Simple Export Tutorial/Process

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Konflict
Posts: 41
Joined: Sat, 21. Feb 04, 13:52
x4

Simple Export Tutorial/Process

Post by Konflict »

This is the easy way to only View your model in X2 by replacing one of the current ships. (This is intended for those struggling)
Once again it is only starting steps. Since I have not completed my current project to export into X2, this is as far as I need to go myself till I have completed my texture.)

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Step 1 (Preperation)

You need a mesh or anything resembling a mess in 3ds max. (if it has multiple parts save and then re-attach to form one element.)

You will need to apply a UV unwrap modifer to the mesh (just the modifier will do as this will tell the engine that the texture needs to placed on your mesh/mess).

As the documentation states next align the Pivot to the center of your object. After this position the model at the origin."This is 0,0,0 "

When this is done apply your x-form modifier which is to reset the model.

texture - save a .jpg format texture in your mod folder(folder you keep your work in) and rename this to "287.jpg". in 3dsmax then as per usual go into material editor, add and apply this texture to your ship.

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Step 2 (Useing Export Plugin)

Create a folder "Myship" and in here create a folder "cut" and "v".

In 3dsmax exporting so far is only 2 parts you'll need to rename your mesh to "10501" and export and click on the option binary and then on scene, save this to the folder named "cut" and it should be named "04170.bob"

back into 3ds max and then rename the model again to B_Yourshipname and click export. no boxes need to be checked, just click on body and save to the folder "v" named as "10501.bod"

build the cat/dat by useing the x2build 2 in the packs (not documenting this as you should have loads of practice already) and make sure you name them as 05.cat and 05.dat.

Copy these two files to your X2 threat directory.

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Step 3 (Testing)

Fire X2 up, but do not load a game start by starting new game in a custom universe and chooseing "x2 universe" (this will skip all the intro crap). once in your ship scan for an Argon Nova. and hopefully you should have your ship in place.

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Alot of the reasoning, of how everthing works has been skipped in this short tut, but if and when I will document it in a proper tutorial or I suggest re-read the Modders kit doc's the tell the truth honest :)
Omicron
Posts: 1113
Joined: Tue, 8. Jul 03, 21:21
x2

Post by Omicron »

great work Konflict, i dont know how Ego expect us to work all this out using their GFX_modding documentation.

thanks for the info Konflict, oh, and what happens if X2Build doesnt work because im using XP?

QUESTIONS (of the 3DSmax newb variety):

1.how do i set the pivot at (0,0,0)?

2.how do i merge all the model parts into one model?

im sure i'll think of more :D
Last edited by Omicron on Wed, 31. Mar 04, 19:58, edited 1 time in total.
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Konflict
Posts: 41
Joined: Sat, 21. Feb 04, 13:52
x4

Post by Konflict »

I dont know to be honest, why iam still useing win2k.

but a quick google gave me this

http://www.microsoft.com/windowsxp/pro/ ... ertoys.asp

on the right is CmdHere.exe which is what your looking for although cant test this for obvious reasons.

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For resetting pivot

Click on mesh, then colour order which is

RED -> YELLOW -> BLUE , after that deselect object and then click on object again then useing opposite mouse button (depends if your left/right handed)on cyan colour will bring up "Move transform type" box, enter "0" into all of them.
QuantaCat
Posts: 59
Joined: Mon, 15. Mar 04, 20:51
x2

Post by QuantaCat »

The reason you're probably using Win2k is because it's more stable, and faster than XP.
T.
Ravenwolf
Posts: 9
Joined: Sat, 7. Feb 04, 22:37
x3ap

Lasrers?

Post by Ravenwolf »

Has anyone done a tutorial to get lasers working or is it a case of using the bod files for other ships, i've tried the 106_1 & 107_1 but all the ship can do is fire lasers.

Anyone know whats wrong?
Ravenwolf
Posts: 9
Joined: Sat, 7. Feb 04, 22:37
x3ap

above post "lasers"

Post by Ravenwolf »

sorry, the ship can olny fire missiles.

anyone got an idea why?

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