Is there a quick and dirty way to test a ship model?

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Axeface
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Is there a quick and dirty way to test a ship model?

Post by Axeface »

Hi all, i'm making a ship and I have a question.
In X3 I used to just use a file hack to test ship models, I would rename my exports to argon_M8 and simply put the files in the right place and then load the game and look for a gladiator, the model would be replaced. It obviously was a fustercluck, but it was a super fast way to test a model. Is there a way to do this in X4?

And in case anyones wondering its a kitbashed Centaur, updated to X4 style but hopefully reminiscent of the X3 one.
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BrummBear02
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Re: Is there a quick and dirty way to test a ship model?

Post by BrummBear02 »

use some existing ship mod and put your whole mesh into part_main node. replace only that xmf file. look at it ingame.
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Axeface
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Re: Is there a quick and dirty way to test a ship model?

Post by Axeface »

BrummBear02 wrote: Sat, 22. Feb 20, 00:13 use some existing ship mod and put your whole mesh into part_main node. replace only that xmf file. look at it ingame.
Thank you!

Edit: Trying to get my head around this process. I think I did what you said but the xmf converter is crashing (I imported the dae to blender 2.7 to get the UV option that is needed).
Anything obviously wrong here? Keep in mind I have no idea what the hell im doing.
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Last edited by Axeface on Sat, 22. Feb 20, 16:26, edited 1 time in total.
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BrummBear02
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Re: Is there a quick and dirty way to test a ship model?

Post by BrummBear02 »

no sorry. the converter actually crashes or does it give you an error message?
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Axeface
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Re: Is there a quick and dirty way to test a ship model?

Post by Axeface »

Just an app crash 'XRConverter has stopped working'. Thanks anyway. I cleaned up the collection, changed the names of the parts to part_main instead of detail etc, removed unused materials - still crashing.
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BrummBear02
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Re: Is there a quick and dirty way to test a ship model?

Post by BrummBear02 »

Axeface wrote: Sat, 22. Feb 20, 16:22 Just an app crash 'XRConverter has stopped working'. Thanks anyway. I cleaned up the collection, changed the names of the parts to part_main instead of detail etc, removed unused materials - still crashing.
send me your .blend file. ill take a look.
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Axeface
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Re: Is there a quick and dirty way to test a ship model?

Post by Axeface »

BrummBear02 wrote: Sat, 22. Feb 20, 19:10
Axeface wrote: Sat, 22. Feb 20, 16:22 Just an app crash 'XRConverter has stopped working'. Thanks anyway. I cleaned up the collection, changed the names of the parts to part_main instead of detail etc, removed unused materials - still crashing.
send me your .blend file. ill take a look.
PMed you. I'm probably just doing it wrong tbh, thanks a lot.
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BrummBear02
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Re: Is there a quick and dirty way to test a ship model?

Post by BrummBear02 »

im answering here in case someone else uses the search function and has the same problem.

first of all: the converter crash is a problem with your computer. it should not crash.

second: your model has only one issue

Node part_mainXlod0XgenericXgeneric_p1_hulltexture has multiple meshes attached is the error i get. to fix this you need to clean up your model. go edit mode, press A. go mesh - clean up - delete loose

also read my tutorial if u havent done that already

viewtopic.php?p=4846286#p4846286

i uploaded your converted model here:

https://cdn.discordapp.com/attachments/ ... 1_data.rar

also: impressive ship. i wish i could do stuff like that :o
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Axeface
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Re: Is there a quick and dirty way to test a ship model?

Post by Axeface »

Thanks again. Ive cleaned up the part you mentioned, still crashing though. Ive used the converter before for my engine colour mod and it was working, i'll keep investigating. Theres probably some other way im doing it wrong.

Edit: Thanks for the file got it, and the credit goes to egosoft im just cutting and bashing their model together (this is a bash of the magnetar). These models are crazy neat.
Last edited by Axeface on Sun, 23. Feb 20, 01:06, edited 2 times in total.
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BrummBear02
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Re: Is there a quick and dirty way to test a ship model?

Post by BrummBear02 »

have u tried setting up the converter like i explained in my tutorial?
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Axeface
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Re: Is there a quick and dirty way to test a ship model?

Post by Axeface »

BrummBear02 wrote: Sun, 23. Feb 20, 00:57 have u tried setting up the converter like i explained in my tutorial?
I think so, i'll read through it more carefully and check. I tried the model you sent by replacing the magnetars lod0 (i did a subst_01.cat to replace the file), no luck, the mesh is just invisible ingame.

Edit: LOL. Ok, its not invisible. I tried replacing your Koha mods lod0. It seems we have a scaling issue, but this is too funny to pass up. I present to you, the mighty argon centaur!
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8) :lol:

Its weird considering i modeled it next to a magnetar... Its a problem with the parent node or something (part_main) if i delete that node the model moves and scales up, but im not sure how to rebuild the heirarchy. I'll figure it out. Its exciting to see at least something in game though. Your help is appreciated BrummBear02!
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BrummBear02
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Re: Is there a quick and dirty way to test a ship model?

Post by BrummBear02 »

the rotation and scale issue is a result of merging shit the wrong way. blender messes up parent transformations when moving child nodes in and out. i never understood how it actually works and just joined meshes into each other since scale and rotation doesnt matter if i do that.

als you should join discord. sharing screens helps A LOT.
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Axeface
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Re: Is there a quick and dirty way to test a ship model?

Post by Axeface »

I'll look into discord :) The problem with the converter was a path problem.... im blind (sorry :| ).
And success! I just rotated it and scaled it a bunch. Still a long way to go with this ship.

Video https://www.youtube.com/watch?v=u2opXX7 ... e=youtu.be

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Disclaimer: Axeface will ignore 'don't like it don't use it' responses :wink:

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