Ship/Factory 3D Models and Stats Viewer version 1.1.1.6 (spoiler?) NEW VER. APR 07
Moderator: Moderators for English X Forum
-
- Posts: 322
- Joined: Wed, 24. Mar 04, 22:53
This right here is a wonderful little tool, I love it!
I do have a couple questions and recommendations though.
1. Would it be possible to add in a function displaying turrets as cones instead of lines, that way you would be able to see the precise area covered, and notice where ships have strong/weak spots?
2. What do the colors in the wireframs represent?
3. If you are looking at multiple ships at once maybe there could be a way to have mouse rotating affect all ships instead of just one.
Overall this is spectacular though, keep up the great work.
I do have a couple questions and recommendations though.
1. Would it be possible to add in a function displaying turrets as cones instead of lines, that way you would be able to see the precise area covered, and notice where ships have strong/weak spots?
2. What do the colors in the wireframs represent?
3. If you are looking at multiple ships at once maybe there could be a way to have mouse rotating affect all ships instead of just one.
Overall this is spectacular though, keep up the great work.
1 The trouble with showing a firing cone is that it's dependent on
the selected gun (eg area weapons like PSG have much wider effective
firing cones). I suppose I could base a cone on the available targetting
angle span of the given turret (would this always be the same angle for all turrets though?).
2 The colours in the wire frames just show where different textures are
being used, the starting colour is dependent on the model's name (hence
you get some sort of similar colour for the ships from a given race), the
colour then increments for each new texture used, it's not really indicative
of anything much, but does show-up some details.
3 Yes, I was wondering about this, perhaps I'll put in an option for 'seperate' and 'all together' mouse rotation.
There's a new version coming, I hope (in about a week?) which will do a lot more,
and will work directly from the X3 game files rather than having to download these large files.
That's not to say anyone shouldn't download the current set, since it might be longer than that.
the selected gun (eg area weapons like PSG have much wider effective
firing cones). I suppose I could base a cone on the available targetting
angle span of the given turret (would this always be the same angle for all turrets though?).
2 The colours in the wire frames just show where different textures are
being used, the starting colour is dependent on the model's name (hence
you get some sort of similar colour for the ships from a given race), the
colour then increments for each new texture used, it's not really indicative
of anything much, but does show-up some details.
3 Yes, I was wondering about this, perhaps I'll put in an option for 'seperate' and 'all together' mouse rotation.
There's a new version coming, I hope (in about a week?) which will do a lot more,
and will work directly from the X3 game files rather than having to download these large files.
That's not to say anyone shouldn't download the current set, since it might be longer than that.
-
- Posts: 322
- Joined: Wed, 24. Mar 04, 22:53
1. Yeah I meant the aiming zone, I do not know whether every gun has an identical cone, that seems likely because it would be easier to program, also in using the Odyseus in the simulator it did not attack with all of the turrets that had a Line of Sight on the target, which would imply that the turrets don't have firing cones based off of the shape of the ship.
1b. This would be more difficult, but for a later version maybe you could include the ranges of the weapons when you select them. But definitely I think the first priority should be displaying the properties of the turrets themselves, not worrying so much about the properties of the weapons, which can be found elsewhere.
2. Ah ok, it's a very nice effect, I was just wondering what governed it.
3. And sweet, that's what I was hoping for.
Kudos on the new version, I like how you keep improving it even though it's already so great.
1b. This would be more difficult, but for a later version maybe you could include the ranges of the weapons when you select them. But definitely I think the first priority should be displaying the properties of the turrets themselves, not worrying so much about the properties of the weapons, which can be found elsewhere.
2. Ah ok, it's a very nice effect, I was just wondering what governed it.
3. And sweet, that's what I was hoping for.
Kudos on the new version, I like how you keep improving it even though it's already so great.
-
- Posts: 1371
- Joined: Thu, 20. Jan 05, 17:50
-
- Posts: 608
- Joined: Thu, 18. Mar 04, 13:04
New Version
There is a new version of the program available in the original post.
it reads directly from the game files, so this is a very much smaller download than previously.
it can compare ships/factories in different Mods with the standard set.
Its worth reviewing the help file due for new feature details.
@Atkara and RavenIII
You've downloaded just as a new version appears!, sorry about that.
I put the missiles thing in as well since that was a good idea.
it reads directly from the game files, so this is a very much smaller download than previously.
it can compare ships/factories in different Mods with the standard set.
Its worth reviewing the help file due for new feature details.
@Atkara and RavenIII
You've downloaded just as a new version appears!, sorry about that.
I put the missiles thing in as well since that was a good idea.
-
- Posts: 968
- Joined: Wed, 27. Aug 03, 11:13
First, great tool.
Some issuse i found:
If i have my "personal" mod in the mod-directory, the program trys to read this (cat/dat), then fails with a "access violation". Inside the Mod there are only some ships of balog along with a modified TLaser/TCockpits and TFactorys. It look like, that you try to a access a pointer that isn't valid.
The second, i get it not to run on my extracted "Version". I've extracted all
the cat/dat of the original game to another folder (d:\x3modding\original).
I've then copied the program files to that directory, but when i start the program, i did not get a list or can open a special scene-file.
Some issuse i found:
If i have my "personal" mod in the mod-directory, the program trys to read this (cat/dat), then fails with a "access violation". Inside the Mod there are only some ships of balog along with a modified TLaser/TCockpits and TFactorys. It look like, that you try to a access a pointer that isn't valid.

The second, i get it not to run on my extracted "Version". I've extracted all
the cat/dat of the original game to another folder (d:\x3modding\original).
I've then copied the program files to that directory, but when i start the program, i did not get a list or can open a special scene-file.
New version 1.0.1.1 (already) link on first post on this thread,
hopefully this fixes the above problem.
Moonraven, I have replied more fully on
http://forum2.egosoft.com/viewtopic.php ... 51#1664751
since I can see the Moderators possibly getting itchy fingers
hopefully this fixes the above problem.
Moonraven, I have replied more fully on
http://forum2.egosoft.com/viewtopic.php ... 51#1664751
since I can see the Moderators possibly getting itchy fingers

Version 1.0.1.2
New version 1.0.1.2
link on first post on this thread.
Fixes a serious coding error
link on first post on this thread.
Fixes a serious coding error
-
- Posts: 280
- Joined: Sat, 29. Jan 05, 21:35
Error
I have found an error. It looks like it’s the same as Moonraven had about 2 posts up.
If you have cycrows X3 Ship Manager installed the program does not work it comes up with this error.
Here is a screenShot of the error
But if you got to the mod folder in your X3 directory then move the cat file ShipCreator outside the X3 director then it works fine. It looks like your program is trying to read this cat.
If you have cycrows X3 Ship Manager installed the program does not work it comes up with this error.
Here is a screenShot of the error
But if you got to the mod folder in your X3 directory then move the cat file ShipCreator outside the X3 director then it works fine. It looks like your program is trying to read this cat.
-
- Posts: 280
- Joined: Sat, 29. Jan 05, 21:35
Also if a use the newest version i can not import ships separately e.g. Single Fighter test data if i try to load it it just shows a blank black screen ,but if i use 'X3 Models Funfair' program version 1.0.0.6 i can but the textures do not show. Has this feature been removed? or am i doing something wroung?
-
- Posts: 232
- Joined: Wed, 21. Sep 05, 04:54
-
- Posts: 280
- Joined: Sat, 29. Jan 05, 21:35
OK,
looks like I'll have to put a special clause in for Cycrow's ShipCreator.cat (ie not load it)
There is a complete break between 1.0.0.6 and 1.0.1.0+,
Versions 1.0.1.0 and up do not use the data that came with previous versions at all,
so I don't understand what you mean when say 'try to load it', since there is no way to access
the (x3m) files when running versions 1.0.1.0 and up.
If you run 1.0.0.6 it needs all the files from eg 'Single Fighter test data' in the same directory as the program
(there's no point in putting 1.0.0.6 & it's data files in your X3 directory, just put in it's own directory)
I'll update the program when a couple more problems arise & fixed,
otherwise I'll be putting out new versions at a daft rate.
(Unless the above ShipCreator.cat problem is a real problem for lots of people) Please vote now
looks like I'll have to put a special clause in for Cycrow's ShipCreator.cat (ie not load it)
There is a complete break between 1.0.0.6 and 1.0.1.0+,
Versions 1.0.1.0 and up do not use the data that came with previous versions at all,
so I don't understand what you mean when say 'try to load it', since there is no way to access
the (x3m) files when running versions 1.0.1.0 and up.
If you run 1.0.0.6 it needs all the files from eg 'Single Fighter test data' in the same directory as the program
(there's no point in putting 1.0.0.6 & it's data files in your X3 directory, just put in it's own directory)
I'll update the program when a couple more problems arise & fixed,
otherwise I'll be putting out new versions at a daft rate.
(Unless the above ShipCreator.cat problem is a real problem for lots of people) Please vote now

-
- Posts: 280
- Joined: Sat, 29. Jan 05, 21:35
test
vote 1
What I was trying to test was to see if you could use ships that you have made yourself in 3ds and converted to bod with the program. Thats why i used the Single Fighter data to represent a ship that was made by the user. If that makes sense.
What I was trying to test was to see if you could use ships that you have made yourself in 3ds and converted to bod with the program. Thats why i used the Single Fighter data to represent a ship that was made by the user. If that makes sense.
Seem to have an outage on my main site provider,
I'm trying to find out why the primary is down,
Apparently
'there is a fault with the fibre optic network in the Gloucester area'
EDIT: went down ~2pm 25th came back up again 1am 26th = 11hrs out !
Sorted so no need for mirror link now
I'm trying to find out why the primary is down,
Apparently
'there is a fault with the fibre optic network in the Gloucester area'
EDIT: went down ~2pm 25th came back up again 1am 26th = 11hrs out !
Sorted so no need for mirror link now
Last edited by Deleted User on Wed, 28. Jun 06, 00:11, edited 2 times in total.
-
- Posts: 232
- Joined: Wed, 21. Sep 05, 04:54
New version 1.0.2.0
'X Models 3D Viewer.exe' version 1.0.2.0
Far less CPU usage
Now works for X2
Now ignores 'ShipCreator.cat'
Re-anabled direct (extracted) disk-file loading
Much better gun rendering/animation
Renamed the program
download from first post in this thread.
Far less CPU usage
Now works for X2
Now ignores 'ShipCreator.cat'
Re-anabled direct (extracted) disk-file loading
Much better gun rendering/animation
Renamed the program
download from first post in this thread.
-
- Posts: 215
- Joined: Tue, 11. Jul 06, 20:16