doubleshadow's X3 Editor (0.15 - patch 2.0 compatible)

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Deleted User

Post by Deleted User »

Thanks for the reply Armegeddon,

but (in X3 v1.3 and v1.4)

paranid_TS_liquidstorage_L_scene.bob
has the line
P 0; B ships\paranid\paranid_TS_liquidstorage_L; C 1; N Bships\paranid\paranid_TS_liquidstorage_L_1b; b

paranid_TS_liquidstorage_M_scene.bob
has the line
P 3; B ships\paranid\paranid_TS_liquidstorage_M; C 1; N Bships\paranid\paranid_TS_liquidstorage_M_1b; b

the files are not the same
(at least the ones I've got, extracted using DoubleShadow X3 ModManager)

The item 'ships\paranid\paranid_TS_liquidstorage_L' I assume refers to the bob file to use,
so why the game uses paranid_TS_liquidstorage_M for both ships, I can't fathom.
Armegeddon
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Post by Armegeddon »

Just to make sure I was looking at the correct files, I went though all the .cat files in X3 ModManager. In 03.cat, which is from the original release, they were different. In 06.cat, which is from the 1.4 patch, they are identical. So, either you extracted in reverse order, didn't extract the 1.4 patch correctly, or we have two different 1.4 patches.
BTW, scene files are .bod extension. Model files are .bob extension. Just to clarify that.
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Armegeddon's X3 scripts and mods
Deleted User

Post by Deleted User »

Well done Armegeddon,
phew!
now I can get on with it.

Sorry about the bod/bob mix up in my post.

I guess this means that in 1.3 these ships (in-game) did
look different, but in 1.4 they are the same.
doubleshadow
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Post by doubleshadow »

@Armegeddon - thanks for pointing out. I had the same problem. I haven't extracted patch 1.4 in my "unpacked data" dir and was also wondering about the scene files being different.
Last edited by doubleshadow on Tue, 25. Apr 06, 08:00, edited 1 time in total.
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apricotslice
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Post by apricotslice »

doubleshadow wrote:@Armegeddon - thanks for pointing out. I had the same problem. I haven't extracted patch 1.4 in my "unpacked data" dir and was also wondering about the scene files begin different.
Dont forget 1.4.02 as well. I noticed it updated files in the 06 cat as well as putting in an 07.
Armegeddon
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Post by Armegeddon »

IIRC 1.4.02 didn't change anything in 06.cat. It just placed it in case someone didn't do the 1.4 patch. When I first installed 1.4.02, I extracted it in a seperate directory from where I extracted the 1.4 patch (I extracted all the patches seperately to see what changed) and then ran a diff program on the 2 directories. The only changes were those included in the 07.cat, which replaces some of the files from 06.cat
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apricotslice
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Post by apricotslice »

Never hurts to doublecheck. :)
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khawk
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Post by khawk »

First, I thank Doubleshadow for making an editor which even I understand. Good work!
I just made the Khaak a lot weaker since there could be that many in X3 and they have given me a hard time lately since I couldn't just bring down a cluster of them. I am glad I fixed that part.
Now, I just had a look at the galaxy editor and I would like to make Akeela's Beacon the way it was in X2 (400% sun, five stars, lot's of light etc.)
Query: Is this possible and if so, how?
Deleted User

Post by Deleted User »

Belatedly I have realised that in 1.402/1.403:

now 07.cat replaces the file
paranid_TS_liquidstorage_L_scene.bod
which now uses the right (L size) ship model :)

Edit: decluttered
Last edited by Deleted User on Tue, 30. May 06, 21:51, edited 1 time in total.
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SteelRush
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Post by SteelRush »

Doubleshadow, there is a bug in 0.06 for shields. The charge rate is entered in as a decimal number by X3Editor, when the variable only accepts whole numbers. If anyone alters the charge rate, it breaks the shields.
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Post by doubleshadow »

SteelRush wrote:Doubleshadow, there is a bug in 0.06 for shields. The charge rate is entered in as a decimal number by X3Editor, when the variable only accepts whole numbers. If anyone alters the charge rate, it breaks the shields.
Damned - should be fixed now - get version 0.0.7
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©ArtBlade
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Post by ©ArtBlade »

Thank you :)
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markus w
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Post by markus w »

HI DS
I use your X3 Editor and Modmanager this are the best tools to Mod For beginner like me.
But I have one :?: You say we can add Guns But it dosent work
I give The X-wing frome DeadlyDa 4 invisibelwappon but they dont fier
I use Vesion 0.0.6 off your editor .
O and on the BSG Viper it Works I give here 10Front guns and they all Fier. But Wy Not at The X-Wing?

Sorry that my Englich is so Bad :roll:
doubleshadow
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Post by doubleshadow »

markus w wrote:You say we can add Guns But it dosent work
I give The X-wing frome DeadlyDa 4 invisibelwappon but they dont fier
I use Vesion 0.0.6 off your editor .
O and on the BSG Viper it Works I give here 10Front guns and they all Fier. But Wy Not at The X-Wing?
I said it's working? ;)

In x2/x3 there are guns and guns - there are guns (weapons) defined in TShips and there are guns defined in the ship scene file (BOD/BOB file).

The guns in TShips are reffering to "real" guns specified in the ship scene. So unless you create new guns in the scene file, there is little you can do in TShips.

However you can still add new guns - simply copy the existing weapon definitions. You should see that the ship has "new" weapons (more) but you won't be able to see them on your ship because there have not been created in the ship scene.

To be able to alter the scene files, you will have to read about graphics modding - look at DBOX2 thread and the various tutorials around. Note that graphcs modding is not that easy (definitely not at the beginning).
markus w
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Post by markus w »

OOOHHH Tanks now .

Now I know waht I must do Thanks .

And you make Great Tools. :D
Julius_Sneezer
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Post by Julius_Sneezer »

On the forum for How to combine Mods; it says I need three tools

1. X3tools.exe
2. X3Modmanager.exe
3. X3Build.exe

I found X3Modmanger and an X3editor on the forums but does anyone
know where I can find the other two?
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doubleshadow
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Post by doubleshadow »

Julius_Sneezer wrote:On the forum for How to combine Mods; it says I need three tools

1. X3tools.exe
2. X3Modmanager.exe
3. X3Build.exe

I found X3Modmanger and an X3editor on the forums but does anyone
know where I can find the other two?
They are official tools. You can download them from the Downloads section. They must be there...surely...

BTW If you are talking about AalaarDB's tutorial then I doubt he mentioned X3 ModManager ;)

Basically you can either torture yourself with the official tools OR use X3MM. You can find out how to merge 2 mods with X3MM in its help file. But as you cannot combine mods which contain the same files, you will be probably out of luck. You can simply overwrite one with other but that usually won't work. That's why Cycrow made his Ship Installer.
Split Pants
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Post by Split Pants »

Doubleshadow, hope you can help...

I've been working away on a custom mod/universe for a couple of weeks. X3Editor is now having a bit of a wobbly. When I go into the Galaxy Editor and look at the sector maps it is saying "sector not loaded" and if you try and expand the Sector tree, it crashes. This applies to all universes, modified and original.

I have been setting up sectors using X3E and fine tweeking them (rotation of gates etc) in the in game Galaxy Editor and then exporting.

I've tried reinstalling everything but no luck. Any idea's coz I don't want to have to stop now!

Cheers.
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Post by rustybucket »

How do we activate the DevIL library?
doubleshadow
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Post by doubleshadow »

Split Pants wrote:Doubleshadow, hope you can help...

I've been working away on a custom mod/universe for a couple of weeks. X3Editor is now having a bit of a wobbly. When I go into the Galaxy Editor and look at the sector maps it is saying "sector not loaded" and if you try and expand the Sector tree, it crashes. This applies to all universes, modified and original.

I have been setting up sectors using X3E and fine tweeking them (rotation of gates etc) in the in game Galaxy Editor and then exporting.

I've tried reinstalling everything but no luck. Any idea's coz I don't want to have to stop now!

Cheers.
So you have been using GalaxyEditor without problems and then "something" happended and it does not load galaxy maps anymore :?: Are you using X3E 0.0.7? (well not that it makes any difference...). Can you send me some map which is causing the crash (as I understand that would be "any" map :D ... :| ).

EDIT:

@rustybucket - you don't have to activate the DevIL - just install it and then you can look into Help->About and click on Libraries. You should see "DevIL for X" with version. If you have it and you open lasers or missiles with TXT Editor, you will see their icons displayed in the "description" box (at the bottom).

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