3D Models and Stats Viewer version 2.0.3.1 (released 25th June 2010)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Sorry not a lot of progress just recently, got distracted.
Will probably come on strong again soon, since I've just started a TC2.0a game.
draffutt,
that 00044.xml/pck audio-index file has some code dedicated to it, because it was tricky in that:
X2 has the pck in 03.cat & no xml,
X3:R has the pck in 04.cat & in \mov, and the xml in \mov as well,
X3:TC doesn't have the pck in any cat, but just in the \mov folder, no xml version.
The code first looks for an 00044 in any cat file, if not there then:
for X3:R I look for mov\00044.xml,
for X3:TC I look for mov\00044.pck.
So if you remove the cat-file 00044.pck it should pick up the 'raw' xml version (X3:R) or 'raw' pck version (X3:TC).
So in TC, currently for the viewer, you'd have to re-pack the modified
raw xml version to either a 'raw' mov\pck, or a pck in a cat file.
Hope that made sense...
Unusual to mod that file, presumably you're changing some audio phrases?
Will probably come on strong again soon, since I've just started a TC2.0a game.
draffutt,
that 00044.xml/pck audio-index file has some code dedicated to it, because it was tricky in that:
X2 has the pck in 03.cat & no xml,
X3:R has the pck in 04.cat & in \mov, and the xml in \mov as well,
X3:TC doesn't have the pck in any cat, but just in the \mov folder, no xml version.
The code first looks for an 00044 in any cat file, if not there then:
for X3:R I look for mov\00044.xml,
for X3:TC I look for mov\00044.pck.
So if you remove the cat-file 00044.pck it should pick up the 'raw' xml version (X3:R) or 'raw' pck version (X3:TC).
So in TC, currently for the viewer, you'd have to re-pack the modified
raw xml version to either a 'raw' mov\pck, or a pck in a cat file.
Hope that made sense...
Unusual to mod that file, presumably you're changing some audio phrases?
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- Posts: 4293
- Joined: Wed, 21. Feb 07, 17:46
its not checking this for TC at least. unless you are saying i have to convert it from xml to pck then put it into a cat/dat. which i did not do that way. i just extracted the xml made some changes then put that file into my cat/dat. i then deleted the 00044.pck from the \mov to force the game to use mine instead.exogenesis wrote: The code first looks for an 00044 in any cat file, if not there then:
made perfect sense otherwise.Hope that made sense...

not so much as changing but i was adding and fixing some phrases. you can check this out here if you hadn't already done so.Unusual to mod that file, presumably you're changing some audio phrases?
link
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- Posts: 2718
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That's one hell of a lot of good work you've done there !
Looks like the model viewer has some use after all for some of your fixes
For item 16: the X3Editor P IDX numbers are the 'sequential' (zero based) index of items in the scene file,
not the actual 'P' numbers by each item in the scene.
e.g. if you changed, in your teladi M5 example, P 18 to something else, it won't affect the order in the scene file
and so makes no difference (afaik) to the ship in-game (or in-viewer).
....I'll have another look at the 00044 thing tomorrow (later today actually),
just thought:
did you choose the 'compress' option when putting back into a cat, i.e is it still an xml in the cat ?
Looks like the model viewer has some use after all for some of your fixes

For item 16: the X3Editor P IDX numbers are the 'sequential' (zero based) index of items in the scene file,
not the actual 'P' numbers by each item in the scene.
e.g. if you changed, in your teladi M5 example, P 18 to something else, it won't affect the order in the scene file
and so makes no difference (afaik) to the ship in-game (or in-viewer).
....I'll have another look at the 00044 thing tomorrow (later today actually),
just thought:
did you choose the 'compress' option when putting back into a cat, i.e is it still an xml in the cat ?
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- Posts: 4293
- Joined: Wed, 21. Feb 07, 17:46
thats for releasing it. it did sure help.exogenesis wrote:That's one hell of a lot of good work you've done there ! Looks like the model viewer has some use after all for some of your fixes

i have to sort of disagree with this. in trying to "fix" one of the scene files for one of the paranid M3's; i attempted to put the scene file into sequential order and it caused both the game and external viewer to display the ship all jacked up.For item 16: the X3Editor P IDX numbers are the 'sequential' (zero based) index of items in the scene file, not the actual 'P' numbers by each item in the scene.
e.g. if you changed, in your teladi M5 example, P 18 to something else, it won't affect the order in the scene file and so makes no difference (afaik) to the ship in-game (or in-viewer).
i chose the compress option. but i wouldn't put much effort into this thou. as you said how many are going to actually attempt to mod that file?....I'll have another look at the 00044 thing tomorrow (later today actually),
just thought:
did you choose the 'compress' option when putting back into a cat, i.e is it still an xml in the cat ?
looking forward to your next update.

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- Joined: Wed, 21. Feb 07, 17:46
when viewing more then 2 different types of stations (I.E. weapons and shield factories) i get this when i select more:
[ external image ]viewer crashes after 2 or 3 times if i continue to click on more
but if i select a station individually then the description text comes up. doesn't seem to have the same effect on the ship side of the house.
none of the new stations released with 2.0 doesn't show where you can buy them. (at least they are buyable once you complete the aldrin plot)
[ external image ]viewer crashes after 2 or 3 times if i continue to click on more
but if i select a station individually then the description text comes up. doesn't seem to have the same effect on the ship side of the house.
none of the new stations released with 2.0 doesn't show where you can buy them. (at least they are buyable once you complete the aldrin plot)
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Interesting, must be a divergence between the code for ship & station
you've found there.
Since 2.0 Terran station availability is 1.4 save-game compatible,
possibly they are added by signed script rather than via the x-universe file(s) - I haven't looked yet.
If so, I'd have to write a save-game reader to solve that one.
(or a 'modified' flag causing script)
you've found there.
Since 2.0 Terran station availability is 1.4 save-game compatible,
possibly they are added by signed script rather than via the x-universe file(s) - I haven't looked yet.
If so, I'd have to write a save-game reader to solve that one.
(or a 'modified' flag causing script)
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- Joined: Wed, 21. Feb 07, 17:46
hello exogenesis:
whenever you decide to do another update here is another bug for you to look at:bug.rar
this one causes the "loading game data to hang" around 60% when trying to do the populate universe
**edit**
1) viewer locks up with the following example files when using the "open" command with the files located in the cut folder 749, 948, 4445, 4800, 6310, etc...
it seems with some of these it is trying to call the scene file located else where and locks up. but there is a couple like 6241 where the loading makes it to 99% but stops for some reason.
2) these files 6263, 6260, and 6001 causes viewer to CTD.
template:
[ external image ]
3) viewer doesn't check the t folder for new ship names. in green are the new ships added and there is a new t file with the new ship names but viewer didn't look in the t folder for the names. but in game they are displayed correctly
4) in red is what happened when opening up from x2 and changing to x3TC
5) you may want to put some code in to only allow one instance of the exe running.
whenever you decide to do another update here is another bug for you to look at:bug.rar
this one causes the "loading game data to hang" around 60% when trying to do the populate universe
**edit**
1) viewer locks up with the following example files when using the "open" command with the files located in the cut folder 749, 948, 4445, 4800, 6310, etc...
it seems with some of these it is trying to call the scene file located else where and locks up. but there is a couple like 6241 where the loading makes it to 99% but stops for some reason.
2) these files 6263, 6260, and 6001 causes viewer to CTD.
template:
[ external image ]
3) viewer doesn't check the t folder for new ship names. in green are the new ships added and there is a new t file with the new ship names but viewer didn't look in the t folder for the names. but in game they are displayed correctly
4) in red is what happened when opening up from x2 and changing to x3TC
5) you may want to put some code in to only allow one instance of the exe running.
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- Joined: Sun, 9. Sep 07, 15:39
tad confused, can't see a tships.txt in either the old bug.rar or the new rar.
I assume your 09.cat does have an updated version,
else you wouldn't see the SS_SH_OB_M1 in the open-ship dialog.
To get the text names right there must be a \t\xml file description somewhere as well?
Can see the lockup with 07.cat\objects\cut\0749.bod, but that always was a biggie,
some other bob files that are referenced are don't exist it seems, but this falls into the same category as the below:
The header at the top of the 948 bob file implies a 'terran main menu',
whatever that is (presumably the actual TC main menu?)
This and probably the other files are scenes with embedded-scenes,
which the viewer can't handle well atm.
Can't see 6263 etc in the rar (??)
Yes the X2->X3TC 'other' grid-column bug is still there.
With hindsight I guess it was inevitable two instances of the viewer
would be used to view different versions of X.
Thats a problem, but still I'd like to keep the ability to have multi-instance
capability for viewing 2 of the same X version.
(yes I'm still alive, but not playing X3TC again yet,
which would be the best motivater)
I assume your 09.cat does have an updated version,
else you wouldn't see the SS_SH_OB_M1 in the open-ship dialog.
To get the text names right there must be a \t\xml file description somewhere as well?
Can see the lockup with 07.cat\objects\cut\0749.bod, but that always was a biggie,
some other bob files that are referenced are don't exist it seems, but this falls into the same category as the below:
The header at the top of the 948 bob file implies a 'terran main menu',
whatever that is (presumably the actual TC main menu?)
Code: Select all
'F:\SRC\X3.5\X3\objects\cut\00948.bob SRC: main_menue_terran_v10.max VERS: 3.53
which the viewer can't handle well atm.
Can't see 6263 etc in the rar (??)
Yes the X2->X3TC 'other' grid-column bug is still there.
With hindsight I guess it was inevitable two instances of the viewer
would be used to view different versions of X.
Thats a problem, but still I'd like to keep the ability to have multi-instance
capability for viewing 2 of the same X version.
(yes I'm still alive, but not playing X3TC again yet,
which would be the best motivater)
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- Posts: 4293
- Joined: Wed, 21. Feb 07, 17:46
that bug deals with the x3universe. totally seperate bug.exogenesis wrote:tad confused, can't see a tships.txt in either the old bug.rar or the new rar.
i was referring to this mod link by killerog. it has a t file. when i incorp the names into the 0001 file it reads the names otherwise it does not.I assume your 09.cat does have an updated version,
else you wouldn't see the SS_SH_OB_M1 in the open-ship dialog.
To get the text names right there must be a \t\xml file description somewhere as well?
this and the other 2 are located in the 01 fileCan't see 6263 etc in the rar (??)
understandable i am getting bored myself right now.(yes I'm still alive, but not playing X3TC again yet,
which would be the best motivater)

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- Joined: Wed, 21. Feb 07, 17:46
well exogenesis
have another one you can add to your growing list of bugs:
there are 2 lasertowers; one of the old/original lasertower and the new terran one (but it is listed as argon under vanilla). if you change any stat (speed, accn, steering, shield, etc.) in t-files the only stat(s) that are shown updated is the price and weapon. it seems the viewer is reading the rest of the stats from the old argon lasertower. i even when so far as removing the built in default equipment in the terran lasertower but viewer showed it still having 200mj and a plasma cannon as built in
have another one you can add to your growing list of bugs:
there are 2 lasertowers; one of the old/original lasertower and the new terran one (but it is listed as argon under vanilla). if you change any stat (speed, accn, steering, shield, etc.) in t-files the only stat(s) that are shown updated is the price and weapon. it seems the viewer is reading the rest of the stats from the old argon lasertower. i even when so far as removing the built in default equipment in the terran lasertower but viewer showed it still having 200mj and a plasma cannon as built in
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- Posts: 2718
- Joined: Sun, 9. Sep 07, 15:39
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- Posts: 4293
- Joined: Wed, 21. Feb 07, 17:46
i have identified the cause for this. if the viewer finds 2 or more entiries in the x3_universe with the same ID causes it to hang. too bad you can not have the viewer let the user know they were a dumb *** for doing something like this.whenever you decide to do another update here is another bug for you to look at:bug.rar
this one causes the "loading game data to hang" around 60% when trying to do the populate universe

****edit****
you may also want to take a look at the cutlass. when the cutlass is drawn using the viewer the the "front" camera is drawn but not the front turret. also you can see from the stats there should be a front turret but as already mentioned it isn't drawn.
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Reply to post on older thread, that I had forgot to aked to be locked
Animated Model Viewer version 1.1.1.6
,
Sometimes it does have a problem with pluginmanager.cat/dat files
- it's a viewer parsing bug, I need examples in order to test/fix it.
Not sure if EMP causes any problems, that's purely to do
with scripts (isn't it? - maybe someone here knows).
X3 2.5 itself will be no problem.
Possibly you could zip up your pluginmanager
(and related xml / pck) files (particulary Tships etc)
and put it up on a free up/download site (or wherever) so I could test it ?
edit:
doubt if I'll support XSP's, the info really needs to be part of the X3
install for the viewer to get it right.
a paintbrush to really "customise" the ships
- would be fun but it's not a feature I anticipate doing atm,
it maybe easier to look at the 'model details' list to see what dds texture
a ship is using & edit that in a suitable editor (& put it back in the game
obviously)
Should really update the in-game viewer version for TC,
but never was sure how many people got it going right,
or what the interest was, so have left it alone so far.
Animated Model Viewer version 1.1.1.6
Well done for using the right forumWizlawz wrote:hi,.. i am assuming this is a problem on my end after reading some of the posts;. but this is what i get::
everything goes well until it comes to the MOD pluginmanager load progress IE: ships get about 1/4 of the way and populate universe gets about 3/4 of the way and then no longer responds.
i am using X3R 2.5 (if that makes any difference) with emp installed(Dunno if thats any difference either)
anyway i figured maybe it was just a real slow load so i waited 6 hours (as what usually happens when i load new "online games" anyway.
my X3r game directory is in program files in the EGOSOFT folder (maybe i should change it?) Nothing still not responding.
this is where i downloaded from:
http://www.exogenesis.co.uk/XModels3DVi ... taller.exe
[{EDIT}]
yep when i removed the MODS for pluginmanager folder it werked just fine.
is there going to be an update that will allow XSP(as i opened the XSP with "all files" and it shows no data available;.. myabe i have to save them with the ship creator?) ships and maybe a paintbrush to really "customise" the ships? rather than guessing the hue and saturate numbers?(takes forever;..not the loading but to see whayt the color is;... you kno whave a paint brush type "square" with all the colors along with the hue?) i tired opening them with twisted paintbrush but unfortuanately all formats does not included the XSP's. (figured it would have been more basic)

Sometimes it does have a problem with pluginmanager.cat/dat files
- it's a viewer parsing bug, I need examples in order to test/fix it.
Not sure if EMP causes any problems, that's purely to do
with scripts (isn't it? - maybe someone here knows).
X3 2.5 itself will be no problem.
Possibly you could zip up your pluginmanager
(and related xml / pck) files (particulary Tships etc)
and put it up on a free up/download site (or wherever) so I could test it ?
edit:
doubt if I'll support XSP's, the info really needs to be part of the X3
install for the viewer to get it right.
a paintbrush to really "customise" the ships
- would be fun but it's not a feature I anticipate doing atm,
it maybe easier to look at the 'model details' list to see what dds texture
a ship is using & edit that in a suitable editor (& put it back in the game
obviously)
Should really update the in-game viewer version for TC,
but never was sure how many people got it going right,
or what the interest was, so have left it alone so far.
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- Posts: 66
- Joined: Tue, 7. Mar 06, 02:51
[quote="exogenesis"]
Sometimes it does have a problem with pluginmanager.cat/dat files
- it's a viewer parsing bug, I need examples in order to test/fix it.
Not sure if EMP causes any problems, that's purely to do
with scripts (isn't it? - maybe someone here knows).
X3 2.5 itself will be no problem.
Possibly you could zip up your pluginmanager
(and related xml / pck) files (particulary Tships etc)
and put it up on a free up/download site (or wherever) so I could test it ?
edit:
doubt if I'll support XSP's, the info really needs to be part of the X3
install for the viewer to get it right.
a paintbrush to really "customise" the ships
- would be fun but it's not a feature I anticipate doing atm,
it maybe easier to look at the 'model details' list to see what dds texture
a ship is using & edit that in a suitable editor (& put it back in the game
obviously)
[size=10]Should really update the in-game viewer version for TC,
but never was sure how many people got it going right,
or what the interest was, so have left it alone so far.[/size][/quote]
Not sure if EMP causes any problems, that's purely to do
with scripts (isn't it? - maybe someone here knows).
ye no probs with that; i just do deductive reasoning problem solving at times...IE: what was the last thing i installed , etc, b4 the prob(s) arose
Possibly you could zip up your pluginmanager
(and related xml / pck) files (particulary Tships etc)
and put it up on a free up/download site (or wherever) so I could test it ?
i have no clue where to do that at.
it maybe easier to look at the 'model details' list to see what dds texture
a ship is using & edit that in a suitable editor (& put it back in the game
obviously)
what would you suggest? i am having problems with a Mod Manager atm.
doubt if I'll support XSP's, the info really needs to be part of the X3
install for the viewer to get it right.
ahh ok gotcha original X3R in XSP's out
Sometimes it does have a problem with pluginmanager.cat/dat files
- it's a viewer parsing bug, I need examples in order to test/fix it.
Not sure if EMP causes any problems, that's purely to do
with scripts (isn't it? - maybe someone here knows).
X3 2.5 itself will be no problem.
Possibly you could zip up your pluginmanager
(and related xml / pck) files (particulary Tships etc)
and put it up on a free up/download site (or wherever) so I could test it ?
edit:
doubt if I'll support XSP's, the info really needs to be part of the X3
install for the viewer to get it right.
a paintbrush to really "customise" the ships
- would be fun but it's not a feature I anticipate doing atm,
it maybe easier to look at the 'model details' list to see what dds texture
a ship is using & edit that in a suitable editor (& put it back in the game
obviously)
[size=10]Should really update the in-game viewer version for TC,
but never was sure how many people got it going right,
or what the interest was, so have left it alone so far.[/size][/quote]
Not sure if EMP causes any problems, that's purely to do
with scripts (isn't it? - maybe someone here knows).
ye no probs with that; i just do deductive reasoning problem solving at times...IE: what was the last thing i installed , etc, b4 the prob(s) arose
Possibly you could zip up your pluginmanager
(and related xml / pck) files (particulary Tships etc)
and put it up on a free up/download site (or wherever) so I could test it ?
i have no clue where to do that at.
it maybe easier to look at the 'model details' list to see what dds texture
a ship is using & edit that in a suitable editor (& put it back in the game
obviously)
what would you suggest? i am having problems with a Mod Manager atm.
doubt if I'll support XSP's, the info really needs to be part of the X3
install for the viewer to get it right.
ahh ok gotcha original X3R in XSP's out

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As far as graphically editing DDS texture file goes,
I know there are free/shareware editors out there,
can't recommend any particular one, cos I've only
used converted/altered jpg textures when playing about.
Instead of zipping the stuff up then, perhaps try this test
version of the viewer to see if it works with (your particular)
pluginmanager files:
http://www.Exogenesis.co.uk/XModels3DViewer.exe
(1.5 MBytes)
That's just the viewer exe (not the installer),
so copy it to where you installed the viewer to.
I know there are free/shareware editors out there,
can't recommend any particular one, cos I've only
used converted/altered jpg textures when playing about.
Instead of zipping the stuff up then, perhaps try this test
version of the viewer to see if it works with (your particular)
pluginmanager files:
http://www.Exogenesis.co.uk/XModels3DViewer.exe
(1.5 MBytes)
That's just the viewer exe (not the installer),
so copy it to where you installed the viewer to.
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- Posts: 66
- Joined: Tue, 7. Mar 06, 02:51
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- Posts: 66
- Joined: Tue, 7. Mar 06, 02:51