Help for getting ships in X3:TC
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
-
- Posts: 2035
- Joined: Wed, 18. Aug 10, 14:28
-
- Posts: 180
- Joined: Sat, 15. Aug 09, 03:30
In fact, making a scene is one of the easiest things to do when making a ship, only two things that could possibly go wrong.
One, most dangerous one: typos (best to copy and paste as much as possible (be sure that what you copied is actually correct though
))
Second, pivots have to be correct. Always check pivots for orientation of objects like camera or they'll face the wrong way. Also be sure not to move the pivot by accident, I once did this and my turrets kept floating a bit above my ship, took me quite a while to realise what I had done wrong as they appear to be placed correctly in your 3ds max scene.
One, most dangerous one: typos (best to copy and paste as much as possible (be sure that what you copied is actually correct though

Second, pivots have to be correct. Always check pivots for orientation of objects like camera or they'll face the wrong way. Also be sure not to move the pivot by accident, I once did this and my turrets kept floating a bit above my ship, took me quite a while to realise what I had done wrong as they appear to be placed correctly in your 3ds max scene.

-
- Posts: 2035
- Joined: Wed, 18. Aug 10, 14:28
-
- Posts: 180
- Joined: Sat, 15. Aug 09, 03:30
Ok this is what you do to export it (maybe you do something wrong there, idk:p )
You select all objects you want to be in your scene (usually thats all of them), you go to the DBOX2 plugin, when exporting make sure you are exporting as a scene and hit export selected (or export all if you don't select them:p)
Are you sure you export as a scene, and not as a body?
You select all objects you want to be in your scene (usually thats all of them), you go to the DBOX2 plugin, when exporting make sure you are exporting as a scene and hit export selected (or export all if you don't select them:p)
Are you sure you export as a scene, and not as a body?
-
- Posts: 2035
- Joined: Wed, 18. Aug 10, 14:28
Yeah I'm sure. That's the process I have gone through masses of times now and it's not playing ball. However I have just re-installed Win 7 and about to install Max 2011 again. Seeing as that wasn't the only funky thing happening I thought may as well start afresh 
Thanks for the help though, I was just getting frustrated that after following everyones instructions and advice I was still ending up frack to bunt

Thanks for the help though, I was just getting frustrated that after following everyones instructions and advice I was still ending up frack to bunt

"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
Sir Ken Robinson
-
- Posts: 693
- Joined: Fri, 21. Jan 05, 00:44
hey guys..
i had to start over again due to the file being corrupted somehow.. i couldnt open it in max anymore..
so i started over.. even smaller this time, a interceptor..
i imported the model, it was already textured so didnt have to bother with that.. (altho in a 3dsmax render it seems to be invissable tho)
i added all parts like cameradummies, weapon, engine emitters and a weaponturret with camera.. named them propperly, or so i think..
exported the body as interceptor.bod and the complete scene as interceptor_scene.bod
so what do i do now..? i compile the bod files to bob files with x2bc..?
and what parts of the scene file do i enter where in the TShips file..?
here is the scene file text..
thanks in advance for your guys help.. i am realy gratefull..
Anubite
i had to start over again due to the file being corrupted somehow.. i couldnt open it in max anymore..
so i started over.. even smaller this time, a interceptor..
i imported the model, it was already textured so didnt have to bother with that.. (altho in a 3dsmax render it seems to be invissable tho)
i added all parts like cameradummies, weapon, engine emitters and a weaponturret with camera.. named them propperly, or so i think..
exported the body as interceptor.bod and the complete scene as interceptor_scene.bod
so what do i do now..? i compile the bod files to bob files with x2bc..?
and what parts of the scene file do i enter where in the TShips file..?
here is the scene file text..
Code: Select all
/# Exported with dbox2 1.11 from interceptor3.max at 14/09/2010 1:11:09
VER: 6;
P 0; B effects\engines\fx_engine_emitter; N Beffects\engines\fx_engine_emitter; b // idx 0
{ 0x2002; 1230; 1269; -4795; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 1; B ships\props\weapondummy; C 1; N Bships\props\weapondummy_1maingun; b // idx 1
{ 0x2002; -357; 1059; 5169; 0.000000; 0.000000; 0.000000; 0.000000; 99; 1; } // 0
{ 0x2002; -357; 1059; 5169; 0.000001; -0.000000; -0.998858; 0.048353; 99; 2; } // 1
{ 0x2002; -357; 1059; 5169; 0.000002; -0.000000; -0.999925; 0.012353; 99; 3; } // 2
{ 0x2002; -357; 1059; 5169; 0.000005; -0.000000; -0.999984; 0.005607; 99; 4; } // 3
{ 0x2002; -357; 1059; 5169; 0.000009; -0.000000; -0.999995; 0.003223; 99; 5; } // 4
{ 0x2002; -357; 1059; 5169; 0.000013; -0.000000; -0.999998; 0.002108; 99; 6; } // 5
{ 0x2002; -357; 1059; 5169; 0.000019; -0.000000; -0.999999; 0.001497; 99; 7; } // 6
{ 0x2002; -357; 1059; 5169; 0.000025; -0.000000; -0.999999; 0.001126; 99; 8; } // 7
{ 0x2002; -357; 1059; 5169; 0.000032; -0.000000; -1.000000; 0.000882; 99; 9; } // 8
{ 0x2002; -357; 1059; 5169; 0.000039; -0.000000; -1.000000; 0.000714; 99; 10; } // 9
{ 0x2002; -357; 1059; 5169; 0.000047; -0.000000; -1.000000; 0.000593; 99; 11; } // 10
{ 0x2002; -357; 1059; 5169; 0.000055; -0.000000; -1.000000; 0.000503; 99; 12; } // 11
{ 0x2002; -357; 1059; 5169; 0.000064; -0.000000; -1.000000; 0.000433; 99; 13; } // 12
{ 0x2002; -357; 1059; 5169; 0.000073; -0.000000; -1.000000; 0.000379; 99; 14; } // 13
{ 0x2002; -357; 1059; 5169; 0.000083; -0.000000; -1.000000; 0.000336; 99; 15; } // 14
{ 0x2002; -357; 1059; 5169; 0.000092; -0.000000; -1.000000; 0.000301; 99; 16; } // 15
{ 0x2002; -357; 1059; 5169; 0.000102; -0.000000; -1.000000; 0.000273; 99; 17; } // 16
{ 0x2002; -357; 1059; 5169; 0.000112; -0.000000; -1.000000; 0.000249; 99; 18; } // 17
{ 0x2002; -357; 1059; 5169; 0.000122; -0.000000; -1.000000; 0.000229; 99; 19; } // 18
{ 0x2002; -357; 1059; 5169; 0.000131; -0.000000; -1.000000; 0.000212; 99; 20; } // 19
{ 0x2002; -357; 1059; 5169; 0.000141; -0.000000; -1.000000; 0.000198; 99; 21; } // 20
{ 0x2002; -357; 1059; 5169; 0.000150; -0.000000; -1.000000; 0.000185; 99; 22; } // 21
{ 0x2002; -357; 1059; 5169; 0.000159; -0.000000; -1.000000; 0.000175; 99; 23; } // 22
{ 0x2002; -357; 1059; 5169; 0.000168; -0.000000; -1.000000; 0.000166; 99; 24; } // 23
{ 0x2002; -357; 1059; 5169; 0.000176; -0.000000; -1.000000; 0.000158; 99; 25; } // 24
{ 0x2002; -357; 1059; 5169; 0.000183; -0.000000; -1.000000; 0.000152; 99; 26; } // 25
{ 0x2002; -357; 1059; 5169; 0.000190; -0.000000; -1.000000; 0.000146; 99; 27; } // 26
{ 0x2002; -357; 1059; 5169; 0.000197; -0.000000; -1.000000; 0.000141; 99; 28; } // 27
{ 0x2002; -357; 1059; 5169; 0.000202; -0.000000; -1.000000; 0.000138; 99; 29; } // 28
{ 0x2002; -357; 1059; 5169; 0.000207; -0.000000; -1.000000; 0.000134; 99; 30; } // 29
{ 0x2002; -357; 1059; 5169; 0.000211; -0.000000; -1.000000; 0.000132; 99; 31; } // 30
{ 0x2002; -357; 1059; 5169; 0.000214; -0.000000; -1.000000; 0.000130; 99; 32; } // 31
{ 0x2002; -357; 1059; 5169; 0.000216; -0.000000; -1.000000; 0.000129; 99; 33; } // 32
{ 0x2002; -357; 1059; 5169; 0.000217; -0.000000; -1.000000; 0.000128; 32; 34; } // 33
{ 0x2002; -357; 1059; 5169; 0.000217; -0.000000; -1.000000; 0.000128; -1; -1; } // 34
P 2; B effects\engines\fx_engine_emitter; N Beffects\engines\fx_engine_emitter; b // idx 2
{ 0x2002; -809; 1350; -4790; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 3; B effects\engines\fx_engine_emitter; N Beffects\engines\fx_engine_emitter; b // idx 3
{ 0x2002; -1202; 1269; -4795; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 4; B ships\props\cameradummy; C 1; N Bships\props\cameradummy_1maincockpit; b // idx 4
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 1; } // 0
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 2; } // 1
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 3; } // 2
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 4; } // 3
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 5; } // 4
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 6; } // 5
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 7; } // 6
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 8; } // 7
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 9; } // 8
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 10; } // 9
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 11; } // 10
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 12; } // 11
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 13; } // 12
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 14; } // 13
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 15; } // 14
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 16; } // 15
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 17; } // 16
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 18; } // 17
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 19; } // 18
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 20; } // 19
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 21; } // 20
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 22; } // 21
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 23; } // 22
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 24; } // 23
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 25; } // 24
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 26; } // 25
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 27; } // 26
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 28; } // 27
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 29; } // 28
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 30; } // 29
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 31; } // 30
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 32; } // 31
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 99; 33; } // 32
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; 32; 34; } // 33
{ 0x2002; 217; 2246; 3572; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 34
P 5; B effects\engines\fx_engine_emitter; N Beffects\engines\fx_engine_emitter; b // idx 5
{ 0x2002; 831; 1350; -4790; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
P 6; B ships\props\turretdummy; C 2; N Bships\props\turretdummy_2b; b // idx 6
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 1; } // 0
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 2; } // 1
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 3; } // 2
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 4; } // 3
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 5; } // 4
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 6; } // 5
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 7; } // 6
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 8; } // 7
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 9; } // 8
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 10; } // 9
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 11; } // 10
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 12; } // 11
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 13; } // 12
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 14; } // 13
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 15; } // 14
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 16; } // 15
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 17; } // 16
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 18; } // 17
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 19; } // 18
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 20; } // 19
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 21; } // 20
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 22; } // 21
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 23; } // 22
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 24; } // 23
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 25; } // 24
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 26; } // 25
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 27; } // 26
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 28; } // 27
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 29; } // 28
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 30; } // 29
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 31; } // 30
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 32; } // 31
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 99; 33; } // 32
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; 32; 34; } // 33
{ 0x2002; 18; 2451; -4249; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 34
P 7; B ships\props\cameradummy; C 2; N Bships\props\cameradummy_2backturret; b // idx 7
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 1; } // 0
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 2; } // 1
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 3; } // 2
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 4; } // 3
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 5; } // 4
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 6; } // 5
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 7; } // 6
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 8; } // 7
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 9; } // 8
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 10; } // 9
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 11; } // 10
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 12; } // 11
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 13; } // 12
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 14; } // 13
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 15; } // 14
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 16; } // 15
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 17; } // 16
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 18; } // 17
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 19; } // 18
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 20; } // 19
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 21; } // 20
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 22; } // 21
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 23; } // 22
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 24; } // 23
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 25; } // 24
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 26; } // 25
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 27; } // 26
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 28; } // 27
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 29; } // 28
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 30; } // 29
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 31; } // 30
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 32; } // 31
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 99; 33; } // 32
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; 32; 34; } // 33
{ 0x2002; 36; 2617; -3455; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 34
P 8; B ships\Anubitus\interceptor; N Bships\Anubitus\interceptor; b // idx 8
{ 0x2002; 9; 1488; 683; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
Anubite
-
- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
You don't have to, but it enables bump mapping ect. Plus smaller file size and quicker loading.Anubitus wrote:
so what do i do now..? i compile the bod files to bob files with x2bc..?
idx and the model name are what needs to be placed in the editor.Anubitus wrote: and what parts of the scene file do i enter where in the TShips file..?
So say :
Code: Select all
P 7; B ships\props\cameradummy; C 2; N Bships\props\cameradummy_2backturret; b // idx 7
is the front camera. You would create a new turret (or edit the one first one in the list), make sure it says cockpit and put its scene node index as 4. And set the model as "ships\props\cameradummy"

-
- Posts: 693
- Joined: Fri, 21. Jan 05, 00:44
thanks to a great tutorial Topcross made, i was able to get the ship partially working..
i did everything he said in his tutorial and i have the ship ingame.. the cockpit is placed correcly, the lasers apear when i add a laser to them, and the engine emitters are where they are suposed to be..
i have two problems tho
- the back turret is facing the wrong way, but i think i can fix that by turning the pivot 180°..?
- the ship is invissable.. but might that be caused by the same reason it is not rendered in 3ds max..? any idea how to fix this..?
great tut Topcross, thanks again
i did everything he said in his tutorial and i have the ship ingame.. the cockpit is placed correcly, the lasers apear when i add a laser to them, and the engine emitters are where they are suposed to be..
i have two problems tho
- the back turret is facing the wrong way, but i think i can fix that by turning the pivot 180°..?
- the ship is invissable.. but might that be caused by the same reason it is not rendered in 3ds max..? any idea how to fix this..?
great tut Topcross, thanks again
-
- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
-
- Posts: 693
- Joined: Fri, 21. Jan 05, 00:44
nope..
it has the game textures on it..
[ external image ]
if i render the ship in 3dsmax i can only see the guns tho..
[ external image ]
thats the way it looks ingame aswell..
EDIT: i thought that maybe the bitmaps from the homeworld game where in a wrong format, so i tried to change them from .png to .jpg with paint, but this has no effect in max..
it has the game textures on it..
[ external image ]
if i render the ship in 3dsmax i can only see the guns tho..
[ external image ]
thats the way it looks ingame aswell..
EDIT: i thought that maybe the bitmaps from the homeworld game where in a wrong format, so i tried to change them from .png to .jpg with paint, but this has no effect in max..

-
- Posts: 2035
- Joined: Wed, 18. Aug 10, 14:28
-
- Posts: 693
- Joined: Fri, 21. Jan 05, 00:44
-
- Posts: 2035
- Joined: Wed, 18. Aug 10, 14:28
-
- Posts: 693
- Joined: Fri, 21. Jan 05, 00:44
hmm..
i tried converting the images to DDS format, added them to a folder called DDS, went to max, applied the new dds textures from the new DDS folder to the mesh, exported the body again and added the new body to the correct folder, and the textures to the DDS folder in a catalog in my x3 game..
ingame the ship looks like this.. *sigh*
[ external image ]
as you can see, the gun, turrets and engines are shown but still no ship..
in max the textures are shown in the render this time..
what am i doing wrong here..?
btw, the gun and the turret are fireing fine and the cockpits are placed correcly..
i tried converting the images to DDS format, added them to a folder called DDS, went to max, applied the new dds textures from the new DDS folder to the mesh, exported the body again and added the new body to the correct folder, and the textures to the DDS folder in a catalog in my x3 game..
ingame the ship looks like this.. *sigh*
[ external image ]
as you can see, the gun, turrets and engines are shown but still no ship..

in max the textures are shown in the render this time..
what am i doing wrong here..?
btw, the gun and the turret are fireing fine and the cockpits are placed correcly..
-
- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
-
- Posts: 693
- Joined: Fri, 21. Jan 05, 00:44
thanks.. here are the first three lines..
Code: Select all
MATERIAL6: 0; 0; Hgn_InterceptorA_EXPORT[2].dds; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; NULL;30; NULL;100; NULL;100; NULL;0; // Material #571
MATERIAL6: 1; 0; Hgn_Interceptor_BADGE_L_EXPORT[1].dds; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; NULL;30; NULL;100; NULL;100; NULL;0; // Material #569
MATERIAL6: 2; 0; Hgn_Interceptor_B_EXPORT[1].dds; 149;149;149; 149;149;149; 229;229;229; 0; 0; 10; 0; 0;0;0; 100; NULL;100; NULL;30; NULL;100; NULL;100; NULL;0; // Material #570
-
- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
Ok. You need to use the correct Mat 6 definitions.
Replace each line with that, then in 3dmax reapply the textures.
Code: Select all
MATERIAL6: 0; 0x2000000; 1; XT_standard_lighting.fx; 80; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.0; TexAnimStartV;SPTYPE_FLOAT;0.0; TexAnimEndU;SPTYPE_FLOAT;0.0; TexAnimEndV;SPTYPE_FLOAT;0.0; TexAnimDuration;SPTYPE_FLOAT;0.0; TexAnimRotation;SPTYPE_FLOAT;0.0; TexAnimOriginU;SPTYPE_FLOAT;0.5; TexAnimOriginV;SPTYPE_FLOAT;0.5; Brightness;SPTYPE_FLOAT;1.0; contrast;SPTYPE_FLOAT;1.0; saturation;SPTYPE_FLOAT;1.0; hue;SPTYPE_FLOAT;0.0; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;1; g_AlphaBlendEnable;SPTYPE_LONG;1; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;5; g_DestBlend;SPTYPE_LONG;6; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;1; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; g_MatSpecularStrength;SPTYPE_FLOAT;1.0; g_MatSpecularPower;SPTYPE_FLOAT;10.0; g_MatReflectionStrength;SPTYPE_FLOAT;1.0; g_MatReflectionBlur;SPTYPE_FLOAT;0.0; g_AlphaValue;SPTYPE_FLOAT;1.0; g_MatEmissiveColor;SPTYPE_FLOAT4;0.0;0.0;0.0;0.0; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;4; t_MipMapLODBias;SPTYPE_FLOAT;0.0; t_DiffuseTexture;SPTYPE_STRING;metal_argon_simple_platingdark_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;1.0; t_AlphaTexture;SPTYPE_STRING;C:\Program Files\Autodesk\3ds Max 2008\Maps\NONE_WHITE.DDS; t_BumpTexture;SPTYPE_STRING;metal_argon_simple_plating_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.0; t_FilterTypeBump;SPTYPE_LONG;2; g_BumpMapStrength;SPTYPE_FLOAT;1.2; t_SpecularTexture;SPTYPE_STRING;metal_argon_simple_plating_spec.dds; t_LightMapTexture;SPTYPE_STRING;NULL; t_OcclusionTexture;SPTYPE_STRING;D:\X3.5\shaderfx\NONE_OCCL_DECAL.DDS; g_MatOcclStr;SPTYPE_FLOAT;1.0; g_bIsDecalMap;SPTYPE_BOOL;0; t_DetailTexture;SPTYPE_STRING;D:\X3.5\shaderfx\NONE_NORMAL_DETAIL.DDS; p_DetailMapBlendWeight;SPTYPE_FLOAT;1.0; g_NormalDetailStr;SPTYPE_FLOAT;1.0; p_TexTiling;SPTYPE_FLOAT;10.0; t_CubeMapTexture;SPTYPE_STRING;D:\X3.5\dds\envmap_test.dds; g_FresnelExpon;SPTYPE_FLOAT;2.0; g_MatMinFresnel;SPTYPE_FLOAT;0.099991; g_Color_Envipaint;SPTYPE_FLOAT4;1.0;1.0;1.0;0.0; g_Brightness;SPTYPE_FLOAT;1.0; g_Contrast;SPTYPE_FLOAT;1.0; g_Saturation;SPTYPE_FLOAT;1.0; g_Hue;SPTYPE_FLOAT;0.0; g_Color_1;SPTYPE_FLOAT4;0.309998;0.299988;0.069992;0.0; g_Color_2;SPTYPE_FLOAT4;0.299988;0.279999;0.089996;0.0; g_Color_3;SPTYPE_FLOAT4;0.099991;0.279999;0.299988;0.0; g_Color_Lines;SPTYPE_FLOAT4;0.339996;0.289993;0.0;0.0; g_Color_Highlight;SPTYPE_FLOAT4;0.599991;0.099991;0.099991;0.0; g_Color_LinesPower;SPTYPE_FLOAT;9.0; g_Color_HighlightPower;SPTYPE_FLOAT;12.0; g_Color_Weighting;SPTYPE_FLOAT;0.5; g_bColor_Mixing;SPTYPE_BOOL;0; effectfile;SPTYPE_STRING;XT_standard_lighting.fx; renderEnabled;SPTYPE_BOOL;0; renderMaterial;SPTYPE_LONG;-1; technique;SPTYPE_LONG;0;

-
- Posts: 693
- Joined: Fri, 21. Jan 05, 00:44
so what i do now is:
open the body file,
delete the mat6 entries at the top,
copy what you wrote three times at the top,
open max again,
inport the altered body file,
apply the textures again,
export it again..?
is that correct..?
btw, my ship looks like this atm.. its just a practice texture, but i think it looks ok..
the original textures where a pain to get working (and they where too low res anyway..), i hope the vanilla ones will work better..
[ external image ]
EDIT: i opened the body file with notepad, opened the argon buster var3 with notepad, copied the texture entries from the buster, pasted them into my body file (since i used this busters textures in the first place).. will this work..?
EDIT2: my ship is still invisible..
open the body file,
delete the mat6 entries at the top,
copy what you wrote three times at the top,
open max again,
inport the altered body file,
apply the textures again,
export it again..?
is that correct..?
btw, my ship looks like this atm.. its just a practice texture, but i think it looks ok..

the original textures where a pain to get working (and they where too low res anyway..), i hope the vanilla ones will work better..
[ external image ]
EDIT: i opened the body file with notepad, opened the argon buster var3 with notepad, copied the texture entries from the buster, pasted them into my body file (since i used this busters textures in the first place).. will this work..?
EDIT2: my ship is still invisible..
