Advice needed: outside space not rendered inside crew quarters

The place to discuss scripting and game modifications for X Rebirth.

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

quarren
Posts: 128
Joined: Sat, 9. Nov 02, 12:40
x4

Advice needed: outside space not rendered inside crew quarters

Post by quarren »

Hi guys,

I just recently got into X Rebirth again and wanted to try out some modding this time. My current plan is to change up the interior of the albion skunk a bit. So, just to get used to the XML stuff I thought I might try to remove a part of the crew quarters (the kitchen). Here's my interiors_rooms_ar_albionskunk.xml:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<diff>
 <remove sel="/components/component[name='@interiors_rooms_ar_albionskunk']>/connections/connection[name='@Connection11']" />
</diff>
However, the debug log says:

Code: Select all

[=ERROR=] 0.00 Cannot match path '/components/component[name='@interiors_rooms_ar_albionskunk']>/connections/connection[name='@Connection11']' in patch file 'extensions\skunkinterior_new\assets\interiors\rooms\interiors_rooms_ar_albionskunk'. Skipping node.
Have I gotted the path wrong somehow?

Thanks a lot.
Last edited by quarren on Mon, 27. Feb 17, 12:17, edited 1 time in total.
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

Your Code above is not Well-Formed xml, therefore XR should ignore your file since it cannot be loaded. Also you mis-placed the @s for the Attributes
<remove sel="/components/component[name='@interiors_rooms_ar_albionskunk']> /connections/connection[name='@Connection11']" />

i think you intended this:
<remove sel="/components/component[@name='interiors_rooms_ar_albionskunk']/connections/connection[@name='Connection11']" />
which results in removing a node from the reffered file (not sure about the InGame-Effects though, just used NPPs XPath Evaluation)
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 ;)
quarren
Posts: 128
Joined: Sat, 9. Nov 02, 12:40
x4

Post by quarren »

Whoops. That was it! Strangely, there is no in-game effect. :D

Edit: Actually, the kitchen is now removed, but only when the skunk is parked at a station. Seems another interior is used for the crew quarters. :)
quarren
Posts: 128
Joined: Sat, 9. Nov 02, 12:40
x4

Post by quarren »

Hi guys,

okay, now that I roughly know how to change things I have another issue. :)

What I'm trying to achieve: implement some sort of window or viewing port in the crew quarters of the skunk, so that you can view space from the back of the ship. For that I will have to change one of the .xmf files (that's a thing I will worry about later).

The problem is that I don't think outside space is even rendered when you are in the crew quarters (when I remove a connection from the component, e.g. the docking ramp, the outside is all black). I already tried to change the component so that it is tagged as a "dockingport" and not an "interior" but that wouldn't do the trick.

Can someone point me in the right direction? Is something like that even possible?
User avatar
Marvin Martian
Posts: 3609
Joined: Sun, 8. Apr 12, 09:40
x4

Post by Marvin Martian »

maybe you can create a Monitor with (radar-)map or external view (F2)
this seems to be more usefull then a window
quarren
Posts: 128
Joined: Sat, 9. Nov 02, 12:40
x4

Post by quarren »

Yeah, I'd definitely agree in regard to the usefulness. But I wanna chill out in the crew quarters and watch space! :P

Do you have any idea why the outside isn't rendered inside the crew quarters?

Thanks a lot.
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

i have looked into that in the past and sadly i consider it impossible. multiple hurdles.
first: walls are defined as opaque which prevents exterior rendering
second: Back Room is nor defined as the same type of interior as the one of Stations

first is easy to fix, second didnt work out even trying multiple approaches:
=> defining it as regular interior prevents the game from recognizing it properly iirc
=> trying to tune the component/macro contents to make it show the exterior was also without sucess

for some reason tracking the "ins in view of player" still works though, but i think its not based on the visual representation but on angles alone.

Another approach i didnt try yet would be to creae a second Ship you move with the Skunk which is just a Landing Spot containing the Interior. maybe even attaching it to the skunk directly works, not really sure, never tries..
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 ;)
quarren
Posts: 128
Joined: Sat, 9. Nov 02, 12:40
x4

Post by quarren »

Damn, didn't expect it be so difficult. :D I might try out your proposed approach, but right now, my modding skills just aren't sufficient. Much to learn!

Return to “X Rebirth - Scripts and Modding”