[software] X3 Editor 2.0.23.0 [10.1.2012]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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The X-Plorer
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Post by The X-Plorer »

I've been screwing around with other things and have turned the Gauss Cannon into essentially an artillery gun.... :twisted:

Im also fooling around with the CIG... I wonder if you can amplify it's 'Push' Effect? :gruebel:

I added on the particle trails for the Gauss cannon and IBL, both of those weapons look alot prettier, especially the IBL.

I wonder if anyone has created a Kha'ak M7... that would be sweet to see... the Kha'ak are the only race that does not have one in TC.

I do have to admit... im impressed with myself at how much I have tweaked in the game.... I feel like one of the creators of the game... (Like that will ever happen. :rofl: )
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DrBullwinkle
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Post by DrBullwinkle »

apricotslice wrote:Tyr's guns on a Colossus hull
Would you settle for a Tyr that can dock 60 ships (including an M6 and a TS)? That is very easy to do, and it is a good demonstration of how this hack works.

There are only 3 Steps:

1) Append the docks from the Colossus to objects\ships\M2\Terran_m2tyr_scene:

Code: Select all

/ =====================================================================
/ Adding docking bays to any ship (Bullwinkle) 2012-04-05
/ This hack adds docking bays to a ship. 
/ Uses the docks from an Argon Colossus M1. 
/ Docks may not be in the correct locations for your ship, so I 
/ recommend that you use Docking Lockup Fix:
/ http://forum.egosoft.com/viewtopic.php?t=240058
/
/ Steps:
/ 1) Append this to your ship's scene file.
/ 2) Adjust the ordinals (the P 43- P 51 numbers). They must be unique (and maybe consecutive?)
/ 3) Change Docking Slots in TShips to the number of slots that you desire.
/
/ If you want to dock ships larger than M3, then you might want to change your dummies entry 
/ for 19026 and 19027 from FIGHTER to "STANDARD" 
/ See http://forum.egosoft.com/viewtopic.php?t=317885 How to Change a Ships Docking Values (Dreamora).
/
/ =====================================================================

// Docking Bays
P 43; B 19027; N B19027a; b
  { 0x2002;  9949; -20974; -38809;  0.250000; 0.000000; -1.000000; 0.000000;  -1;  -1; } // -1

P 44; B 19026; C 1; N B19026_1; b
  { 0x2002;  -38711; -62679; -25776;  0.250000; 0.000000; 1.000000; 0.000000;  -1;  -1; } // -1


// More Docking bays
P 45; B 19026; C 2; N B19026_2; b
  { 0x2002;  -38711; -62652; -52798;  0.250000; 0.000000; 1.000000; 0.000000;  -1;  -1; } // -1

P 46; B 19026; C 3; N B19026_3; b
  { 0x2002;  -38711; -46519; -52769;  0.250000; 0.000000; 1.000000; 0.000000;  -1;  -1; } // -1

P 47; B 19026; C 4; N B19026_4; b
  { 0x2002;  -38711; -46527; -25707;  0.250000; 0.000000; 1.000000; 0.000000;  -1;  -1; } // -1

P 48; B 19026; C 5; N B19026_5; b
  { 0x2002;  38712; -62679; -25776;  0.250000; 0.000000; -1.000000; 0.000000;  -1;  -1; } // -1

P 49; B 19026; C 6; N B19026_6; b
  { 0x2002;  38712; -62652; -52798;  0.250000; 0.000000; -1.000000; 0.000000;  -1;  -1; } // -1

P 50; B 19026; C 7; N B19026_7; b
  { 0x2002;  38712; -46519; -52769;  0.250000; 0.000000; -1.000000; 0.000000;  -1;  -1; } // -1

P 51; B 19026; C 8; N B19026_8; b
  { 0x2002;  38712; -46527; -25707;  0.250000; 0.000000; -1.000000; 0.000000;  -1;  -1; } // -1
2) Adjust the ordinal numbers as I did above. They must be unique. Since the highest ordinal for the Tyr is 42, I numbered them 43-51.

3) In TShips, change the number of Docking Slots to 60 (or whatever).

Optional large docking bays
The Tyr already has external docks for an M6 and a TS. If you need more, then you might want to change your dummies entry for 19026 and 19027 from FIGHTER to "STANDARD" (How to Change a Ships Docking Values (Dreamora)).

Some ships may have trouble docking or undocking, either because the docking bays are not in the correct locations, or because the ships are too large for the carrier model. To solve these problems:
  • Docking: Use Docking Lockup Fix.

    Undocking: Use Safe undocking / jumping (Gazz). In any case, undocking should only be a problem when you pilot the ship. If you do not use Safe Undocking, you can first launch the ship by commanding it to Idle (Navigation Menu), then transfer to the ship via transporter device.

Real 3D modders are probably laughing (if they read this far). :) To those who have the proper tools, this will seem like a pet conversion.
Last edited by DrBullwinkle on Wed, 25. Apr 12, 12:43, edited 8 times in total.
LordGaara
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Post by LordGaara »

The X-Plorer wrote: I wonder if anyone has created a Kha'ak M7... that would be sweet to see... the Kha'ak are the only race that does not have one in TC.
Yup, XRM has it.
Khaak Frigate. Curious?... Shaky..? :P

Dissapointing thing is in XRM beam main weapons are removed in order to prevent abuse. Khaak are exception and still have their default weapons. :)
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DrBullwinkle
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Post by DrBullwinkle »

apricotslice wrote:If you can get a Colossus to carry an M2's worth of guns, let me know
It is easy to add extra guns to a ship that already has turrets. Your Colossus has turrets in all six positions, so it is a perfect example. You do not have to edit the scene at all.

Just add more guns to the existing turrets (by re-using the existing ordinals). If you look closely at TShips, you will see that the vanilla Colossus already does that. Copy and paste the following into the bottom of TShips, then look at the turrets in X3 Editor 2:

Colossus Prototype M0

(Optional detailed installation instructions here.)

To dock M6's, either add the Tyr's External Big Docks to your Colossus scene, or modify 19026 and 19027 in TDummies from FIGHTER to STANDARD.

External docks work best for docking large ships. If you make the above change to TDummies, you will probably notice that some ships larger than M3 will have trouble docking and undocking from some carriers. To solve these problems:
  • Docking: Use Docking Lockup Fix.

    Undocking: Use Safe undocking / jumping (Gazz). In any case, undocking should only be a problem when you pilot the ship. If you do not use Safe Undocking, you can first launch the ship by commanding it to Idle (Navigation Menu), then transfer to the ship via transporter device.
Voila! Instant M0.
It will take longer to read the instructions than it will take to do it. :)
Last edited by DrBullwinkle on Thu, 26. Apr 12, 23:32, edited 13 times in total.
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X2-Illuminatus
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Post by X2-Illuminatus »

I know that (t-)files are easier to read, when they are displayed as they are (i.e. without line breaks). However, posting such wide texts in code tags will also destroy the forum template. So, please upload wide texts on external sites and post the link here (I did that with the code in DrBullwinkle's post for now) instead of posting the texts in code tags directly in forum posts.
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The X-Plorer
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Post by The X-Plorer »

Alright... got a few questions of curiosity and such...

[These are all questions regarding editing the .pcks with the T File Editor]

1: Can you change the color of the 'Bullets'? Such as turning the color of the Ion Disruptors bolts from light blue to red or the PBE's shots from yellow to blue? Apparently you can change the color of the muzzle flash of the weapon.. But i want to know if you can change the color of the bullet itself.

2: What stat in the TBullets.pck determines how much shots spread out from each other? (is it the 'Rapid Box' stats?)

3: In the TMissiles.pck, whats the difference between the 'Fragmentation' flag and the 'Multi-Warhead' flag?

4: IS there a way to amplify the 'push' effect of the CIG?

Otherwise im doing completely fine with the editor... thumbs up to Doubleshadow.

EDIT: Has anyone noticed the Left and right turrets for the Pirate Galleon somehow have some kind of grow & shrink effect applied to them? Gosh that and the ghost turret on the Xenon Q are the only two quirks i've found in X3TC so far...

I wonder how the heck they got that effect applied to those turrets...?
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t-master
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Post by t-master »

Would be great if you could add an editor for comparing tFiles.
This would really help when you want to update or merge mods.
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DrBullwinkle
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Post by DrBullwinkle »

TFiles are just text files. Extract them and use Beyond Compare or WinMerge to compare them.
flopsies
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Post by flopsies »

is it possible to edit albion prelude ships?
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Charon_A
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Post by Charon_A »

Yes, AP ships are no different to TC ships, Editor works with AP just fine.
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flopsies
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Post by flopsies »

I have tried, but whenever I do, it just says the files are invalid. Is this because all my mods?
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apricotslice
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Post by apricotslice »

flopsies wrote:I have tried, but whenever I do, it just says the files are invalid. Is this because all my mods?
Do you have the editor pointed to the AP exe ?

Which files are you trying to edit ? (Where are they ?)

Are you trying to edit inside cat/dats ? If so, extract them first, then edit from a work folder.
Vayde
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Post by Vayde »

Are you running the editor in admin mode?
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Dustoff
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Post by Dustoff »

I have a question looks like I am doing something wrong.

I am using rebalanced mode by paul wheeler and I don't like the
were size of the jump-drive and price.

So I did use the Editor to change jump-drive to as a small were and price.
But after some time, like when I turn off the computer and then turn it on back, the changes I made are gone for jump drive but not for other things that I did, like for example I changed the speed of fire on Electromagnetic Terran gun, or I increased more shield power for nova raider..

So... I am lost... TwereT changes I make go back again to original and all other stay as to what ever I set them up...

Any help...
The only thing that I am wondering why is the TwereT file in my Type Folder. Should I remove it, I am not sure if it was there or I put it there..

This is first time I am using Editor...
Thank You.
Vayde
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Post by Vayde »

The Twaret file is usually generated by cycrow's plugin manager when you install an spk pack.

Change the price and size of the jump drive again and save the changes in the editor then just run cycrows plugin manager but don't install anything. Close the plugin manager and check your current game to see if the Jump drive is at the correct size and price still.

Just by running cycrows plugin manager it updates that twaret file to reflect any changes you've made.
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apricotslice
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Post by apricotslice »

Following from what was said, you need to edit the TwareT file that is in the types folder, as thats the one that plugin manager generates itself, and which overrides all other versions of the file.

If you edit the file from a cat/dat and leave it in there, the plugin manager file will overwrite it. Especially if you make the changes, then run plugin manager for something else.

If you change the virtual file, then the next time you run plugin manager, it will get overritten, because plugin manager automatically includes the EMP mod.

So in effect, you need to change the EMP mod, not the TwareT file anywhere else. And that means the file Plugin Manager uses.
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DrBullwinkle
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Post by DrBullwinkle »

Dustoff wrote:TwereT changes I make go back again to original and all other stay as to what ever I set them up...
The Plugin Manager generates TWareT.pck in the types folder on your disk. It combines the TWareT from your mod with custom wares from scripts that use the ware manager, then generates the TWareT.

With PM Closed: If you open TWareT from VFS you will get the PM-generated TWareT file. If you modify that, then start the game, your changes will work -- temporarily. If you then, later, open and close the PM, the PM will overwrite your modified TWareT. The result is that you will lose your changes.

With PM Open: If you open TWareT from VFS then you will get the TWareT from your mod. Change *that* TWareT, then close the PM to re-generate it's TWareT.

The result should be that your changes will "stick".

.
Vayde
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Post by Vayde »

What the 2 more experienced guys said :)
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Dustoff
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Post by Dustoff »

DrBullwinkle wrote:
Dustoff wrote:TwereT changes I make go back again to original and all other stay as to what ever I set them up...
The Plugin Manager generates TWareT.pck in the types folder on your disk. It combines the TWareT from your mod with custom wares from scripts that use the ware manager, then generates the TWareT.

With PM Closed: If you open TWareT from VFS you will get the PM-generated TWareT file. If you modify that, then start the game, your changes will work -- temporarily. If you then, later, open and close the PM, the PM will overwrite your modified TWareT. The result is that you will lose your changes.

With PM Open: If you open TWareT from VFS then you will get the TWareT from your mod. Change *that* TWareT, then close the PM to re-generate it's TWareT.

The result should be that your changes will "stick".

.
Looks like it didn't work but before I will tell you what I did so we are on the same page...

So I opend a PM
then I opened the editor.
I opend VFS then TwereT pck
made changes I like then saved, it was asking to overwrite and I did.
I closed the PM.
then I closed Editor
then I run the game using regular X3TC shortcut, and changes were not there.

It only works when I run the game from the Editor.
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Post by Cycrow »

apricotslice wrote:Following from what was said, you need to edit the TwareT file that is in the types folder, as thats the one that plugin manager generates itself, and which overrides all other versions of the file.

If you edit the file from a cat/dat and leave it in there, the plugin manager file will overwrite it. Especially if you make the changes, then run plugin manager for something else.
actually you shouldn't make changes to the file in the types folder.
when the plugin manager is run, it removes it generated files which are the ones in the types folder. So any changes made to that are simply wiped.
the files are then recreated when the plugin manager closes.

whereas if you edit the files in the fake patches, when the plugin manager generates its files, it'll include the changes that u've made.

althou in general if your making your own changes, you should really put them in your own mod.

just remember to run the plugin manager after the changes u've made otherwise they wont get added to the active file.

DrBullwinkle's advice should work, but make sure when you save the file that its actually saving to the right place.
althou like i said, you should really be saving it to your own mod and using that instead

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