[Tutorial] A guide to get .XSP format ships into X3 TC
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Found whatSo being the only person to comment on the tuutorial. How did you find it? There will be more to add to it as people won't be content with one ship LOL

Some technical questions:
How to merge more cat files in one catalog?I ask this because I am planning to import more ships.
And how many ships format exist besides XSP?
Are you planning to expand your tutorial for different ships formats?
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How did you find the Tutorial?? Easy to follow? Clear as Mud?Idea wrote:Found whatSo being the only person to comment on the tuutorial. How did you find it? There will be more to add to it as people won't be content with one ship LOL![]()
Some technical questions:
How to merge more cat files in one catalog?I ask this because I am planning to import more ships.
And how many ships format exist besides XSP?
Are you planning to expand your tutorial for different ships formats?
Anyways..
You can't merge a .cat file as so to speak but you can add. For instance, if you wanted to add another fighter,
1. Extract those files I said to extract from your game files but this time extract them from your modd you just created.
types\TShips.pck
types\Components.pck
t\0001-L044.pck
2. Repeat the steps using the new files?
There are no other ship files i'm aware of.....?
"The truth is told by whoever is left standing." -- Tom Zarek
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Very good tutorial ..... CLEARLY written.
I've been conducting experiments with the method used by Axeface and this one. The overwhelming issue encountred is that many XSP files used cockpits, which isn't currently supported in X3:TC.
This causes in many cases the fault described within "A monkey’s guide to adding ships into X3 Reunion"
Example:
[ external image ]
If the cockpit is not recognized by the game engine, the camera position will default to point 0,0,0 relative to your ship in-game. This means that it will look like you are sitting in the very centre of your ship mesh. This is usually caused if the game engine is not aware that the mesh has a cockpit assigned to it. Here’s how you make the engine aware of the cockpit…
The export procedure is now the same as the procedure I described above, but it has one extra step so I export the Saucer part as usual.
1. The Saucer part needs to be renamed to: ships\STM\Oberth\parts\Saucer
2. In the DBOX2 section of the Utilities rollout window, scroll down to the Components section and click on the ‘Export’ button (A in the image below).
3. A message box appears onscreen saying ‘Body “ships\STM\Oberth\parts\Saucer” does not exist in group “SCTYPE_COCKPIT”. Do you want to add it? (B). Click on ‘Yes’.
This will add an entry into one of the text files in your ROOT Directory. This will ensure that the game engine recognizes that my Oberth has a cockpit and it also records the x,y,z position of it.
Other than that recurring issue .... both methods work very well.
Thanks.
I've been conducting experiments with the method used by Axeface and this one. The overwhelming issue encountred is that many XSP files used cockpits, which isn't currently supported in X3:TC.
This causes in many cases the fault described within "A monkey’s guide to adding ships into X3 Reunion"
Example:
[ external image ]
If the cockpit is not recognized by the game engine, the camera position will default to point 0,0,0 relative to your ship in-game. This means that it will look like you are sitting in the very centre of your ship mesh. This is usually caused if the game engine is not aware that the mesh has a cockpit assigned to it. Here’s how you make the engine aware of the cockpit…
The export procedure is now the same as the procedure I described above, but it has one extra step so I export the Saucer part as usual.
1. The Saucer part needs to be renamed to: ships\STM\Oberth\parts\Saucer
2. In the DBOX2 section of the Utilities rollout window, scroll down to the Components section and click on the ‘Export’ button (A in the image below).
3. A message box appears onscreen saying ‘Body “ships\STM\Oberth\parts\Saucer” does not exist in group “SCTYPE_COCKPIT”. Do you want to add it? (B). Click on ‘Yes’.
This will add an entry into one of the text files in your ROOT Directory. This will ensure that the game engine recognizes that my Oberth has a cockpit and it also records the x,y,z position of it.
Other than that recurring issue .... both methods work very well.
Thanks.
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Thank you Arraamis,
That has cleared a little problem I had with the overall porting process. Currently my Gmax isn't talking to dbox and my files so i'm trying to sort that. If you don't mind i'd like to add a troubleshoot to the guide and your helpful info could go there?
Thanx
TC
That has cleared a little problem I had with the overall porting process. Currently my Gmax isn't talking to dbox and my files so i'm trying to sort that. If you don't mind i'd like to add a troubleshoot to the guide and your helpful info could go there?
Thanx
TC
"The truth is told by whoever is left standing." -- Tom Zarek
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boufas wrote:
Look at this tutorial http://forum.egosoft.com/viewtopic.php?t=226434 it is call 'Editing Terran Conflict - The Very Basics'
There you will have a lot of things that will answer to you questions.
No need to be nervous
Here are links to programs that are need to import XSP ships in the game.
http://www.doubleshadow.wz.cz/x3mm/index.php?p=download ,in this adresse download X3 Mod Manager v0.0.8 and C runtime and zlib1 library installation and Visual Basic Runtime
http://www.doubleshadow.wz.cz/x3e/index.php?p=download, here download X3 Editor and Developer's Image Library for X3E
How to instal those programs is described in tutorial 'Editing Terran Conflict - The Very Basics'
Just take the time and go slow with learning
That's actually a fun part
Two ships Gunstar and Hammerheadhey what ship did you add to tc im really nervous about doing it like what x3 editor to download what text editor to download version wise i have the tutorial to do it
Look at this tutorial http://forum.egosoft.com/viewtopic.php?t=226434 it is call 'Editing Terran Conflict - The Very Basics'
There you will have a lot of things that will answer to you questions.
No need to be nervous

Here are links to programs that are need to import XSP ships in the game.
http://www.doubleshadow.wz.cz/x3mm/index.php?p=download ,in this adresse download X3 Mod Manager v0.0.8 and C runtime and zlib1 library installation and Visual Basic Runtime
http://www.doubleshadow.wz.cz/x3e/index.php?p=download, here download X3 Editor and Developer's Image Library for X3E
How to instal those programs is described in tutorial 'Editing Terran Conflict - The Very Basics'
Just take the time and go slow with learning

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Thanks for the guide I have put it to good use. You forgot one important step which I eventually figured out 20 minutes later.
After you mention about ID 69020 as the ship name and 69021 as the description which you create, you pretty much just say save and close from there.
Mention that after you save and close, you need to change the ID to 69020 and the Description to 69021 in the TXT Editor for the specific ship. I'm sure you meant it in what you were saying but for a 100% new person at editing this type of stuff, my ship name in game ended up being "Read Text 17-14511" It took me awhile to figure out and go back to make the changes like I said for the name to properly show in game. Cheers~
After you mention about ID 69020 as the ship name and 69021 as the description which you create, you pretty much just say save and close from there.
Mention that after you save and close, you need to change the ID to 69020 and the Description to 69021 in the TXT Editor for the specific ship. I'm sure you meant it in what you were saying but for a 100% new person at editing this type of stuff, my ship name in game ended up being "Read Text 17-14511" It took me awhile to figure out and go back to make the changes like I said for the name to properly show in game. Cheers~
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@ Seyumi
Thank you note taken, i'm currently figuring out other little niggles that make the process tarnished in some way,
1. Like the 0001-L044.pck needs to be changed to something unique or when ego releases 2.0 poeple will need to transfer their ships to the new 0001-L044.pck
2. Custom Turrets need to move and people need to be told how to incorporate them into the game.
TC
Thank you note taken, i'm currently figuring out other little niggles that make the process tarnished in some way,
1. Like the 0001-L044.pck needs to be changed to something unique or when ego releases 2.0 poeple will need to transfer their ships to the new 0001-L044.pck
2. Custom Turrets need to move and people need to be told how to incorporate them into the game.
TC

"The truth is told by whoever is left standing." -- Tom Zarek
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Hi TERRAN-CONFLICTOR
I must ask this question even if is a stupid one
When I instal DBOX2 v1.9 there should be a command in the GMax or 3DSMax 8 or 9 under MAX Script to run DBOX2 right?
I try all three programs Gmax, 3DSMax 8 an 9.There is no view of DBOX in any of them
I must point on this thing.When I set the Global settings right after instaling DBOX2, the Componets file is in types folder but in format xml not txt.So maby that is a problem, I relly don't know.I am trying for two dayes to start DBOX2.
So can you or anyone else tell me where am I doing wrong
I must ask this question even if is a stupid one
When I instal DBOX2 v1.9 there should be a command in the GMax or 3DSMax 8 or 9 under MAX Script to run DBOX2 right?
I try all three programs Gmax, 3DSMax 8 an 9.There is no view of DBOX in any of them

I must point on this thing.When I set the Global settings right after instaling DBOX2, the Componets file is in types folder but in format xml not txt.So maby that is a problem, I relly don't know.I am trying for two dayes to start DBOX2.
So can you or anyone else tell me where am I doing wrong

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I'll give this a go later. I want to import the "Starbase - M1 - By Balogt"
http://www.xpluginmanager.co.uk/ships/#starbase
It looks almost exactly like one of the models from Homeworld 2's Extended mod. Infact i'm sure they are the same. Looks sweet.
http://www.xpluginmanager.co.uk/ships/#starbase
It looks almost exactly like one of the models from Homeworld 2's Extended mod. Infact i'm sure they are the same. Looks sweet.
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