How to get cockpit displays to work?

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duc999racing
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How to get cockpit displays to work?

Post by duc999racing »

I have been working on a cockpit for the Split Dragon and I have the main part done, but I don't know how to make the displays work ( throttle, shields, SETA...). I have read most, if not all of the modding tutorials but have never come across it. Also is there a way to make several parts one w/o grouping?
Thanks in advance.

(I am using the free version of gmax)
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moggy2
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Post by moggy2 »

:?

X2 has working cockpits?!
AdmiralTigerclaw
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Post by AdmiralTigerclaw »

Limited, but yes, the throttle, shields, hull, and SETA icons overlaying the cockpit models... 'worked'.
Harlock776
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workin

Post by Harlock776 »

Lol moggy if X3 erased your memory that fast I know I don't wanna look at X3 for a while haha!!!

There are some bod parts in the default cockpit scenes that are just the working parts, you will recognize them by their distinct flat panel look usually a set of squares set near each other. You can always move them around as much as you like but you still have to export them after changing them if you change them. There is a texture 65.jpg that doesn't but does exist and somehow the game engine knows how to reference it. I think rei posted a texture 65.jpg a while back in the german forums that showed where exactly the cockpit instruments were on that texture but I forgot what thread it was in... maybe in his xenon ships thread?
Our mighty sovereign may she always go before us sailing brightly in the sea of black.
duc999racing
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Joined: Wed, 14. Jun 06, 00:11
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Post by duc999racing »

Thanks, looking into now...
duc999racing
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Joined: Wed, 14. Jun 06, 00:11
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Post by duc999racing »

Whenever I use doubleshadows X2 Editor to assign my cockpit to a new ship it acts like it is there, but when I go into the game it is invisible. All that is there are the two front turrets. I followed deadlyda's tutorial (Exporting from 3dMax, getting .bod's to act like cockpits) and many others, and I have the 'part cockpit' segment of code in the body file. Can anyone tell me what I am missing?
Harlock776
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lists

Post by Harlock776 »

Please post exactly what you did in 3dsmax/gmax to make and export the cockpit scene here and maybe someone can see what went wrong.
Our mighty sovereign may she always go before us sailing brightly in the sea of black.
duc999racing
Posts: 16
Joined: Wed, 14. Jun 06, 00:11
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Post by duc999racing »

First I created the main parts for the cockpit, including all of the displays. Then I textured the parts using the UV mapping and created a small cube for my POV and named it 'Cockpit'. I then attached all of the main body parts (did I have to reset the X-form for each part before attaching?) and reset the X-form. I then named the main model '20000_1' and linked part 'Cockpit' to it. I made sure the main body was centered and had not been rotated. I used DBOX2 to 'export all' as a body and checked the listener window, the 'part cockpit' lines of code were there. I used GMaxSLGRAB to save the file as 20000.bod to my Enlight folder. I then cleared the gmax listener window and clicked 'export all' as a scene. I used the grabber again and saved it as 16000.bob and 16000.bod, just to make sure. Then I used doubleshadow's X2 Mod Manager and drag and dropped all three files into 'Harlock's_TOP_GUN_MOD_v2.0.cat', because I liked the mod, and because if I messed anything up, I just had to replace one file. When the Mod Manager asked where to save the files I put 'cut\' for 16000.bob and .bod, and 'v\' for 20000.bod. I then opened up doubleshadow's TXT Editor. When I went into the 'cut' and 'v' folders, the files showed up. Next I opened up 'TShips.dat' and set the 'cockpit BOB' for the split dragon to 16000. When I click the cockpit button above the info window, it opened up the .bod viewer (but of course nothing showed up because it's a .bob and a scene). I saved the changes to the 'TShips' file and went into the game. When I got into the Split Dragon only the two outside guns showed up. So I cycled through the views but it still didn't show up. That's all of the information I really have, I can put any other original game cockpit with the ship and it works. I apologize for the long post and if I have missed something silly, and thanks if you read it.
Harlock776
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details

Post by Harlock776 »

Mod manager is more complex than other programs and you really have to know what kinds of file extensions X2 responds to regardless of which packing program you use.

Some people swear by mod manager but if you just trust it with your files it will make them all some default file extension instead of what they should be like .bob or .bob etc.

I use X2Archiver v1.02 simply becaue I don't have to think about file extensions as much with that program. What I do is I have my mod files sitting in the correct folders all near each other so I can just select them all and then right click somewhere and select new X2Archive and it pops up and I drag those files into the new archive and thats it. Rename the archive afterwards to the name of my choice and copy it to the mods folder in the game directory and it's done.

I think you need to read some info at doubleshadow's site or get with some more gmax users and see what they have been doing. There might be some settings or some minor thing that needs to be done before the gmax exporter will work just right. I use 3dsmax and the official egosoft exporter and have no problems but I still have to use the dbox importer as does everyone but thats all good:-)

Try to keep your file names to something lower in number like for example I started off with the Xshuttle when I first started modding and REI was using file names like 15000.bod for his xshuttle so I just started from there and went all the way up to 19702.bob I think atm lol but I didn't use every single number in that range just a series of them here and there so I would have some room later on if I needed it. I don't know if X2 has any problems responding to file names at the 20000 mark or higher but I think I read somewhere around here a year ago that it did.

You do have to reset and collapse everytime even after you link the cockpit cube to the external mesh for external ship scenes but there is no linking needed when making an internal scene.
Our mighty sovereign may she always go before us sailing brightly in the sea of black.
duc999racing
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Joined: Wed, 14. Jun 06, 00:11
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Post by duc999racing »

Thanks for the info, will try the X2 Archiver...

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