Modelling questions
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Modelling questions
I thought by myself that the fact that i can watch the space while being docked on a ship which i gave the "take me to..." order is extremely cool and this definitely is a part of a thing that i dreamed of during every play of a X game:
A observation deck on which i can walk around and watch stuff happening around me.
I am not skilled at modding at all and also my 3d editing skills are zero but i want to improve myself and learn and maybe i will have a finished mod some day.
I just need a push in the right direction. Where should i look for the models that i have to edit if i want to change eg the standard cap ship docking port and how can i extract them?!
A observation deck on which i can walk around and watch stuff happening around me.
I am not skilled at modding at all and also my 3d editing skills are zero but i want to improve myself and learn and maybe i will have a finished mod some day.
I just need a push in the right direction. Where should i look for the models that i have to edit if i want to change eg the standard cap ship docking port and how can i extract them?!
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I also tried to add new objects to a area inside its corresponding xml by finding the desired object name like; ConnectionFor_interiors_rooms_ar_container_xl
and added it to \assets\interiors\rooms\macros\interiors_rooms_dockingbay_repairdock_macro.xml
and \assets\interiors\rooms\interiors_rooms_dockingbay_repairdock.xml
but the object did not show up ingame... apparently it broke the whole file because the other objects that i have removed in the same files are showing up again too.
So. what am i doing wrong?
and added it to \assets\interiors\rooms\macros\interiors_rooms_dockingbay_repairdock_macro.xml
and \assets\interiors\rooms\interiors_rooms_dockingbay_repairdock.xml
but the object did not show up ingame... apparently it broke the whole file because the other objects that i have removed in the same files are showing up again too.
So. what am i doing wrong?
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already removed the Skunk from this Platform here: http://forum.egosoft.com/viewtopic.php?p=4276254
maybe you can figure out whats wrong with your aprroach by looking into it 


if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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- Joined: Sat, 17. May 14, 16:42
UniTrader wrote:already removed the Skunk from this Platform here: http://forum.egosoft.com/viewtopic.php?p=4276254![]()
Yeah, Thanks UniTrader .. without your base i would have been lost completely. Ive used it to remove everything from the platform except the NPCs.
Those stupid small loot chests seem to be defined in another file then
interiors_rooms_dockingbay_repairdock.xml because even when i kill every reference about chests in this file, they still show up ... floating in midair and stuff.
The removal of stuff isn't the problem. But i want to add the player-cockpit PDA monitor to the hangar .... just to give it a try if it works... but it doesn't show up and that's where my problem start..
How do i add an object correctly? is it even possible to simply create new connections or are they hard-coded?! And .. how can i open uo the different objects and change them by hand? I.E. If i want to have a bigger landing platform.. how would i go about doing this?
Heres what i have so far:
http://www.filedropper.com/observationdeck
It simply removes everything from the Repair hangar except the NPCs
Ive also thought about a modding tool of some sorts.
It should be possible to tell the game to only load up a part of the world ..
i.e. only the room/worldspace that i am currently working on (which i have to define in a xml before i fire up the game) and place the player inside of it when i start a new game..
this could of course prove itself too extreme to do and maybe also the hardest way to get an working "graphics editor" (or at least viewer

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Ive tried to move the npcs by doing:
But it did not work ... anyone knows why?
Code: Select all
<replace sel="/component/component[@name='interiors_rooms_dockingbay_repairdock']/connections/connection[@name='Con_npc0_stand_02']/offset" />
<offset>
<position x="-3.239682" y="-1.476705E-03" z="-0.205711"/>
<quaternion qx="-2.15515E-08" qy="0.9659258" qz="1.161508E-08" qw="0.2588191"/>
</offset>
</replace>
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*currently not at home, so writing from my memory - may be not completely correct*
if you want to add stuff/connections you have to add it in the macro file, too (similiar file Name, but ends with _macro.xml and is in the macros-subfolder) - here are the positions definied
for moving stuff it is enough to only edit the macro
if you want to add stuff/connections you have to add it in the macro file, too (similiar file Name, but ends with _macro.xml and is in the macros-subfolder) - here are the positions definied

for moving stuff it is enough to only edit the macro

if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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- Joined: Sat, 17. May 14, 16:42
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- Joined: Tue, 29. Oct 13, 21:59
As you follow down the connection xml files you get to something like interiors_rooms_dockingbay_repairdock.xml which defines the places npc can stand. I guess there's methods for particular placement of npcs aka plot characters but I haven't looked into it.
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
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Hi Yorrick 
Ive allready looked into this file to make the changes that ive allready achieved(removing all containers from the platform)
now i have a problem and im pretty shure that its my syntax in this .. maybe you two could have a look at it?
I have in interiours_rooms_dockingbay_repairdock.xml
i do (just to learn how the coordinates work and to see in which direction the npc will be moved [hence the akward position data]):
i get in rebirth game log:

what am i doing wrong? thx

Ive allready looked into this file to make the changes that ive allready achieved(removing all containers from the platform)
now i have a problem and im pretty shure that its my syntax in this .. maybe you two could have a look at it?
I have in interiours_rooms_dockingbay_repairdock.xml
Code: Select all
<?xml version="1.0"?>
<components>
<component name="interiors_rooms_dockingbay_repairdock" class="dockingbay">
<connection name="Con_npc_crouch_01" tags="npc crouch">
<offset>
<position x="6.58038" y="2.183068E-02" z="-8.260416"/>
<quaternion qx="-1.888606E-08" qy="0.9217615" qz="5.245708E-09" qw="-0.3877573"/>
</offset>
</connection>
<connection name="Con_npc0_stand_02" tags="npc stand engineer">
<offset>
<position x="-1.239682" y="-1.476705E-03" z="-0.205711"/>
<quaternion qx="-2.15515E-08" qy="0.9659258" qz="1.161508E-08" qw="0.2588191"/>
</offset>
</connection>
<connection name="Con_npc0_stand_01" tags="npc stand">
<offset>
<position x="-10.51626" y="-1.431704E-03" z="4.06802"/>
<quaternion qx="1.035442E-08" qy="0.5709782" qz="2.412081E-08" qw="-0.8209652"/>
</offset>
</connection>
<connection name="con_npc_leanwall_03" tags="npc ">
<offset>
<position x="12.56145" y="2.287364E-02" z="2.784738"/>
</offset>
</connection>
</connections>
</component>
</components>
Code: Select all
<replace sel="components/component[@name='interiors_rooms_dockingbay_repairdock']/connections/connection[@name='Con_npc_crouch_01']">
<offset>
<position x="3.58038" y="8.183068E-02" z="-8.260416"/>
<quaternion qx="-4.888606E-08" qy="0.9217615" qz="5.245708E-09" qw="-0.3877573"/>
</offset>
</replace>
<replace sel="components/component[@name='interiors_rooms_dockingbay_repairdock']/connections/connection[@name='Con_npc0_stand_02']">
<offset>
<position x="-3.239682" y="-5.476705E-03" z="-0.205711"/>
<quaternion qx="-5.15515E-08" qy="0.9659258" qz="1.161508E-08" qw="0.2588191"/>
</offset>
</replace>
<replace sel="components/component[@name='interiors_rooms_dockingbay_repairdock']/connections/connection[@name='Con_npc0_stand_01']">
<offset>
<position x="-13.51626" y="-5.431704E-03" z="4.06802"/>
<quaternion qx="6.035442E-08" qy="0.5709782" qz="2.412081E-08" qw="-0.8209652"/>
</offset>
</replace>
<replace sel="components/component[@name='interiors_rooms_dockingbay_repairdock']/connections/connection[@name='Con_npc_leanwall_03']">
<offset>
<position x="9.56145" y="8.287364E-02" z="2.784738"/>
</offset>
</replace>
Code: Select all
[General] ======================================
[=ERROR=] Cannot match path 'components/component[@name='interiors_rooms_dockingbay_repairdock']/connections/connection[@name='Con_npc_crouch_01']' in patch file 'extensions\ObservationDeck\assets\interiors\rooms\\interiors_rooms_dockingbay_repairdock'. Skipping node.
[General] ======================================
[General] ======================================
[=ERROR=] Cannot match path 'components/component[@name='interiors_rooms_dockingbay_repairdock']/connections/connection[@name='Con_npc0_stand_02']' in patch file 'extensions\ObservationDeck\assets\interiors\rooms\\interiors_rooms_dockingbay_repairdock'. Skipping node.
[General] ======================================
[General] ======================================
[=ERROR=] Cannot match path 'components/component[@name='interiors_rooms_dockingbay_repairdock']/connections/connection[@name='Con_npc0_stand_01']' in patch file 'extensions\ObservationDeck\assets\interiors\rooms\\interiors_rooms_dockingbay_repairdock'. Skipping node.
[General] ======================================
[General] ======================================
[=ERROR=] Cannot match path 'components/component[@name='interiors_rooms_dockingbay_repairdock']/connections/connection[@name='Con_npc_leanwall_03']' in patch file 'extensions\ObservationDeck\assets\interiors\rooms\\interiors_rooms_dockingbay_repairdock'. Skipping node.
[General] ======================================


what am i doing wrong? thx

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- Posts: 2774
- Joined: Tue, 29. Oct 13, 21:59
You're just missing the first / for the xpath syntax the game uses.
run as a test patch it went through without error spew on my 2.0 beta install.
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<diff>
<replace sel="/components/component[@name='interiors_rooms_dockingbay_repairdock']/connections/connection[@name='Con_npc_crouch_01']">
<offset>
<position x="3.58038" y="8.183068E-02" z="-8.260416"/>
<quaternion qx="-4.888606E-08" qy="0.9217615" qz="5.245708E-09" qw="-0.3877573"/>
</offset>
</replace>
</diff>
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
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- Joined: Sat, 17. May 14, 16:42
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- Posts: 2774
- Joined: Tue, 29. Oct 13, 21:59
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- Posts: 34
- Joined: Sat, 17. May 14, 16:42

at the moment its more like .. reading how other modders do it and learn it by myself with guidance from your and Observes tuts/references ... thanks for the provided material..
another question which you may could answer for me?!..
from your tutorial
Code: Select all
Replace an attribute
Patch
Code:
<replace sel="root/bar/foo[@a='1']/@a">3</replace>
Result
Code:
<?xml version="1.0" encoding="UTF-8"?>
<root>
<bar>
<foo a="3"/>
<foo a="2"/>
</bar>
</root>
Code: Select all
<replace sel="/components/component[name='interiors_rooms_dockingbay_repairdock']/layers/layer/waypoints/waypoint[@x='1.709161']/@x">0</replace>
Code: Select all
<?xml version="1.0"?>
<components>
<component name="interiors_rooms_dockingbay_repairdock" class="dockingbay">
<source geometry="assets\interiors\rooms\\interiors_rooms_dockingbay_repairdock_data"/>
<layers>
<layer>
<waypoints>
<waypoint name="XU_Waypoint01" tags="typenormal sizeLevel1 interior start undock " x="1.709161" y="5.34844" z="17.97398">
<links>
<link ref="XU_Waypoint02"/>
</links>
</waypoint>
<waypoint name="XU_Waypoint02" tags="typenormal sizeLevel1 interior " x="0" y="1.968226" z="0">
<links/>
</waypoint>
</waypoints>
<lights/>
</layer>
</layers>
</component>
</components>
Code: Select all
[General] ======================================
[=ERROR=] Cannot match path '/components/component[name='interiors_rooms_dockingbay_repairdock']/layers/layer/waypoints/waypoint[@x='1.709161']/@x' in patch file 'extensions\ObservationDeck\assets\interiors\rooms\\interiors_rooms_dockingbay_repairdock'. Skipping node.
[General] ======================================

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Well, it's not my tutorial, it's theqmann's 
Your issue here is that the <layer> has 2 <waypoint> sections that both contain an x value and XR doesnt know which one you mean.
Since I don't have your mod handy to test actual result of modding the x value I think that a full block replace would work better here given my limited xpath knowledge. Perhaps someone more fluent can chip in and tell you how to do it better. This way you can at least change all co-ords to your hearts content with reasonable certainty that future patches that do not drastically overhaul interiors wont break your mod.
disclaimer : I was too lazy to test this for debug spew, but it should be fine.

Your issue here is that the <layer> has 2 <waypoint> sections that both contain an x value and XR doesnt know which one you mean.
Since I don't have your mod handy to test actual result of modding the x value I think that a full block replace would work better here given my limited xpath knowledge. Perhaps someone more fluent can chip in and tell you how to do it better. This way you can at least change all co-ords to your hearts content with reasonable certainty that future patches that do not drastically overhaul interiors wont break your mod.
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<diff>
<replace sel="/components/component[name='interiors_rooms_dockingbay_repairdock']/layers/layer/waypoints">
<waypoint name="XU_Waypoint01" tags="typenormal sizeLevel1 interior start undock " x="1.709161" y="5.34844" z="17.97398">
<links>
<link ref="XU_Waypoint02"/>
</links>
</waypoint>
<waypoint name="XU_Waypoint02" tags="typenormal sizeLevel1 interior " x="0" y="1.968226" z="0">
<links/>
</waypoint>
</replace>
</diff>
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
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try this one, should have your intended effect and is more clear:
( // ist for any path which matches the rest of the Pattern, you dont need to specify the full path
@name= is better suited as indentifier since it is clear what you mean, the x attribute requires searching through the file)
Code: Select all
<replace sel="//waypoints/waypoint[@name='XU_Waypoint01']/@x">0</replace>

@name= is better suited as indentifier since it is clear what you mean, the x attribute requires searching through the file)
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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- Joined: Sat, 17. May 14, 16:42
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as long as you use existing Ship Parts since releaseDark_Ansem wrote:since when new models can be added?

if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

-
- Posts: 34
- Joined: Sat, 17. May 14, 16:42
Thats true .. it would be VERY tricky ... but a friend of mine (who is a physics student) and i are working on a position calculator with which you can transform pos=x/y/z rot=x/y/z into quaternions .... i will write about it as soon as it is finished ... maybe we can add a nice GUI to it which can read the xml files directly and show you the position for each object in an human-understandable form....
seriously ego ... quaternions .... you are freaks
seriously ego ... quaternions .... you are freaks
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not necesary, you can also use abg-rotation-values instead of quarternions in the model xmls42parsec wrote: but a friend of mine (who is a physics student) and i are working on a position calculator with which you can transform pos=x/y/z rot=x/y/z into quaternions ....

if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
