What do we know about modding X-Rebirth?
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I'm somewhat interested on the design/structural side of the ship models - how many polies, are they still using tiled textures, are they based off of unique singular, unique modular, or shared modular concepts, do we just model the outline hull or also inner layers for visual damage, or break-up planes, or something else... And what about animations, how are those supported?
Knowing it's still in 3ds max doesn't really say all that much - same analogy as saying that the code is written on a text editor, or in an object-oriented language - there's still a ton of leeway once you actually have to do anything.
Also, weapon bullet models, and suns/asteroids (e.g. are suns still just scaled flares?). And components like turrets and shield emitters...
One thing is certain though, if the so-far-released screenshots are accurate - the existing models from mods for X3s will look positively rubbish and way-out-of-place. This means that for any proper modding effort, we'll all have to start from scratch.
Knowing it's still in 3ds max doesn't really say all that much - same analogy as saying that the code is written on a text editor, or in an object-oriented language - there's still a ton of leeway once you actually have to do anything.
Also, weapon bullet models, and suns/asteroids (e.g. are suns still just scaled flares?). And components like turrets and shield emitters...
One thing is certain though, if the so-far-released screenshots are accurate - the existing models from mods for X3s will look positively rubbish and way-out-of-place. This means that for any proper modding effort, we'll all have to start from scratch.
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Knowing Rebirth uses 3DS Max is HUGE for those of us who have purchased and overcome the rather steep learning curve of that VERY expensive program.X2-Eliah wrote:Knowing it's still in 3ds max doesn't really say all that much - same analogy as saying that the code is written on a text editor, or in an object-oriented language - there's still a ton of leeway once you actually have to do anything.
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Fair enough, the price-tag is really high. However, I definitely wouldn't call the learning curve steep by any measure - 3ds max has tutorials numbering in the thousands, and is much easier to get into than, say, blender 
At any rate - I meant that knowing it's 3ds max doesn't really say anything about the technicalities of the models themselves.

At any rate - I meant that knowing it's 3ds max doesn't really say anything about the technicalities of the models themselves.
Last edited by X2-Eliah on Thu, 22. Sep 11, 09:44, edited 1 time in total.
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Can you point out an example of where something even remotely as complex as Lucike's CAG was written in MD code... and easy to read?Observe wrote:Language preference is interesting because some people who hated the old scripting language love Mission Director. Readability of MD has a lot to do with the programmer. Admittedly much of the X3 MD code was extremely poorly constructed - but this doesn't mean it has to be that way.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Comparing Apples and Melons again?Gazz wrote:Can you point out an example of where something even remotely as complex as Lucike's CAG was written in MD code... and easy to read?

MD IS easy to read, of course being it an event driven MISSIONS tool, that does not have the same function as MSCI (like creating menus), its not proper for AL plug-ins. But if you compare it to the X3Reunion CAG than Id say yes, something like that (ugly) could also be done in MD.
Mind though that you are comparing the TC MD to a possible MD-like Script tool.

MFG
Ketraar

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I haven't the faintest idea what "Lucike's CAG" is. Regardless, I expect some people will adapt well to the new system and others will go by the wayside because they can't make or are not interested in making the transition.Gazz wrote:Can you point out an example of where something even remotely as complex as Lucike's CAG was written in MD code... and easy to read?
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Guessing is all we can do because for all we know, the "SE equivalent" could look exactly like SE code... only with <Body> </Body> tags. *shrug*Ketraar wrote:Mind though that you are comparing the TC MD to a possible MD-like Script tool. ;-)
That something "has XML" doesn't say all that much. =P
Under the hood, SE and MD aren't very different anyway.
All the MD provides are shortcuts to check for events at regular intervals.
The MD isn't "better" at it because it has to check the condition the same way and just as often as a timed script loop would check it.
The MD was written mainly to create Fedex and combat missions. Reactive scripts.
You could do the same thing in the SE but unless you outsource those triggers into a library or a custom event handler, those checks can get quite lengthy, obfuscating the code with many "boring" passages.
Not ideal, either.
Something like an ALP to drive a complex set of interacting missions based on some overarching strategy of the "AI player" seems rather ill-suited to be written as a purely event driven script.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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This is one thing I really hopped for, I have never managed to get along with any other program other than 3DS Max as well. I am a happy bunny knowing that it will still be used, even if everything else has changed.Observe wrote:It is confirmed Rebirth models are created using 3DS Max - same as previous X-games. This is fortunate because X-game modelers are familiar with that program.Alien Tech Inc. wrote:...aren't the current custom ships made in a 3D modelling program like Blender and then exported and converted to work in X3TC? And will this method still be the norm for X:Rebirth?
One thing I do hope for is what ever tools Egosoft provide or are community developed are able to convert animations much easier than dbox at the moment. As the ones we have seen so far are much more complex than the ones in the last games, getting even the must basic one can be a time consuming task, think I will go mental if its just as hard for far more complex stuff.

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reminds me of thisStars_InTheirEyes wrote:Just a slightly off-topic note for everyone: Zavvi.com have X-R listed for 20th January 2012.
Formerly "Alien Tech Inc."
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My full time job is mostly COBOL with a bit of Natural thrown in occasionallyapricotslice wrote:What do you mean bring them back ?Gavrushka wrote:I can empaphise.... Bring back COBOL and Fortran...apricotslice wrote:
........I'm too old for learning a new programming language.
I still do cobol maintenance at least once a year.
Getting harder to though. Have to do it in a vista box now, since the program I use doesnt yet have a win7 version.

Tim
Struggling to find something from the forums - Google it!!! 

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Don't joke about that .In one of the "previews" made by Bernd the release date is 2012 and on the forums is 2011 ...and in reality I think it will be 2013Alien Tech Inc. wrote:reminds me of thisStars_InTheirEyes wrote:Just a slightly off-topic note for everyone: Zavvi.com have X-R listed for 20th January 2012.

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I wonder if the music setup has changed at all? Is it still based on playing single mp3s or is the music more 'modular' which can change to reflect the player game?
Also will the game's sounds be stored in one huge file as for previous ego games.. (any ideas what program they use!?!? - Adobe Audition?)
Also will the game's sounds be stored in one huge file as for previous ego games.. (any ideas what program they use!?!? - Adobe Audition?)