[TUTORIAL] Ship Porting For Dummies - A Guide To Porting XSP Ships Into X3:TC

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japie1979
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Post by japie1979 »

Great guys!
I'll check it out this evening. This will probably help me a lot!
Krossbones
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Post by Krossbones »

hey guys and gals i am trying this for the first time. i get to the text editor part and i get an error when i try to right click on the file name to copy it over to the working folder. the Error is Error showing object: object variable or with block variable not set. I have tried this with multiple different ships and always the same error

James
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TERRAN-CONFLICTOR
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Post by TERRAN-CONFLICTOR »

Make sure the X3 Editor is looking at the data files in your Egosoft folder.
"The truth is told by whoever is left standing." -- Tom Zarek
Krossbones
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Post by Krossbones »

that worked thanks

james
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Post by TERRAN-CONFLICTOR »

No probs
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cosford
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Post by cosford »

hi captain, ok first off great guide...followed it to the letter ship is in game after using cheat script to create ship at a target location...but...i'm afriad so lol....i am unable to get a ship to dock at a docking compatible ship, e.g delta flyer to sovereign/galaxy class ships. i suspect there me be a step which needs to include the dummies file as i have noticed there is something related to docking after browsing this file...also i have converted the interpid class starship...star trek obviously lol and i wanted to make this ship able to have ships dock to it as it does have a hangar/shuttle bay, please help me on both these points, oh if only i could send u money for all the hard work u do.
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apricotslice
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Post by apricotslice »

Does the model have a docking port on it ? If it hasnt, it wouldnt need to be added to the model before docking could work.

You could however, add docking slots and then use beamdock to get ships on and off.
cosford
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Post by cosford »

hmm dunno really i'm a noob to editing complex files lol, it was only thanks to this guide that made me decide to open up the dummies and cutdata packs in the catalogue files. heres what ive managed to do...after converting the intrepid class ship which does indeed come with cutdata and dummies, i looked at the two files and found lines related to docking, infact thats all that was in there lol but added these lines to cutdata and dummies file that i had unpacked into my working folder as per guide. Docking works fines, i tested by getting my delta flyer, transporting into it, telling it via command menu to dock at intrepid class,, confirmation message, approaches ship, docking lights activate, ship heads for correct part of ship eg shuttle bay rear, and docks, only thing i dont rate but i guess it is kept true to the tv series is that there is no docking bay door on intrepid class, could do with a forcefield type door as voyager did, dont ask me how though lol.
anyway i tried doing the exact same sequence with soverign class, but this ship only has a dummies file, so i added the extra lines to working folder dummies, ingame effects are player ship ordered to dock at soverign, ship heads for rear of target ship, ship slows very slowly and then just stops about 1.35 km away from rear of soverign, now i no that the numbers on dummies file lines need to match numbers t start of cutdata file lines but i dont know what lines i can put in cutdata cos they vary slightly to the dummies one
oh and i pologise for all the indepth questioning lol
but thank you for the help and assistance, withough the work you all do this game wouldnt be what it is today, oh and just an added question is there a way or at least a script that can tell the turrets to auto attack enemies in range while ship is performing another task but then tell turret to perform task i assign via command console?
you know what i mean, so basically i can tell turrets to say i dunno, be on missile defense or attack my target but they will also attack enemies if say i dont see the enemies or if ship is performing another task?
thanks again
JBolho
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Post by JBolho »

cosford, you can give individual orders to each turret, in the command console there's "command for all turrets" and below are the turrets themselves.
So you can have the side turrets assigned to "attack enemies", and the rear turrets assigned to "missile defense" for example, and so on.

Now i have one question:
The Guide is working fine for me, except the ships are not showing up on any shipyard... So far i've got the Omega and the USS Hannibal, but the only way i can fly these ships is by making them appear via Cheat menu. Any leads on this problem?
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apricotslice
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Post by apricotslice »

You need a script to put them into shipyards. You also need to have made your own text file, with the name and description of the ship in it. The script loads the text file, then adds the ship to a races shipyards. You can borrow such a script out of the AMS mod if you wish and modify it.
JBolho
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Post by JBolho »

Thank you, i'm very very noob in scripting, but since that's the only way, i'll try to learn something :roll:
About making my own text file... do you mean that "Lxxx-xxxx" file?
The script has to launch it in-game for the text and descriptions to appear, right?
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apricotslice
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Post by apricotslice »

Yes and yes. :)
Jiggaman
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Post by Jiggaman »

The ship I am currently trying to port in is Balogt's SG-1 Daedalus. The problem I have is comes down to getting out a TCockpits file. I extracted everything, and there just doesn't seem to be one. I can get the ship in game with a few graphical glitches (no biggie though), but the turrets are all screwed up. Any help would be greatly appreciated.
garrry34
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Post by garrry34 »

as far as i remember that ship just used a turret that was already in the game, i remember making a few adjustments to it when i was using it in X3R and it was using existing turrets, as for which of them it was i cant remember for the life of me,

I'm having issues myself, I'm porting the Angelwing from XSP, followed the guide to the T, I have got the ship in the game and she looks great but her left/right turrets do not fire but they do track,

I have created a seperate post trying to get as much help as possible:
http://forum.egosoft.com/viewtopic.php?t=250870
I have posted the information from the files i believe would affect the turrets but to me they look right.

I have considered using 3DSmax to fix the problem although it would be my first time using it, but for some reason the files in question are .pbd instead of .bod

I thing i remember reading that someone had taken the angelwing.xsp and got it working in X3R, does anyone have a link to that as the xsp i have is the one that the original author released, i may have more luck with that.[/url]
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Jiggaman
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Post by Jiggaman »

no no...i think I misspoke on that.

The turrets themselves are great. All of them function as they should. The issue is with the actual lasers for the turrets. They are all screwy....like the left turrets can fire PPCs but the right side can only fire MDs. Without the TCockpit file to set the available guns according to the tutorial, I can't really fix this.

Was wondering what I can do on that front.
garrry34
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Post by garrry34 »

have you got the daedelus in cat form ready to be put into the game, well one option is to use the file editor open tships and change the ships turrets to the one of the in game ones, or are you wanting to make the turrets able to use all weapons?
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Jiggaman
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Post by Jiggaman »

I kinda want to make them use all weapons. The Matter/Anti-Matter and the NRG Bolt Chaingun at the very least if it really is easier to do it that way.
Makita
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Post by Makita »

Fantastic guide works very well, the only problem i have is i don't want to cheat them in game, how do i go about adding them to a shipyard? All help would be appreciated.

Mak
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dAkshEN3
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Post by dAkshEN3 »

I seem to be having a problem adding ships.

I've been trying to add the USS Yorktown, i've used the TShips, TCockpits and 0001-L044 from 07.cat as my game is V2.1 and Components from the normal .cat (cant remember which one it was). I also use X3 Editor 2(v2.0.3.1) in case that makes any difference.

My problem is that when i select the mod made following the guide then A) my saves wont load (says they may be corrupt) and B) if i start a new game i start with no credits, no equipment and there are no other ships in the universe whatsoever, plus no scripts work so i cannot get the Yorktown (if its even working). However as soon as i deselect the mod and load the normal game, everything is fine again.

Any ideas whats wrong, or what im doing wrong?

P.S. One thing was that when doing TShips i had to create a new ship in the main file and change that new ship to match the Yorktown as the copy and paste wouldnt work for some reason (oddly it worked for everything else, just not Yorktown's TShips..)
CaptainX
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Post by CaptainX »

I had problems with the Yorktown as well, but I did manage to get it into the game (although I think a few things did not work correctly).

Check all of your files and be sure that there is a semicolon (;) at the end of each line or section. The disappearing universe problem can usually be traced to this.

Check each file carefully, check everything you just added and make sure you didn't miss a semicolon somewhere.
"We'll settle this the old Navy way... the first guy to die, loses!"
President Benson - Hot Shots: Part Deux

Ship Porting For Dummies - A Guide To Porting XSP Ships Into X3:TC

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