It's not easy you know. [img]

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

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InvrSmall
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x3tc

It's not easy you know. [img]

Post by InvrSmall »

An early experiment with gateless jump-drives goes horribly wrong.


[ external image ]


It's supposed to be an old earthship from Xt but there's two of them mirrored and there's some strange stuff where the engines should be.

Must keep trying. :gruebel:
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SimonDR
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Post by SimonDR »

I guess that is a ship you have created and put in the game yourself.

If it is could you tell me how you did it from the start or could you send me the finished max file before you converted it so i can see what things i could be doing wrong?

I can't even get a new modeled ship to show up in the game :evil:

Thanks.
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InvrSmall
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Post by InvrSmall »

SimonDR wrote:I guess that is a ship you have created and put in the game yourself.
Nope, it's an unused ship model which I have extracted from Xtension.
It was only seen in the intro but I thought it would be nice to have a really old leftover from Earthfleet found abandoned in a nebulae somewhere.
Since Ego arn't giving us a useable Xshuttle or ApGunner I am just resigned to doing my own "Classic" earthship. :wink:

Although I am at a loss as how to edit the .bod file from the cuts folder, which in turn uses models from the v folder.
Well I think this is how it works.

Anyone :?
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SimonDR
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Post by SimonDR »

OK thanks.
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Commander Jamieson
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Post by Commander Jamieson »

Although I am at a loss as how to edit the .bod file from the cuts folder, which in turn uses models from the v folder.
Well I think this is how it works.

Anyone :?
If you have the bod file, look at the material lines where the texture numbers are. As Xtension points to these numbers and these numbers do not correspond with textures in X2, this is what you will get.

The same with the parts of the ship you imported, the "dangley" bits at the rear are most likelt either the engine trails or some booster parts which show up the way they do in X2 using the XT part numbers from the X2 parts in the v folder.

Check the part numbers in the bod file and see what these are in the v folder in X2 and adjust or ommit these numbers once you find the ones you want.

Other than that if not successful, you have to redesign the ship model in 3DSMax like [WIZ]ReiAyanami[STI] did with his 3D model of a XT Xenon L he send me for a try out:

http://www.the-commander.com/x2mods2.htm

Cheers

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