Graphics modding - understanding a scene-file

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Skyroguen
Posts: 12
Joined: Thu, 18. Mar 04, 13:26
x4

Post by Skyroguen »

anyone know what bod -1 is used for?
Skyroguen
Posts: 12
Joined: Thu, 18. Mar 04, 13:26
x4

Rotation vallue revealed

Post by Skyroguen »

ok, this is what it means

the blue number is a set angle in percentage of a full 360 degree rotation,

the green, red and yellow values represent what percentage of the angle is applied to Pitch, Yaw and Roll repectively

P 6; B 939;

{ 2; 0; 0; 0; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
mouse_male
Posts: 146
Joined: Sat, 10. Jul 04, 10:02
x2

Post by mouse_male »

Here is a message from russian pilot RAider:

<Hi there!

At first, I must say THANKS to all of You, Your work with scene makes my modding much easier!
I ve already redesigned TP-class and pirate ships, added some new figthers and one M0-class ship. Now I am working on redesgning xenon
fighters. I want to exchange my modding experence with scriptors living
abroad, but I have no good experience in English ... well, I askwed some
pilots to help me in posting... still I can read in English quite well.

ok, lets start exchanging experence:

well, here is the full working scene of figther with 8 guns and his string from TShips file.

/===============================================================
/ 3D Scene Information file D:\3dsmax6\meshes\15611.bod
/ Automatically generated from D:\3dsmax6\autoback\grifon.max
/===============================================================
/ EGOSOFT Bodyfile exporter version May 3 2004 21:17:07
VER: 3;
/ >> Sun Aug 08 23:34:07 2004

/ Animation time interval: 0..16000
/ >> Sun Aug 08 23:34:08 2004
/ Staring Biped Key Reading/ >> Sun Aug 08 23:34:08 2004
/ finished Biped Key Reading
/ Sun Aug 08 23:34:08 2004
/ Node 10923_1b Class [Editable Mesh, GEOMOBJECT_CLASS_ID]
P 0; B 10923; C 1; N 10923_1b;
{ 0x2002; 0; 0; -1430; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
/ Sun Aug 08 23:34:08 2004
/ Node 940mb Class [Editable Mesh, GEOMOBJECT_CLASS_ID]
P 1; B 940; N 940mb;
{ 0x2002; 0; 0; 0; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
/ Sun Aug 08 23:34:08 2004
/ Node 107l_1 Class [Editable Mesh, GEOMOBJECT_CLASS_ID]
P 2; B 107; C 1; N 107l_1;
{ 0x2002; -2929; -1679; 5459; 0.082894; 0.000000; 0.000000; 1.000000; -1; -1; } // 0
/ Sun Aug 08 23:34:08 2004
/ Node 107r_1 Class [Editable Mesh, GEOMOBJECT_CLASS_ID]
P 3; B 107; C 1; N 107r_1;
{ 0x2002; 2900; -1679; 5459; 0.082894; 0.000000; -0.000000; -1.000000; -1; -1; } // 0
/ Sun Aug 08 23:34:08 2004
/ Node B779_1b Class [Editable Mesh, GEOMOBJECT_CLASS_ID]
P 4; B 779; C 1; N B779_1b;
{ 0x2002; 3086; 534; -10674; 0.125000; 0.000000; 0.000000; 1.000000; -1; -1; } // 0
/ Sun Aug 08 23:34:08 2004
/ Node B779_1a Class [Editable Mesh, GEOMOBJECT_CLASS_ID]
P 5; B 779; C 1; N B779_1a;
{ 0x2002; -2819; 534; -10674; 0.020057; 0.000000; 0.000000; -1.000000; -1; -1; } // 0
/ Sun Aug 08 23:34:08 2004
/ Node 779_b32 Class [Editable Mesh, GEOMOBJECT_CLASS_ID]
P 6; B 779; N 779_b32;
{ 0x2002; 3086; 534; -10674; 0.125000; 0.000000; 0.000000; 1.000000; -1; -1; } // 0
/ Sun Aug 08 23:34:08 2004
/ Node 779_b32 Class [Editable Mesh, GEOMOBJECT_CLASS_ID]
P 7; B 779; N 779_b32;
{ 0x2002; -2819; 534; -10674; 0.020057; 0.000000; 0.000000; -1.000000; -1; -1; } // 0
/ Sun Aug 08 23:34:08 2004
/ Node 779_1b Class [Editable Mesh, GEOMOBJECT_CLASS_ID]
P 8; B 779; C 1; N 779_1b;
{ 0x2002; -2819; 534; -10674; 0.020057; 0.000000; 0.000000; -1.000000; -1; -1; } // 0
/ Sun Aug 08 23:34:08 2004
/ Node 779_1b Class [Editable Mesh, GEOMOBJECT_CLASS_ID]
P 9; B 779; C 1; N 779_1b;
{ 0x2002; 3086; 534; -10674; 0.125000; 0.000000; 0.000000; 1.000000; -1; -1; } // 0
/ Sun Aug 08 23:34:08 2004
/ Node 911engine Class [Editable Mesh, GEOMOBJECT_CLASS_ID]
P 10; B 911; N 911engine;
{ 0x2002; 3000; 469; -8300; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
/ Sun Aug 08 23:34:08 2004
/ Node 911engine01 Class [Editable Mesh, GEOMOBJECT_CLASS_ID]
P 11; B 911; N 911engine01;
{ 0x2002; -3000; 469; -8300; 0.500000; 0.000000; 0.000000; 1.000000; -1; -1; } // 0
/ Sun Aug 08 23:34:08 2004
/ Node 107rb_1 Class [Editable Mesh, GEOMOBJECT_CLASS_ID]
P 12; B 107; C 1; N 107rb_1;
{ 0x2002; 4309; 410; -10190; 0.000000; 0.000000; -0.000000; -1.000000; -1; -1; } // 0
/ Sun Aug 08 23:34:08 2004
/ Node 107lb_1 Class [Editable Mesh, GEOMOBJECT_CLASS_ID]
P 13; B 107; C 1; N 107lb_1;
{ 0x2002; -4309; 410; -10190; 0.000000; 0.000000; 0.000000; 1.000000; -1; -1; } // 0

B 10923 - is the 923 body (dragon cabin) but lowered in size.now it is M3 hull.

from TShips:
940;0;0.14900;0.14990;0.19990;5;10111;22200;2886;106;1;6;30;400;168;202;15611;4536;223231;8;2;4;4;9;13;
10;180;400;0;0;0;0;0;0;0;0;0;0;0;0;0;3;3;5000;35;36;4;1;1;0;10923;0;1;1;8;1;8;1;1;107;2;111;1;2;1;107;2;375;
2;3;1;107;3;111;1;4;1;107;3;375;2;5;1;107;13;111;1;6;1;107;13;375;2;7;1;107;12;111;1;8;1;107;12;375;2;1;
355000;25;1;0;SS_SH_S_TS;

it is on TS place(and it can dock only to TL, M1, M0, stations), but - 0.19990;@5@;10111; - 5 it is M3 class.
1;1;107;2;111; - @2@ - it is directly P number of 107body(in your posts there is P-1, but its not correct!)

this ship is really working, many men in russia are now piloting it.

I made my own mod for the game, which includes new ships and changes in the old ships and guns characteristics for providing more balanced gameplay.
all scene-models in my mod are BOD files, so you can download them and read with notepad or wordpad.
my mod also contains of some body-files in BOB and BOD formats.
the link to my page, where you can get it is:
http://amon-ray.narod.ru/
(it is a free of charge host, so it sometimes works slowly).
there are some problems with last added two M4 ships in latest packed version 0.71(1) , but that is packaging bug, in unpacked version everything is just working fine.

english readme and xmls included in archives.

And about docking points - I added more than 5 (535body) to the model and its working.
So its very important to write in TShips file the correct number of ships which can dock.
____
ok, now I still have some questions about scene-files:

1)how to add navigational blinking ligths to model? - I have no idea, I added parts to scene, wich I found in ship`s bob-files (10322 for example), bur after exporting there are no ligths on their place , but trusters trails, thats why my new ships are without navigational ligths......)
2)how to make 360degrees animation?
there is a xenon engine with propeller in there:
/ Tue Aug 24 03:54:19 2004
/ Node 11013enginea Class [Editable Mesh, GEOMOBJECT_CLASS_ID]
P 1; B 11013; N 11013enginea;
{ 0x2002; -4900; 1100; -4800; 0.000000; 0.000000; 0.000000; 0.000000; 100; 1; } // 0
/ Tue Aug 24 03:54:19 2004
/ Node 134krla Class [Editable Mesh, GEOMOBJECT_CLASS_ID]
P 2; B 134; F 1; N 134kra;
{ 2; 220; 0; 3350; 0.000000; 0.000000; 0.000000; 0.000000; 300; 1; } // 0
{ 18; 0.500000; -0.000000; 0.000000; -1.000000; 300; 2; } // 1
{ 18; 1.000000; -0.000000; 0.000000; -1.000000; 300; 3; } // 2
{ 18; 1.000000; -0.000000; 0.000000; -1.000000; 300; 4; } // 3
{ 18; 1.000000; -0.000000; 0.000000; -1.000000; -1; -1; } // 4
11013 - my version of engine,134 - standart propeller.(look to F1 identificator and to coordinates of proppeler.the coordinate center point for propeller - center of part 1 - I linked part 2 to part 1 in 3dsMax, part 1 is a parent, part 2 is a child, now in order to change their positions I only moved the engine)
and about my question - animation:
in this example there is a rotation for 360 degrees in the game , and after 360 - rotatotion stops, waits a little, and starts again. I tried many ways (added new or reduced number of keyframes, changed ending string), and anyway there was still pause in animation. Maybe someone knows how to make it work correctly?...and / Animation time interval: 0..16000 - what does it change in game?

if you have some ideas or questions - please send an email to me, lord_of_silence@mail.ru

best regards,
RAider,
lord_of_silence@mail.ru
...I`ve seen the future, brother: it is murder...
Leonard Cohen
ShadowX
Posts: 173
Joined: Wed, 24. Mar 04, 20:49
x2

Post by ShadowX »

RAider:
Thank you for your words, without earthpilot I wouldn't have even try to do anything like this.

I've seen your work and it looks very good!

I have myself done almost 7KM long starship which has so far been only for testing things, probably add it to my beam mod some day.
I have also made UFO playable(still having some weird difficulties) and
also found some kind of answers to your questions.

Your questions:

1: These are the blinking lights of the UFO

P 2; B 78;
{ 2; 0; 1900; 0; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 3; B 78;
{ 2; 1800; -6200; 0; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 4; B 78;
{ 2; -2600; -6300; 200; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 5; B 78;
{ 2; -300; -6200; 1800; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 6; B 78;
{ 2; -300; -6300; -1800; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0

2: and this is the rotating lower part of the UFO

P 8; B 599;
{ 2; 0; -5700; 0; 0.000000; 1.000000; 0.000000; 0.000000; 833; 1; } // 0
{ 18; 0.499722; 0.000000; -1.000000; 0.000000; 833; 2; } // 1
{ 18; 0.499722; 0.000000; -1.000000; 0.000000; 834; 3; } // 2
{ 18; 0.499722; 0.000000; -1.000000; 0.000000; 833; 4; } // 3
{ 18; 0.499722; 0.000000; -1.000000; 0.000000; -1; -1; } // 4

There are three differences I notice to your example,
1: There is no F1 designation,
2: This value is same than in other steps and
EDIT :3: This value.

And here are some questions:

1: What is your TShips version number(first value in the file) in 8 gun fighter and 5+ ext. dock. ships?
2: What is the ship class of the 5+ ext. dock. ship in TShips?
Skyroguen
Posts: 12
Joined: Thu, 18. Mar 04, 13:26
x4

Post by Skyroguen »

ok, for anyone that is interested this is a Teladi M0 class ship i have been working on.
I call it the Teladi Eagle

This ship is a frame hog, sorry about that, i tend to get carried away when making things.

You will notice i have reformated the scene files to make it easier for me to edit.

This is the Tships entry....it replaces the Xenon TL

940;0;0.00999;0.00699;0.00399;2;3661;10000;445;102;1;13;384;25000;112;247;4101;4504;16777215;28;3;10;4;9;30;
15;10000;10000;31;1;32;2;33;4;34;3;35;5;36;6;60;5;5;170000;37;38;2;7;1;0;806;1;2;1;939;6;3;2;939;11;4;3;939;16;
5;4;939;21;6;5;939;26;7;6;939;31;7;1;4;1;4;1;1;919;2;-1;-;2;1;919;3;-1;-1;3;1;919;4;-1;-1;4;1;919;5;-1;-1;5;4;2;4;
5;1;708;7;981;2;6;1;708;8;981;2;7;1;708;9;981;2;8;1;708;10;981;2;9;4;3;4;9;1;708;12;981;2;10;1;708;13;981;2;11;
1;708;14;981;2;12;1;708;15;981;2;13;4;4;4;13;1;708;17;981;2;14;1;708;18;981;2;15;1;708;19;981;2;16;1;708;20;
981;2;17;4;5;4;17;1;708;22;981;2;18;1;708;23;981;2;19;1;708;24;981;2;20;1;708;25;981;2;21;4;6;4;21;1;708;27;
981;2;22;1;708;28;981;2;23;1;708;29;981;2;24;1;708;30;981;2;25;4;7;4;25;1;708;32;981;2;26;1;708;33;981;2;27;
1;708;34;981;2;28;1;708;35;981;2;1;6080448;25;1;0;SS_SH_T_M0;




here is the scene which i have saved in my cut Dir as 4101.bod

Code: Select all


/===============================================================

/ 3D Scene Information from 3ds file: f:\src\xgold\data\meshes\04101.3ds

/===============================================================

VER: 2;

/                         +R -L    +U -D    +F -B    Angel    Pitch     Yaw     Roll
P  0; B 00940;      {  2;      0;       0;       0; 0.0000;  0.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- reference-body for ships 

P  1; B 00806; C 1; {  2;      0;   85000;  -50000; 0.0000;  0.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- Argon M2 - Bridge 
P  2; B 00919; C 1; {  2;    500;   60000;   45400; 0.5000;  0.0000;  0.0000;  1.0000;   -1;  -1; } // 0  /- gun tower - Bridge
P  3; B 00919; C 1; {  2;      0;   60500;   45400; 0.7500;  0.0000;  0.0000;  1.0000;   -1;  -1; } // 0  /- gun tower - Bridge
P  4; B 00919; C 1; {  2;      0;   59500;   45400; 0.2500;  0.0000;  0.0000;  1.0000;   -1;  -1; } // 0  /- gun tower - Bridge
P  5; B 00919; C 1; {  2;   -500;   60000;   45400; 0.0000;  0.0000;  0.0000;  1.0000;   -1;  -1; } // 0  /- gun tower - Bridge

P  6; B 00939; C 2; {  2;      0;   20000;  363500; 0.0000;  0.0000;  0.0000;  0.0000;    1;   1; } // 0  /- Turret - front
P  7; B 00708; C 2; {  2;  48000;   20000;  364500; 0.0000;  0.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - front
P  8; B 00708; C 2; {  2;  24000;   20000;  364500; 0.0000;  0.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - front
P  9; B 00708; C 2; {  2; -24000;   20000;  364500; 0.0000;  0.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - front
P 10; B 00708; C 2; {  2; -48000;   20000;  364500; 0.0000;  0.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - front

P 11; B 00939; C 3; {  2;      0;       0; -320500; 0.5000;  0.0000;  1.0000;  0.0000;    1;   1; } // 0  /- Turret - back00
P 12; B 00708; C 3; {  2;  28000;       0; -321500; 0.5000;  0.0000;  1.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - back
P 13; B 00708; C 3; {  2;  14000;       0; -321500; 0.5000;  0.0000;  1.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - back
P 14; B 00708; C 3; {  2; -14000;       0; -321500; 0.5000;  0.0000;  1.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - back
P 15; B 00708; C 3; {  2; -28000;       0; -321500; 0.5000;  0.0000;  1.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - back

P 16; B 00939; C 4; {  2;  22000;   85900;  -63200; 0.2500;  0.0000;  1.0000;  0.0000;    1;   1; } // 0  /- Turret - right
P 17; B 00708; C 4; {  2; 119500;       0;   12950; 0.2500;  0.0000;  1.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - right
P 18; B 00708; C 4; {  2; 114000;       0; -121850; 0.2500;  0.0000;  1.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - right
P 19; B 00708; C 4; {  2; 112200;   16850; -255650; 0.2500;  0.0000;  1.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - right
P 20; B 00708; C 4; {  2; 112200;  -16850; -255650; 0.2500;  0.0000;  1.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - right

P 21; B 00939; C 5; {  2; -22000;   85900;  -63200; 0.2500;  0.0000; -1.0000;  0.0000;    1;   1; } // 0  /- Turret - left
P 22; B 00708; C 5; {  2;-119500;       0;   12950; 0.2500;  0.0000; -1.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - left
P 23; B 00708; C 5; {  2;-114000;       0; -121850; 0.2500;  0.0000; -1.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - left
P 24; B 00708; C 5; {  2;-112200;   16850; -255650; 0.2500;  0.0000; -1.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - left
P 25; B 00708; C 5; {  2;-112200;  -16850; -255650; 0.2500;  0.0000; -1.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - left

P 26; B 00939; C 6; {  2;      0;   96000;  -58500; 0.2500; -1.0000;  0.0000;  0.0000;    1;   1; } // 0  /- Turret - top
P 27; B 00708; C 6; {  2;  56500;   25500;   46900; 0.2500; -1.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - top
P 28; B 00708; C 6; {  2; -56500;   25500;   46900; 0.2500; -1.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - top
P 29; B 00708; C 6; {  2;  59250;   57400; -272900; 0.2500; -1.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - top
P 30; B 00708; C 6; {  2; -59250;   57400; -272900; 0.2500; -1.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - top

P 31; B 00939; C 7; {  2;      0;  -39000;  -39500; 0.2500;  1.0000;  0.0000;  0.0000;    1;   1; } // 0  /- Turret - bottom
P 32; B 00708; C 7; {  2;  56500;  -25500;   46900; 0.2500;  1.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - bottom
P 33; B 00708; C 7; {  2; -56500;  -25500;   46900; 0.2500;  1.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - bottom
P 34; B 00708; C 7; {  2;  59250;  -57400; -272900; 0.2500;  1.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - bottom
P 35; B 00708; C 7; {  2; -59250;  -57400; -272900; 0.2500;  1.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- gun tower - bottom

P 36; B 00941;      {  2;      0;   10000;   30000; 0.0000;  0.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- side part of teladi M2 
P 37; B 00941;      {  2;  68000;       0; -175000; 0.5000;  1.0000;  1.0000;  0.0000;   -1;  -1; } // 0  /- side part of teladi M2 
P 38; B 00941;      {  2; -68000;       0; -175000; 0.5000; -1.0000;  1.0000;  0.0000;   -1;  -1; } // 0  /- side part of teladi M2 
P 39; B 00941;      {  2;  73000;       0;  -40000; 0.5000;  1.0000;  1.0000;  0.0000;   -1;  -1; } // 0  /- side part of teladi M2 
P 40; B 00941;      {  2; -73000;       0;  -40000; 0.5000; -1.0000;  1.0000;  0.0000;   -1;  -1; } // 0  /- side part of teladi M2 
P 41; B 00941;      {  2;      0;    6500;  100000; 0.5000;  0.0000;  0.0000; -1.0000;   -1;  -1; } // 0  /- side part of teladi M2 
P 42; B 00956;      {  2;      0;    5000;  205000; 0.0000;  0.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- start pad of Teladi M1 
P 43; B 00943;      {  2;      0;   19000; -200000; 0.0000;  0.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- part of Teladi TL 
P 44; B 00943;      {  2;      0;  -19000; -200000; 0.5000;  0.0000;  0.0000; -1.0000;   -1;  -1; } // 0  /- part of Teladi TL 
P 45; B 00942;      {  2;      0;   40000; -115000; 0.0000;  0.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- engine section of teladi M2 
P 46; B 00942;      {  2;      0;   35000; -252500; 0.0000;  0.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- engine section of teladi M2 
P 47; B 00942;      {  2;      0;  -35000; -252500; 0.5000;  0.0000;  0.0000; -1.0000;   -1;  -1; } // 0  /- engine section of teladi M2 
P 48; B 00818;      {  2;  40000;   20000;  250000; 0.0000;  0.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- ribbed long tube
P 49; B 00818;      {  2; -40000;   20000;  250000; 0.0000;  0.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- ribbed long tube
P 50; B 00818;      {  2;      0;       0; -290000; 0.2500;  0.0000;  1.0000;  0.0000;   -1;  -1; } // 0  /- ribbed long tube

P 51; B 00811;      {  2;      0;   92000; -181000; 0.0000;  0.0000;  0.0000;  0.0000; 5000;   1; } // 0  /- Argon M2 - radar dish 
                    { 18;                           0.5000;  0.0000;  1.0000;  0.0000; 5000;   2; } // 1  /- keyframe
                    { 18;                           0.5000;  0.0000;  1.0000;  0.0000;   -1;  -1; } // 2  /- keyframe

P 52; B 00929;      {  2;      0;   60200;   34000; 0.0000;  0.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- connection part of teladi M6 
P 53; B 00810;      {  2;      0;   47700;   30500; 0.5000;  1.0000;  0.0000;  0.0000;   -1;  -1; } // 0  /- Argon M2 - Sensor Array 

P 54; B 00810;      {  2;      0;   64600;  -23250; 0.5000;  0.0000;  1.0000;  0.0000;   -1;  -1; } // 0  /- Argon M2 - Sensor Array 

P 55; B 00079;      {  2;      0;       0; -200000; 0.5000;  0.0000;  1.0000;  0.2500;   -1;  -1; } // 0  /- outer dock2

P 99; B 10320;      {  2;   7000;   39000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  20000;   39000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  33000;   39000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  46000;   36500; -277000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  59000;   34000; -269500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  72000;   31500; -262000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  85000;   29000; -254500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  98000;   26500; -247000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;   7000;   34500; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  20000;   34500; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  33000;   34500; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  46000;   32250; -277000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  59000;   30000; -269500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  72000;   27750; -262000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  85000;   25500; -254500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  98000;   23250; -247000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;   7000;   30000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  20000;   30000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  33000;   30000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  46000;   28000; -277000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  59000;   26000; -269500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  72000;   24000; -262000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  85000;   22000; -254500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  98000;   20000; -247000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 

P 99; B 10320;      {  2;  -7000;   39000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -20000;   39000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -33000;   39000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -46000;   36500; -277000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -59000;   34000; -269500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -72000;   31500; -262000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -85000;   29000; -254500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -98000;   26500; -247000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  -7000;   34500; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -20000;   34500; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -33000;   34500; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -46000;   32250; -277000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -59000;   30000; -269500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -72000;   27750; -262000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -85000;   25500; -254500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -98000;   23250; -247000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  -7000;   30000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -20000;   30000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -33000;   30000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -46000;   28000; -277000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -59000;   26000; -269500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -72000;   24000; -262000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -85000;   22000; -254500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -98000;   20000; -247000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 

P 99; B 10320;      {  2;   7000;  -39000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  20000;  -39000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  33000;  -39000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  46000;  -36500; -277000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  59000;  -34000; -269500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  72000;  -31500; -262000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  85000;  -29000; -254500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  98000;  -26500; -247000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;   7000;  -34500; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  20000;  -34500; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  33000;  -34500; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  46000;  -32250; -277000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  59000;  -30000; -269500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  72000;  -27750; -262000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  85000;  -25500; -254500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  98000;  -23250; -247000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;   7000;  -30000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  20000;  -30000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  33000;  -30000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  46000;  -28000; -277000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  59000;  -26000; -269500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  72000;  -24000; -262000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  85000;  -22000; -254500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  98000;  -20000; -247000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 

P 99; B 10320;      {  2;  -7000;  -39000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -20000;  -39000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -33000;  -39000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -46000;  -36500; -277000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -59000;  -34000; -269500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -72000;  -31500; -262000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -85000;  -29000; -254500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -98000;  -26500; -247000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  -7000;  -34500; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -20000;  -34500; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -33000;  -34500; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -46000;  -32250; -277000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -59000;  -30000; -269500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -72000;  -27750; -262000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -85000;  -25500; -254500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -98000;  -23250; -247000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2;  -7000;  -30000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -20000;  -30000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -33000;  -30000; -284500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -46000;   28000; -277000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -59000;   26000; -269500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -72000;   24000; -262000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -85000;   22000; -254500; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
P 99; B 10320;      {  2; -98000;   20000; -247000; 0.0000;  0.0000;  0.0000; -1.0000;     -1;  -1; } // 0  /- particle generator 
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dPM_HeMan
Posts: 820
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Post by dPM_HeMan »

just wanted to say that this topic is really great, this gives me hope and motivation to try and make my own ship.

thx @all :)
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DeadlyDa
Posts: 1883
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x4

Post by DeadlyDa »

Skyroguen:

Having fun playing around with your M0...makes a great Flagship. Many thanks for the example!
Drake Blackhand
Posts: 11
Joined: Wed, 11. Aug 04, 09:11
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Post by Drake Blackhand »

is there a 3dsmax importer official or unoficcial anywhere
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DeadlyDa
Posts: 1883
Joined: Mon, 5. Jan 04, 04:46
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Post by DeadlyDa »

If you haven't already, you should grab the X2_ModderKit from the download page on this site. It has 3DMax (both 5 & 6) exporter plugins.

There is also some documentation on graphics modding.
Mad Hatter
Posts: 246
Joined: Fri, 5. Dec 03, 16:08
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Post by Mad Hatter »

Could you post a screen shot of the M0 for the curious?
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DeadlyDa
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Post by DeadlyDa »

Here is a link to a few screen shots of Skyroguen's M0 model.

I probably won't keep them up forever, since I grabbed some space off one of my son's web sites (actually a sub-web off of the main site that my wife runs).

http://www.flatrock.org.nz/wolf/wolf_de ... eens-1.htm

...enjoy.
Firedancer
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Joined: Wed, 13. Aug 03, 15:45
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hmm

Post by Firedancer »

did you ever try mixing internal and external docks?
I wonder what would happen.
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Earthpilot
Posts: 917
Joined: Sun, 23. Feb 03, 19:43
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Post by Earthpilot »

since that is decided in the tships-file, it is impossible to mix those two kinds of docking.
Drake Blackhand
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Post by Drake Blackhand »

thanks but i got the exporter. i wanted to know if an importer was floating arround anywhere
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dPM_HeMan
Posts: 820
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Post by dPM_HeMan »

could someone help me with this little problem, i don't get the guns working for this ship :(

Code: Select all

/===============================================================
/ 3D Scene Information 
/===============================================================

VER: 3;

/      +R -L    +U -D    +F -B    Angel    Pitch     Yaw     Roll 
P 0; B 940; N 940mb;
    { 0x2002;  0; 0; 0;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // 0

/Goner Cockpit
P 3; B 47; C 1; N 47_1b;
    { 0x2002;  0; -219; 1617;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // 0

/3-arm-wings
P 4; B 11002; N 11002winga;
  { 0x2002;  -3830; 315; -3000;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // 0

/3-arm-wings
P 5; B 11002; N 11002wingb;
    { 0x2002;  3830; 315; -3000;  0.500000; -0.000000; -0.000000; 1.000000;  -1;  -1; } // 0

/Engine
P 6; B 886; N 886wngine1;
  { 0x2002;  -2410; 350; -700;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // 0

/Engine
P 7; B 886; N 886wngine1;
  { 0x2002;  2410; 350; -700;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // 0

/front Laser
P 8; B 106; C 1;
  { 0x2002;  -1000; -1600; 4120;  0.500000; 0.000000; 0.000000; 1.000000;  -1;  -1; } // 0

/front laser
P 9; B 106; C 2;
  { 0x2002;  1000; -1600; 4120;  0.500000; 0.000000; 0.000000; 1.000000;  -1;  -1; } // 0

/back laser
P 10; B 981; C 3;
  { 0x2002;  0; -800; -4020;  0.500000; 0.000000; 1.000000; 0.000000;  -1;  -1; } // 0

P 11; B 912;

  { 2;  2410; 350; -4000;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // 0

P 12; B 912;

  { 2;  -2410; 350; -4000;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // 0
i'm using this configuration:

Code: Select all

940;0;0.29999;0.20000;0.50000;5;122441;14000;2000;106;1;4;89;100;168;202;22441;4565;196825;
2;2;3;4;5;30;20;180;430;0;0;0;0;0;0;0;0;0;0;0;0;0;3;1;30000;
35;36;1;1;1;0;47;3;1;1;2;1;2;1;1;106;7;111;1;2;1;106;8;111;1;26;2500;25;1;0;SS_SH_A_M3;
Last edited by dPM_HeMan on Fri, 3. Sep 04, 20:46, edited 1 time in total.
CBJ
EGOSOFT
EGOSOFT
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Post by CBJ »

Yoinks. Could you split up that long line please? It messes up the forum layout! :D
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Earthpilot
Posts: 917
Joined: Sun, 23. Feb 03, 19:43
x3tc

Post by Earthpilot »

all front laser have one cockpit they are assigned to.
so all front lasers must have C1.

Next thing is you don't have the body for the rear cockpit in your file.
that would be C2 so you would have to assign your rear laser to that cockpit.
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dPM_HeMan
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x3

Post by dPM_HeMan »

CBJ wrote:Yoinks. Could you split up that long line please? It messes up the forum layout! :D
:lol: sure
Earthpilot wrote:all front laser have one cockpit they are assigned to.
so all front lasers must have C1.

Next thing is you don't have the body for the rear cockpit in your file.
that would be C2 so you would have to assign your rear laser to that cockpit.
*ah* thx, so the C1 is kind of an Index :idea:
the rear laser was not yet ready so i didn't assign it, is it possible to make a turrent without a cockpit (like an automatic gun) ?
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dPM_HeMan
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Joined: Mon, 16. Feb 04, 13:08
x3

Post by dPM_HeMan »

it still isn't working :(

another problem is the cockpit, when i'm sitting in the ship i can still see some front parts that are blocking sight :(
I could fix this by moving the hole cockpit closer to the axis (=940.bob) but i don't think this is the way it is meant to be done :gruebel:
there must be a way to connect the interior to the cockpit file instead of the axis.
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dPM_HeMan
Posts: 820
Joined: Mon, 16. Feb 04, 13:08
x3

Post by dPM_HeMan »

Earthpilot wrote:you may have noticed that above the first laser has path number 3 (P3)
but in tships 2 has to be entered to get it working.
or, to be more generic: P X-1 (partnumber of laser -1)

I figured this out by testing so don't ask me why this is the way it is.
the formula is wrong, it all depends on how you constructed your *.bod file. Num is counted from 0 to x, e.g. :

Code: Select all

P0 ....
P1....
P2....
P3.... some gun
if you want to adress the gun in part 3 your correct hardpoint is 3 !

Code: Select all

P0 ....
P3....
P5....
P6.... some gun
if you want to adress it now the correct number would be 3 again, although you named it P6.

with this information I managed to get the lasers working :)
but i'm despairing when it comes to ROTATION of objects, this is making me crazy.
How can u rotate an object 50% along the x-axis and 50% along the y-axis ??? HELP plz

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