My modding days go back to "operation flashpoint" so im a bit rusted.
Lets start off easy. Theres few ships that could use some more dakka. One of them being the pocket-destroyer "Stromvok"
QUESTIONS: i wont be needing to alter the model itself
- What do i need to make separate ship, keeping the old one and creating a "mk2" version that can be bought on shipyard in Devries?
- MOAR DAKKA! What do i need to add more guns to the ship? And shield generators. How do i link these together? Are missile turrets more complicated? Id like those too...
- How do i place the new guns, if im not mistaken, it should be "as simple as X Y Z" -coords right? Is there a "simple" software to do it in 3D or must i do it in text format?
EDIT:
- How do i create a custom description for it ingame and alter the price in the shipyard?
QUESTION: What do i need to modify existing ship into a "new MK2 version"
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1. look into my (a bit rusted) Rahanas Hybrid PLUS Mod - it shows how to add a new Ship Macro to the Game 
2. and 3. add connections to the model and assign them a related turret macro - i could explain how to do this with xml, but that requires patience (except when there are some free connections you could use)
maybe Litauen can tell how to do this with a 3d program? he is probably the most expierienced guy with that here ^^

2. and 3. add connections to the model and assign them a related turret macro - i could explain how to do this with xml, but that requires patience (except when there are some free connections you could use)
maybe Litauen can tell how to do this with a 3d program? he is probably the most expierienced guy with that here ^^
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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oops, forgot to updatge these, too
linked the package containing my old stuff there now 
and here, too: https://www.dropbox.com/sh/3r3n9rhzfz48 ... on.7z?dl=0
regarding new Ships: not really. it is more like copying the related component and macro file (these files define the Ship
) into your extension (rename them in the process - in file name and content
) and tell the game where to find the new Ship in the index files
it is not just changing a sinle line (for that i changed too much on the Rahanas
) but its not complicated either, just have the extracted game files at hand
to copy the source stuff.
this does not include buildability and ressource demand yet, but those are also taken care of in this mod - just see ho i did it and you will understand
this part is pretty straightforward imo ^^
PS note: i could have forgotten some things for CPing a Ship because its almost a year since i made this Mod ^^ if problems arise feel free to ask


and here, too: https://www.dropbox.com/sh/3r3n9rhzfz48 ... on.7z?dl=0
regarding new Ships: not really. it is more like copying the related component and macro file (these files define the Ship





this does not include buildability and ressource demand yet, but those are also taken care of in this mod - just see ho i did it and you will understand

PS note: i could have forgotten some things for CPing a Ship because its almost a year since i made this Mod ^^ if problems arise feel free to ask
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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- Posts: 1278
- Joined: Sun, 7. Dec 03, 12:03
As im starting this from ZERO experience, i've got some serious problems...
Did you write / make the "plus" model by hand?
So, did i get this right? "units_size_l_kit_hybrid_q.xml" is the "ship built from parts" of existing models in \assets\units\size_l -folder?
How do i find the Stromvok? As im not trying to alter the base-model, adding existing guns "should be easier" right?
Did you write / make the "plus" model by hand?
So, did i get this right? "units_size_l_kit_hybrid_q.xml" is the "ship built from parts" of existing models in \assets\units\size_l -folder?
How do i find the Stromvok? As im not trying to alter the base-model, adding existing guns "should be easier" right?
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yep, i did everything by hand.. well, it was much C&P involved in this case, but i didnt use any tools to edit the files except notepad++
for finding the correct files you either have to look through many game files ( first the language file t/0001-L049.xml to get the page and t id of the ship type -> search for this in the form {PageID,tid} in the assets/units folder -> then you have the related macro(s) -> then look which component file it needs)
or simply have a look at rougueys page - especially the point XML macro which points in this case to units_size_l_dv_kit_new_defence_01_macro is useful
and what macro and component is for: basically you can say the component is a lego brick which describes where other parts can be attached and sometimes which model parts are uses at which position (since the Stromvok is a Kit Ship this is iirc here not the case), and the macro file is like a build plan which describes which parts should be attached where, and if you attach a part/brick which has more connections itself you can attach things there, too (or leave them unused)
for finding the correct files you either have to look through many game files ( first the language file t/0001-L049.xml to get the page and t id of the ship type -> search for this in the form {PageID,tid} in the assets/units folder -> then you have the related macro(s) -> then look which component file it needs)
or simply have a look at rougueys page - especially the point XML macro which points in this case to units_size_l_dv_kit_new_defence_01_macro is useful

and what macro and component is for: basically you can say the component is a lego brick which describes where other parts can be attached and sometimes which model parts are uses at which position (since the Stromvok is a Kit Ship this is iirc here not the case), and the macro file is like a build plan which describes which parts should be attached where, and if you attach a part/brick which has more connections itself you can attach things there, too (or leave them unused)
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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I can give you a short lists of steps, but you gonna have to look those up yourself, there are plenty of tutorials and stuff to find.swatti wrote:Would it be easier to mod the existing ship instead of "making a new one" ? In comparison. Cause im seriously still trying to ficure out even where to begin...
I understand "some" of the plus-model code. Did you add extra guns or replace any?
1. You organize your modfolder
2. You copy the ships files to your modfolder (the ones you don't want to change can usually be left out and just refered to)
3. You rename the files to your wish
4. You make sure to rename the file's name within the file exactly the same (don't forget the refered componentname of macrofiles)
5. You add the paths to your files to the macro.xml / component.xml in extentions/yourMod/libraries, so the game can find them
6. You open up your files and change stuff
7. You add your new ship to the shiptraderlist so it can be bought/build
8. I'm guessing that you also need to add the buildrequirements for your ship, not so sure about that point, i never created a custom ship before.
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X3 had a brilliant editor I used to mod some stats, if I'm not mistaken it had the ability to move the location of turrets...
Does ANY of these editors work with Rebirth? Or is there editor that's made for Rebirth?
Basicly, this all boils down to one problem; I can't write the code but I can read it - thus I'd need someone to make me template I can work on... Or I need an editor to extract needed stuff to use as a template.
I can fine tune details in text format if an editor can't do that or copy-paste small bits of code.
Does ANY of these editors work with Rebirth? Or is there editor that's made for Rebirth?
Basicly, this all boils down to one problem; I can't write the code but I can read it - thus I'd need someone to make me template I can work on... Or I need an editor to extract needed stuff to use as a template.
I can fine tune details in text format if an editor can't do that or copy-paste small bits of code.