I have 3DS MAX 6 and all stuf need for moding (X²: The Threat Modder Kit V. 1.4, DBOX2 V1.9).
In 3DS MAX 6 i imported scene with DBOX2 original 04173 scene file of Argon mercury TS, in 3DS MAX all looks fine, all parts see, textures, all effects see too, see picture [ external image ]
Now, without changing anything, i exporting original scene with EGOSOFT EXPORTER to BOB, see picture
[ external image ] and [ external image ]
Then i put 04173.BOB to x2 game directory in "cut" folder. Run the game, creat the Argon mercury, transfer to ship and i get result that, main cockpit view are in the center of ship(main cockpit view are in 940Mainbody) see picture [ external image ] turret cockpit view are the same place, see picture [ external image ]
Turret not working, but everything else working normally.
I do not understand where is the problem.
Here are link to 3 files in 1 rar (04173.BOD after 3ds max 6 exporter, 04173.BOD original scene argon ts, 04173.BOD scene part list) http://www.filefactory.com/file/afg4135 ... _files_rar
Mirror
http://rapidshare.lv/wos/4081/Argon+ts+ ... s.rar.html
Mirror
http://www.rapidshare.ru/917781
Mirror
http://rapidshare.de/files/44865198/Arg ... s.rar.html
Mirror
http://rapidshare.com/files/194592627/A ... s.rar.html
Maybe someone will compare the files and find the problem, I can not find a problem.
Maybe someone will help me and recommend that to fix this problem.
While I'm not fix this problem, I can not begin to creating new ships.
Problem with cockpit views.
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This is a problem of the order of the bodies in your bod-file.
A 'scene' is made up of 'path entries'. These 'path entries' are marked by 'P' followed by a number, like this line from your bod-file:
The first path always starts with number 0, the second is 1 and so on. It's not the number given with P that counts, it's just the order of the path entries in the bod-file.
Now look at these lines from the original bod-file:
Even though the number 2 is given in the second entry, the path count is 1 for the second entry (this is common among Ego bod-files, I don't know why).
IMPORTANT: These path entries have to be reflected by the TShips file for cockpits, turrets and weapons to work correctly.
The TShips entry for the Argon TS contains the following:
If you look at the original bod-file:
(Remember the missing 'P 1'-entry! That's 'P 6' and 'P 12'.
Your file contains:
That's not the path ID from the TShips file.
You either have to change the order of the path entries in your bod-file, or adjust the Path ID's in the TShips file (the same is true for the weapon 944).
A 'scene' is made up of 'path entries'. These 'path entries' are marked by 'P' followed by a number, like this line from your bod-file:
Code: Select all
P 0; B 906; N 906b;
Now look at these lines from the original bod-file:
Code: Select all
P 0; B -1; N Camera01; c // idx 0, flags: 1
{ 0x808; 6041;3200;-5778; -9;0;-42; 0.000000; 1.570786; -1; -1; } // 0
P 2; B 906; N 906b; // idx 1, flags: 0
IMPORTANT: These path entries have to be reflected by the TShips file for cockpits, turrets and weapons to work correctly.
The TShips entry for the Argon TS contains the following:
Code: Select all
Body ID Path ID
915 6 (cockpit)
939 12 (backturret)
Code: Select all
P 7; B 915; C 1; N 915_1b; // idx 6, flags: 0
[...]
P 13; B 939; C 2; N 939_2b; // idx 12, flags: 0
Your file contains:
Code: Select all
P 5; B 915; C 1; N 915_1b;
[...]
P 11; B 939; C 2; N 939_2b;
You either have to change the order of the path entries in your bod-file, or adjust the Path ID's in the TShips file (the same is true for the weapon 944).
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