I want to create a new, unique ship in x2 based on pieces from existing models. What software would I need and how would I add it to the game?
Details:
Would Milkshape be sufficient for 3d modeling?
Could I replace a ship like the Xenon I or H?
New Unique Ship
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Well I don't think you can currently load up the existing X2 models.
Milkshake would work for modelling. You'd need to ask someone with 3DSMax to export it to X2 format though.
And yes, you would have to replace an existing ship like the Xenon I.
Milkshake would work for modelling. You'd need to ask someone with 3DSMax to export it to X2 format though.
And yes, you would have to replace an existing ship like the Xenon I.
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If you want to create a unique ship, the least you have to do at the moment is to import your own model without engines, lasers, turrets etc.
Replace this with a current X2 ship's bob file (they are in your unpacked cut foder in the 4000-4200.bob ranges), the name of the ship is on the file's header if you read it with a text editor. Then create a master bod file in your game's cut folder for the model you want replaced, where you add on the parts needed onto your ship. To see what I mean, have a look at some of the bod files (not bob!) in your cut folder. This will show you what I mean about the parts in them. Import your part number into this part bod file by renaming a part in it to your part's numer, experiment with their coordinates to get them into the right place on your new ship like thus:
/===============================================================
/ 3D Scene Information
/===============================================================
VER: 3;
P 0; B 236;
{ 2; 5600; 0; -225600; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 1; B 824;
{ 2; 5600; 0; -267800; 0.000000; 0.000000; 0.000000; 0.000000; 6666; 1; } // 0
{ 18; 0.500000; 0.000000; 0.000000; -1.000000; 6667; 2; } // 1
{ 18; 0.500000; 0.000000; 0.000000; -1.000000; -1; -1; } // 2
P 2; B -1;
{ 8; -88600; 164900; -435200; 5700; 0; -225700; 0.000000; -1; -1; } // 0
P 4; B 325;
{ 2; 2400; 13800; -4800; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 5; B 822;
{ 2; -68200; 58600; -221500; 0.154713; 0.651744; 0.717118; -0.246924; -1; -1; } // 0
P 6; B 822;
{ 2; 88700; 58600; -221500; 0.143195; 0.713067; -0.662899; 0.228254; -1; -1; } // 0
P 7; B 822;
{ 2; 79200; -58500; -221500; 0.256789; 0.006018; -0.586319; -0.810058; -1; -1; } // 0
P 8; B 822;
{ 2; -68200; -58700; -221500; 0.248019; -0.025114; 0.643700; 0.764866; -1; -1; } // 0
P 9; B 822;
{ 2; -16300; 81200; -238300; 0.571347; 0.332705; 0.849537; -0.409382; -1; -1; } // 0
P 10; B 79;
{ 2; -70400; 100; -308400; 0.500000; -0.000000; 0.000000; 1.000000; -1; -1; } // 0
P 11; B 78;
{ 2; 22400; 39400; -293600; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 12; B 78;
{ 2; -11200; 39400; -293600; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 13; B 78;
{ 2; 22400; -38800; -293600; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 14; B 78;
{ 2; -11200; -38800; -293600; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 15; B 193;
{ 2; 57800; 38900; -232200; 0.566020; -0.937329; 0.027747; 0.347340; 13333; 1; } // 0
{ 18; 0.105950; -0.848604; -0.324663; -0.417689; -1; -1; } // 1
P 16; B 193;
{ 2; -55700; -18400; -210900; 0.408962; -0.932654; -0.344074; 0.108486; 13333; 1; } // 0
{ 18; 0.105950; -0.575367; 0.159563; -0.802180; -1; -1; } // 1
P 17; B 193;
{ 2; 59100; -1000; -218800; 0.220177; -0.707947; -0.698205; 0.106402; 13333; 1; } // 0
{ 18; 0.105950; -0.885313; 0.460301; -0.065903; -1; -1; } // 1
P 18; B 193;
{ 2; 56000; 28900; -247200; 0.531518; -0.915503; -0.339123; 0.216448; 13333; 1; } // 0
{ 18; 0.105950; -0.497460; -0.538491; -0.680119; -1; -1; } // 1
P 19; B 193;
{ 2; -43100; -1000; -237200; 0.408962; -0.932654; -0.344074; 0.108486; 13333; 1; } // 0
{ 18; 0.105950; -0.575367; 0.159563; -0.802180; -1; -1; } // 1
P 20; B 193;
{ 2; -11100; -29700; -300000; 0.408962; -0.932654; -0.344074; 0.108486; 13333; 1; } // 0
{ 18; 0.105950; -0.575367; 0.159563; -0.802180; -1; -1; } // 1
P 21; B 1;
{ 2; 0; 0; 0; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 22; B 346;
{ 2; 164900; -58900; -192200; 0.250000; -0.000000; -1.000000; 0.000000; 6666; 1; } // 0
{ 18; 0.500000; 0.000000; 1.000000; -0.000000; 6667; 2; } // 1
{ 18; 0.500000; 0.000000; 1.000000; -0.000000; -1; -1; } // 2
P 23; B 346;
{ 2; -139700; 74400; -208100; 0.000000; 0.000000; 0.000000; 0.000000; 6666; 1; } // 0
{ 18; 0.500000; 0.000000; 1.000000; -0.000000; 6667; 2; } // 1
{ 18; 0.500000; 0.000000; 1.000000; -0.000000; -1; -1; } // 2
P 24; B 425;
{ 2; 108900; 50800; -274100; 0.000000; 0.000000; 0.000000; 0.000000; 6666; 1; } // 0
{ 18; 0.500000; 0.000000; 1.000000; 0.000000; 6667; 2; } // 1
{ 18; 0.500000; 0.000000; 1.000000; 0.000000; -1; -1; } // 2
P 25; B 862;
{ 2; 108600; 11900; -274600; 0.333333; 0.577350; 0.577350; 0.577350; -1; -1; } // 0
P 26; B 826;
{ 2; 249200; -43500; -274600; 0.750000; 0.000000; -1.000000; 0.000000; -1; -1; } // 0
This seems to be a mine (silicon or ore), which one it is you have to find out yourself, nevertheless it gives you an idea, how this is assembled. The part numbers are P 0; B 236; (which is the mine itself) P 1; B 824; and so on are the added on struts, buildings etc.
The coordinates are the 2nd, 3rd and 4th number after the number 2 in the bracket, on part 0 (P 0; B 236;) they look like this:
Edit: I nearly made a booboo
{ 2; 5600; 0; -225600;.........
The first number is the x axis, second y and third z where the part is supposed to fit onto your ship. Which means by increasing or decreasing the number or making it a minus number if needed you shift that part left to right, up or down and back and forth on your ship. Not necessarely in that order, I can not remember which is which but you will find this out when experimenting. Don't worry if you do not get it quite right, 3D parts are forgiving and one part will melt into another without leaving funny traces where they meet.
In your unpacked v folder are usually the add on parts (beside others). When reading these bod files with NotePad you can sometimes get an idea what they are by reading names like "Deckel =Lid, Radar Schuessel=radar dish, EGOSOFT is a german developer but other parts say rocket, laser etc. If you can not see what this file is, rename it to one of the ship files, say, the Nova (4170.bod) (note it is bod on the end not bob as the Nova is) and start your game. You should see this part flying about as the Argon Nova in your game and this will show you what it is if all else fails. I had to do several 100s of these files that way to catalogue them.
Any files with larger then 1 000 000 in size are mainly planets, cut files in large data file sizes are just that, the cut scenes one sees in the game or possibly sector or galaxy maps with objects in them.
There are a couple of other part files one needs to create, one is a 940 part file which is your Point of View out of the cockpit, give it coordinates to get this right, I just copied one of the other parts, renamed it to B 940, adjust the coordinates and that is about it.
Or experiment with a station in your cut folder and see how this works by altering (or replacing or ommiting) some of their part numbers and coordinates. You can even fly a station by renaming it to a ship's bod file, it is funny sometimes if your Point of View is inside your station or just ourside of it but you will always see your new part in a left or right view in your cockpit.
I would like to add, as these files are copyright by EGOSOFT, it might pay to ask them first if one can use them. My opinion is, for non commercial work, like in your own game and only for you own use, this would be alright but if you make something available for d/loding for others to use, you should ask first. As said, this is my opinion only.
Cheers
Replace this with a current X2 ship's bob file (they are in your unpacked cut foder in the 4000-4200.bob ranges), the name of the ship is on the file's header if you read it with a text editor. Then create a master bod file in your game's cut folder for the model you want replaced, where you add on the parts needed onto your ship. To see what I mean, have a look at some of the bod files (not bob!) in your cut folder. This will show you what I mean about the parts in them. Import your part number into this part bod file by renaming a part in it to your part's numer, experiment with their coordinates to get them into the right place on your new ship like thus:
/===============================================================
/ 3D Scene Information
/===============================================================
VER: 3;
P 0; B 236;
{ 2; 5600; 0; -225600; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 1; B 824;
{ 2; 5600; 0; -267800; 0.000000; 0.000000; 0.000000; 0.000000; 6666; 1; } // 0
{ 18; 0.500000; 0.000000; 0.000000; -1.000000; 6667; 2; } // 1
{ 18; 0.500000; 0.000000; 0.000000; -1.000000; -1; -1; } // 2
P 2; B -1;
{ 8; -88600; 164900; -435200; 5700; 0; -225700; 0.000000; -1; -1; } // 0
P 4; B 325;
{ 2; 2400; 13800; -4800; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 5; B 822;
{ 2; -68200; 58600; -221500; 0.154713; 0.651744; 0.717118; -0.246924; -1; -1; } // 0
P 6; B 822;
{ 2; 88700; 58600; -221500; 0.143195; 0.713067; -0.662899; 0.228254; -1; -1; } // 0
P 7; B 822;
{ 2; 79200; -58500; -221500; 0.256789; 0.006018; -0.586319; -0.810058; -1; -1; } // 0
P 8; B 822;
{ 2; -68200; -58700; -221500; 0.248019; -0.025114; 0.643700; 0.764866; -1; -1; } // 0
P 9; B 822;
{ 2; -16300; 81200; -238300; 0.571347; 0.332705; 0.849537; -0.409382; -1; -1; } // 0
P 10; B 79;
{ 2; -70400; 100; -308400; 0.500000; -0.000000; 0.000000; 1.000000; -1; -1; } // 0
P 11; B 78;
{ 2; 22400; 39400; -293600; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 12; B 78;
{ 2; -11200; 39400; -293600; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 13; B 78;
{ 2; 22400; -38800; -293600; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 14; B 78;
{ 2; -11200; -38800; -293600; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 15; B 193;
{ 2; 57800; 38900; -232200; 0.566020; -0.937329; 0.027747; 0.347340; 13333; 1; } // 0
{ 18; 0.105950; -0.848604; -0.324663; -0.417689; -1; -1; } // 1
P 16; B 193;
{ 2; -55700; -18400; -210900; 0.408962; -0.932654; -0.344074; 0.108486; 13333; 1; } // 0
{ 18; 0.105950; -0.575367; 0.159563; -0.802180; -1; -1; } // 1
P 17; B 193;
{ 2; 59100; -1000; -218800; 0.220177; -0.707947; -0.698205; 0.106402; 13333; 1; } // 0
{ 18; 0.105950; -0.885313; 0.460301; -0.065903; -1; -1; } // 1
P 18; B 193;
{ 2; 56000; 28900; -247200; 0.531518; -0.915503; -0.339123; 0.216448; 13333; 1; } // 0
{ 18; 0.105950; -0.497460; -0.538491; -0.680119; -1; -1; } // 1
P 19; B 193;
{ 2; -43100; -1000; -237200; 0.408962; -0.932654; -0.344074; 0.108486; 13333; 1; } // 0
{ 18; 0.105950; -0.575367; 0.159563; -0.802180; -1; -1; } // 1
P 20; B 193;
{ 2; -11100; -29700; -300000; 0.408962; -0.932654; -0.344074; 0.108486; 13333; 1; } // 0
{ 18; 0.105950; -0.575367; 0.159563; -0.802180; -1; -1; } // 1
P 21; B 1;
{ 2; 0; 0; 0; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 22; B 346;
{ 2; 164900; -58900; -192200; 0.250000; -0.000000; -1.000000; 0.000000; 6666; 1; } // 0
{ 18; 0.500000; 0.000000; 1.000000; -0.000000; 6667; 2; } // 1
{ 18; 0.500000; 0.000000; 1.000000; -0.000000; -1; -1; } // 2
P 23; B 346;
{ 2; -139700; 74400; -208100; 0.000000; 0.000000; 0.000000; 0.000000; 6666; 1; } // 0
{ 18; 0.500000; 0.000000; 1.000000; -0.000000; 6667; 2; } // 1
{ 18; 0.500000; 0.000000; 1.000000; -0.000000; -1; -1; } // 2
P 24; B 425;
{ 2; 108900; 50800; -274100; 0.000000; 0.000000; 0.000000; 0.000000; 6666; 1; } // 0
{ 18; 0.500000; 0.000000; 1.000000; 0.000000; 6667; 2; } // 1
{ 18; 0.500000; 0.000000; 1.000000; 0.000000; -1; -1; } // 2
P 25; B 862;
{ 2; 108600; 11900; -274600; 0.333333; 0.577350; 0.577350; 0.577350; -1; -1; } // 0
P 26; B 826;
{ 2; 249200; -43500; -274600; 0.750000; 0.000000; -1.000000; 0.000000; -1; -1; } // 0
This seems to be a mine (silicon or ore), which one it is you have to find out yourself, nevertheless it gives you an idea, how this is assembled. The part numbers are P 0; B 236; (which is the mine itself) P 1; B 824; and so on are the added on struts, buildings etc.
The coordinates are the 2nd, 3rd and 4th number after the number 2 in the bracket, on part 0 (P 0; B 236;) they look like this:
Edit: I nearly made a booboo

{ 2; 5600; 0; -225600;.........
The first number is the x axis, second y and third z where the part is supposed to fit onto your ship. Which means by increasing or decreasing the number or making it a minus number if needed you shift that part left to right, up or down and back and forth on your ship. Not necessarely in that order, I can not remember which is which but you will find this out when experimenting. Don't worry if you do not get it quite right, 3D parts are forgiving and one part will melt into another without leaving funny traces where they meet.
In your unpacked v folder are usually the add on parts (beside others). When reading these bod files with NotePad you can sometimes get an idea what they are by reading names like "Deckel =Lid, Radar Schuessel=radar dish, EGOSOFT is a german developer but other parts say rocket, laser etc. If you can not see what this file is, rename it to one of the ship files, say, the Nova (4170.bod) (note it is bod on the end not bob as the Nova is) and start your game. You should see this part flying about as the Argon Nova in your game and this will show you what it is if all else fails. I had to do several 100s of these files that way to catalogue them.
Any files with larger then 1 000 000 in size are mainly planets, cut files in large data file sizes are just that, the cut scenes one sees in the game or possibly sector or galaxy maps with objects in them.
There are a couple of other part files one needs to create, one is a 940 part file which is your Point of View out of the cockpit, give it coordinates to get this right, I just copied one of the other parts, renamed it to B 940, adjust the coordinates and that is about it.
Or experiment with a station in your cut folder and see how this works by altering (or replacing or ommiting) some of their part numbers and coordinates. You can even fly a station by renaming it to a ship's bod file, it is funny sometimes if your Point of View is inside your station or just ourside of it but you will always see your new part in a left or right view in your cockpit.
I would like to add, as these files are copyright by EGOSOFT, it might pay to ask them first if one can use them. My opinion is, for non commercial work, like in your own game and only for you own use, this would be alright but if you make something available for d/loding for others to use, you should ask first. As said, this is my opinion only.
Cheers
Last edited by Commander Jamieson on Thu, 25. Mar 04, 02:04, edited 2 times in total.
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