So um, are new ships possible in X2 or not?

The place to discuss scripting and game modifications for X²: The Threat.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
WQP
Posts: 133
Joined: Wed, 3. Dec 03, 22:16
x3

So um, are new ships possible in X2 or not?

Post by WQP »

Just wondering:

1. Has anyone added a whole new ship to X2 yet? *Not* replacing any existing ships (used or not in the game), but added a new one.

2. Has anyone imported, using the 3ds MAX 5 plugin an entirely new ship model into X2 yet? *not* just finding X:BTF or X-Tension models and bringing them in.
ProdicalJedi
Posts: 219
Joined: Sat, 22. Nov 03, 00:25
x4

Post by ProdicalJedi »

:D i hope so AND GUYS IF YOU HAVE SEND UM TO ME AND WQP PLZ WE REALLY WOULD LIKE SOME :p
User avatar
esd
Posts: 18002
Joined: Tue, 2. Sep 03, 05:57
x3tc

Post by esd »

CJ managed to import a Star Trek Enterprise model in ok :)
esd's Guides: X² Loops - X³ MORTs
-logical- Chimp
Posts: 45
Joined: Sun, 22. Feb 04, 00:57
x2

Post by -logical- Chimp »

yup - adding new models via the plugin is possible.

adding a new ship definition to the end of the TShips file currently is NOT possible (at least as far as can be determined from experimentation - so far there has been no comment from Egosoft on this).
ProdicalJedi
Posts: 219
Joined: Sat, 22. Nov 03, 00:25
x4

Post by ProdicalJedi »

you know Egosoft you really should talk more I know you busy and all that but have a team of experts just to do the forums and them we all :)


thanks lol
User avatar
Unimaginative
Posts: 458
Joined: Wed, 9. Apr 03, 05:14
x3

Post by Unimaginative »

ProdicalJedi wrote:you know Egosoft you really should talk more I know you busy and all that but have a team of experts just to do the forums and them we all :)
You know, egosoft itself is less than ten people (or so I've heard, anyway). :D
User avatar
esd
Posts: 18002
Joined: Tue, 2. Sep 03, 05:57
x3tc

Post by esd »

6 was the last figure I was given :wink:
esd's Guides: X² Loops - X³ MORTs
User avatar
WQP
Posts: 133
Joined: Wed, 3. Dec 03, 22:16
x3

Post by WQP »

Well I'm glad to hear that someone managed to get a whole new model into the program! Now if they could let us add all new ships...then it might be worth trying to find someone who wouldn't mind importing one of my ships for me with Max.
Omicron
Posts: 1113
Joined: Tue, 8. Jul 03, 21:21
x2

Post by Omicron »

WQP i have a proposition for you: when this all get figured out (which it inevitably will be), i will happily export your model (i have MAX 5), but in exchange (yes, its the old 'you scratch my back and i'll scratch yours siuation), i need help with one of my more challenging projects (namely getting a pirate sabre from Freelancer in X2 for use as my personal ship) i have no experience with texturing etc. so i need help with thast, but im sure we can come to an agreement which is beneficial for both sides... :D

if you're interested, please PM me....

cheers guys, and good look with the new ship adding.... :D
Animated signature removed - Abyss
[ external image ]
User avatar
WQP
Posts: 133
Joined: Wed, 3. Dec 03, 22:16
x3

Post by WQP »

Omicron wrote:WQP i have a proposition for you: when this all get figured out (which it inevitably will be), i will happily export your model (i have MAX 5), but in exchange (yes, its the old 'you scratch my back and i'll scratch yours siuation), i need help with one of my more challenging projects (namely getting a pirate sabre from Freelancer in X2 for use as my personal ship) i have no experience with texturing etc. so i need help with thast, but im sure we can come to an agreement which is beneficial for both sides... :D

if you're interested, please PM me....

cheers guys, and good look with the new ship adding.... :D
Do you have a model to work from at all? Well I'm sure we can figure something out...once the process is figured out in general!
Konflict
Posts: 41
Joined: Sat, 21. Feb 04, 13:52
x4

Post by Konflict »

@WQP

I believe, yes its very possible, alot of rough edges to go, but If CJ and myself can do it as a community we can pull through.

Please bear in mind it is only an export mesh(meaning far from complete, and texture is from x2).

[ external image ]

@Omicron

Ive modded for FL, and it is very possible to import a pirate sabre into x2 when of course the process is finalized.

I recommed you start yourself A) because its easy B) if you want something done - do it yourself.

Some help along the way, you'll need Milkshape, CMP import/export (there is a new one that lets you import models into Milkshape now which you can then export to 3ds max) and CMP editor which will let you grab the original texture for the Pirate sabre and of course you'll need to head over to lancers reactor for the tools and tutorials.


EDIT : Sorry for the large picture + spelling.
Omicron
Posts: 1113
Joined: Tue, 8. Jul 03, 21:21
x2

Post by Omicron »

Konflict, i remember FL is very much .ini based, and back in the day when i used to play it i could never figure out where the models/textures were kept...

so, can you help me out, i dont have FL at the moment (lost my copy :evil: ) and im guessing no-one is going to be able to send me the sabre model/textures, so thats my first problem....
Animated signature removed - Abyss
[ external image ]
Konflict
Posts: 41
Joined: Sat, 21. Feb 04, 13:52
x4

Post by Konflict »

If and when I can get a fully working ship into x2, I will export it to FL aswell and then be able to grab the Sabre for you as it would be conviniet for me, as then I dont have to go out of my way, if you want it sooner though Id get cracking on it. :gruebel:
User avatar
tylium
Posts: 634
Joined: Sun, 30. Nov 03, 09:23
x2

Post by tylium »

Omicron wrote:Konflict, i remember FL is very much .ini based, and back in the day when i used to play it i could never figure out where the models/textures were kept...

so, can you help me out, i dont have FL at the moment (lost my copy :evil: ) and im guessing no-one is going to be able to send me the sabre model/textures, so thats my first problem....
jsut ask me nice and i will make an model that you can use but i need some time witht eh textures
:P somebody did something stupid o no its me :P
Omicron
Posts: 1113
Joined: Tue, 8. Jul 03, 21:21
x2

Post by Omicron »

tylium, if you could convert the file for the Sabre to 3dsmax using milkshape or whatever and send it to me, i would be eternally greatful...
Animated signature removed - Abyss
[ external image ]
Omicron
Posts: 1113
Joined: Tue, 8. Jul 03, 21:21
x2

Post by Omicron »

*jump* :D
Animated signature removed - Abyss
[ external image ]
ManiacDC
Posts: 722
Joined: Wed, 29. Oct 03, 02:16
x3

Post by ManiacDC »

esd wrote:CJ managed to import a Star Trek Enterprise model in ok :)
that... is... awesome!!!!
User avatar
Sandalpocalypse
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
x4

Post by Sandalpocalypse »

As I recall:

There's no problem in "importing" ship models into X2, you just need to modify the TShips file. It's true you can't add new entries, but there are several, hmmm, unused ship slots that you can play around with. You'll have no problems at all if you want to do a TC, as you can use all of the slots to your hearts content.

You can also import your own cockpits and stuff...
_Christian_
Posts: 90
Joined: Tue, 2. Mar 04, 10:52

Post by _Christian_ »

Well, actually I still have Freelancer, so can do.

But I have no idea how to extract the required information.
Omicron
Posts: 1113
Joined: Tue, 8. Jul 03, 21:21
x2

Post by Omicron »

i have my Sabre model!!!!

next step is to work out how to get it into the game...
Animated signature removed - Abyss
[ external image ]

Return to “X²: The Threat - Scripts and Modding”