Help for getting ships in X3:TC

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Killjaeden
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Post by Killjaeden »

The animations X allows are ... basic.
The docking animations only allow for short animations , not for full-scale-transforming-stuff.

There is some potential in that but don't expect too much.
[ external image ]
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Anubitus
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Post by Anubitus »

i dont mind short animations.. i would like to exploit its full potential.. only problem is, again, i havent got a clue where to start with this.. i can easaly seperate the "hatch" part of the main body of the ship, but the rest is a mistery for me.. :)

anyone willing to give this a shot with me..?
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Killjaeden
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Post by Killjaeden »

try static animations like rotating radars first...
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TrixX
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Post by TrixX »

I take it you can make a rotating section of ship similar to the radar rotation then?
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Anubitus
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Post by Anubitus »

hmm, a rotating radar.. ok, ill try that first.. but i have no idea how this is done tho..

btw: [ external image ]
killerog
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Post by killerog »

TrixX wrote:I take it you can make a rotating section of ship similar to the radar rotation then?
Yep.
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Killjaeden
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Post by Killjaeden »

but i have no idea how this is done tho..
See? ^^ one step after the other.
and inbetween: tutorials, tutorials, tutorials...
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TrixX
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Post by TrixX »

Excellent. Is the animation done on the body file or on the scene file?

I have a few ships with rotating habitat sections. Also I take it fighter bays can have door animations. Hang about the stations have door animations for docking, hmm, could they be adapted?
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Killjaeden
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Post by Killjaeden »

animation is done by scene file. that also means you can't morph meshes. Only move&rotate. And no IK or skeleton techniques as 2 parts animated don't necessarily have to start at the same time ingame.

only hangar and weapondummy animation can be timed to work in a specific way.
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Post by TrixX »

Bah I can only do move and rotate anyway :lol:
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Post by Anubitus »

ok.. i have another problem and i have no clue whats causing this to happen..

i am trying to make the Hiigaran destroyer now, but every time i try to test it, my cockpit is inside my ship..

so i was thinking, most of the times this happens its faulty components file thats messing stuff up, and i did add a new turret again so i deleted the entry, checked and exported the laser parts again, added the new components file, but nothing, still inside the ship..

then i just reverted to a former version of the mod im making and started over, checked and exported everything again from max and added it to the mod again but again it was inside the ship..

so i decited to make it simple, i exported only the ship body and a camera so i could fly the ship.. but again, it didnt work, the cam is still inside the body.. how can this be..? the ship has no turrets, i added the working components file, didnt add anything in either the comonents or dummies files and only added the ship body and scene files to the mod.. i checked and im sure the camera is not in the body in max, and i checked the TShips entry like a thousand times now.. i just dont get it.. :o

anyone encountered this before..?

oh and one other thing.. in my scene i have 4 invisible weapons, i just added them, didnt do anything to them, but when i export my scene file they all look like this:

Code: Select all

P 0; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1misslefront; b  // idx 0
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  97; 1; } // 0
{ 0x2002;  -26308; -1556; 551956;  0.000000; -0.602352; 0.766344; -0.223911;  97; 2; } // 1
{ 0x2002;  -26308; -1556; 551956;  0.000001; -0.740259; 0.648903; -0.175995;  98; 3; } // 2
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  97; 4; } // 3
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  98; 5; } // 4
{ 0x2002;  -26308; -1556; 551956;  0.000001; -0.786221; 0.581260; -0.209765;  98; 6; } // 5
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  97; 7; } // 6
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  98; 8; } // 7
{ 0x2002;  -26308; -1556; 551956;  0.000001; -0.786221; 0.581260; -0.209765;  97; 9; } // 8
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  98; 10; } // 9
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  98; 11; } // 10
{ 0x2002;  -26308; -1556; 551956;  0.000001; -0.786221; 0.581260; -0.209765;  97; 12; } // 11
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  97; 13; } // 12
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  98; 14; } // 13
{ 0x2002;  -26308; -1556; 551956;  0.000001; -0.786221; 0.581260; -0.209765;  98; 15; } // 14
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  97; 16; } // 15
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  98; 17; } // 16
{ 0x2002;  -26308; -1556; 551956;  0.000001; -0.786221; 0.581260; -0.209765;  97; 18; } // 17
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  98; 19; } // 18
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  98; 20; } // 19
{ 0x2002;  -26308; -1556; 551956;  0.000001; -0.786221; 0.581260; -0.209765;  97; 21; } // 20
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  98; 22; } // 21
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  97; 23; } // 22
{ 0x2002;  -26308; -1556; 551956;  0.000001; -0.786221; 0.581260; -0.209765;  97; 24; } // 23
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  99; 25; } // 24
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  97; 26; } // 25
{ 0x2002;  -26308; -1556; 551956;  0.000001; -0.786221; 0.581260; -0.209765;  97; 27; } // 26
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  98; 28; } // 27
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  97; 29; } // 28
{ 0x2002;  -26308; -1556; 551956;  0.000001; -0.786221; 0.581260; -0.209765;  98; 30; } // 29
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  98; 31; } // 30
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  97; 32; } // 31
{ 0x2002;  -26308; -1556; 551956;  0.000001; -0.786221; 0.581260; -0.209765;  98; 33; } // 32
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  31; 34; } // 33
{ 0x2002;  -26308; -1556; 551956;  0.000000; 0.000000; 0.000000; 0.000000;  -1; -1; } // 34
whats causing this..? i know i can just remove it, but it shouldnt be there in the first place..
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ThalonMook
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Post by ThalonMook »

Hi,

got the same problem a little time ago. I think if you change your ship to a not modified the cockpit is also in the middle of the ship.

It takes me hours until I found the error.

The Dummies was the bad one. So I took one form a backup and tested it again. Then the cockpit was there where it has to be.

Cu Thalon
Anubitus
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Post by Anubitus »

just found the bug.. and omg what a stupid one.. :p

when i imported the ship into max, it was facing the wrong way, but nontheless i started building it up.. when i was done i realised i had to turn the ship around or it would have flown backwards so i selected everything but the body, made it all children of the body and then turned the body around, i did forget to break the parent connection tho.. :p
PALADIN245
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Post by PALADIN245 »

Hi you guys are awesome...!

It takes so long to create and export ships via 3ds Max / GMax, it is very complicated and there are a million and one ways that things can go wrong, so what you guys do is quite amazing!

I think it is about time someone made the FL ships into XSP format, so am looking forward to seeing all of your compeleted ships friend!

If there is anything I can do as a humble and fairly nooby ship modeler myself can do to help you please let me know... Currently am developing my own ships but if you need the help and can pass along the info on how to export FL ships from the game... then i'll be happy to help, that way i can get in some additional practice with exporting...

After all i spend most of my time building my models from scratch so, if you do need a hand i'd be happy to help!

Regards PALADIN

P.S. best of luck either way
P.P.S you can check out my ships page in the X3R: Scripts and Mods forum here at Egosoft!
Anubitus
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Post by Anubitus »

PALADIN245 wrote:I think it is about time someone made the FL ships into XSP format, so am looking forward to seeing all of your compeleted ships friend!
mace24de wrote:I thought microsoft made freelancer abandonware, but unlike most Mechwarrior games this is not the case, which means you need the permission of the Freelancer Devs or Microsoft, if you want to release the Model to the public.
im afraid its not allowed up to this day to release any models of this game.. as much as i want it.. i might take a shot at it by sending them a mail, but i wouldnt hold my breath if i where you.. :(
PALADIN245 wrote:if there is anything I can do as a humble and fairly nooby ship modeler myself can do to help you please let me know...
well, in fact there is.. take a look at these pics and tell me what is wrong here..

in max i have the engine emitters placed perfecly:

[ external image ]

but in the game it looks like this.. the game has added some emitters out of thin air..

[ external image ]

and how about this one, in max the turrets are placed perfecly on the ships hull, facing the right direction:

[ external image ]

but in the game, they are floating and facing the wrong direction..

[ external image ]

whats causing these things to happen..? resetting XForm and Callapsing dont work, tried that.. multiple times..

btw, resetting the XForm also resets the pivot right..? after i reset the XForm i always have to put the pivots back to how i want them..
PALADIN245 wrote:you can check out my ships page in the X3R: Scripts and Mods forum here at Egosoft!
cool, could you provide a link to it..?
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TrixX
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Post by TrixX »

Why have you got 45 engine emitters? You only need a single one per engine normally...
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
Anubitus
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Post by Anubitus »

TrixX wrote:Why have you got 45 engine emitters? You only need a single one per engine normally...
one was too small.. with more then one the engine is better covered, spits out more smoke and stuff.. it was a test tho, it needs tweaking.. but still, why does the game add so many more..?
tikiDI
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Post by tikiDI »

WOW! That`s great. I really want to see Liberty Battleship in X3!
AuGuR
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Post by AuGuR »

Lol... wish I had seen this topic when it first started.

Back in the day, I was the "idiot" that first converted X2 and some X3R ships to Freelancer for the Asylum51 mod. Several others later did the same (or just swiped the work I did).

Either way, a year has gone by since original thread started, dead project or just shelved for the moment?

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