtopic.php?p=1664751
-- [Mods -- we're not really discussing mods in this forum, you're just imagining it,
- the above link is to a related thread in S&M for this purpose,
but it doesn't aways work out that way] --
http://forum2.egosoft.com/viewtopic.php?p=1664751
-- [Mods -- we're not really discussing mods in this forum, you're just imagining it,
- the above link is to a related thread in S&M for this purpose,
but it doesn't aways work out that way] --
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Neat tool, but ...
I like to get neat tubes. For that I have to know where the active nodes are on the models, and where they point to. And this viewer definitely shows the models more clearly than the game.
But to see the nodes for sure, am I limited to the "look-connect-look-reload" in-game routine?
I like to get neat tubes. For that I have to know where the active nodes are on the models, and where they point to. And this viewer definitely shows the models more clearly than the game.

But to see the nodes for sure, am I limited to the "look-connect-look-reload" in-game routine?
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Insanity included at no extra charge.
There is no Box. I am the sand.
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I haven't even looked at ships, but yes. Is the node-data elsewhere? And if it does contain direction, then virtual tubes would be possible?Dave Toome wrote:You're suggesting hilighting the connection nodes, like guns can be hilighted on ships?
One can see the shapes of the nodes on the model, but some of them are fake. And some are a bit hidden.
I've built one BPPC forge in the game, and did several reloads, but even the final was not what I wanted. Was just so fed up on guessing atm. I think there are four spots on the BPPC and only one is right. They are almost symmetrically. I'm now about to do some HEPT/PPC.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Insanity included at no extra charge.
There is no Box. I am the sand.
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Here http://img87.imageshack.us/img87/954/tr ... ode0gp.png is a close-up from the Komplexbauguide. I would have taken a screenshot from your app, but alas I did not know how (nor how to zoom). Anyway, the shape of the node one can usually regognize. But not always. In the above image you see a triple node of BoFu fab. Crystal Fab has similar part in its model, yet only one of the three is real node. And I'm quite sure the single node of PPC model is covered by something else.
Right, gotcha:
I've enlarged the connection point place-holder objects by 1000,
and made them glow red in the below shots, they look like red boxes:
click on a thumbnail to download the corresponding 1024 bmp image:
Bofu = 3 points
[ external image ]
Crystal = 2 points, but looks like it should have 4
[ external image ]
bPPC = 1 point
[ external image ]
bHEPT = 1 point
[ external image ]
SPP M = 2 points, but looks like it should have 3
[ external image ]
I can see what you mean, confusing isn't it?
I can see the problem if you're trying to position facs precisely
(not that I bother, spagetti complexes work just as well
)
I'll add this feature into the next version, probably substituting the red
boxes with something better, might be a while cos there's other features
being added as well atm.
If you're desperate I could screen shot a selection for you.
Screenshot are just from pressing Alt-PrintScreen when the anim is frozen,
as for zooming - its all detailed in the manual (i.e. rtfm
)
Good suggestion
I've enlarged the connection point place-holder objects by 1000,
and made them glow red in the below shots, they look like red boxes:
click on a thumbnail to download the corresponding 1024 bmp image:
Bofu = 3 points
[ external image ]
Crystal = 2 points, but looks like it should have 4
[ external image ]
bPPC = 1 point
[ external image ]
bHEPT = 1 point
[ external image ]
SPP M = 2 points, but looks like it should have 3
[ external image ]
I can see what you mean, confusing isn't it?
I can see the problem if you're trying to position facs precisely
(not that I bother, spagetti complexes work just as well

I'll add this feature into the next version, probably substituting the red
boxes with something better, might be a while cos there's other features
being added as well atm.
If you're desperate I could screen shot a selection for you.
Screenshot are just from pressing Alt-PrintScreen when the anim is frozen,
as for zooming - its all detailed in the manual (i.e. rtfm

Good suggestion

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Dave Toome wrote:I'll add this feature into the next version, probably substituting the red boxes with something better, might be a while cos there's other features being added as well atm.
Screenshot are just from pressing Alt-PrintScreen when the anim is frozen, as for zooming - its all detailed in the manual (i.e. rtfm)

But those pictures are rather good. Does the dummy have a direction/orientation? If it has, one could stretch that box along it. But even as you have them now is a major help.
As you can see, the bPPC has mirror symmetry, so there is a "fake" on the other side too (bottom in your shot). Those two "brushes" or "panel-arrays" connected to where the node box is shown, I have a feeling that the tube started along/inside one of them. That does not make sense regarding how the box is, so it may be my memory at fault.
Chelt L should have three nodes. It does have the triple shape. But one of them heads "up" so I bet that tube will pass through the "living quarters".
I think I'm well off with the screens you already posted. No desperation. And there must be some challenge in-game too, mustn't it?

Keep up the good work. (I must admit that although I prefer my braincell for Goner Math, I do use your standalone FCC for confirmation. No Excel.)
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