Ego ship converter problems

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Aranov
Posts: 134
Joined: Mon, 3. Jun 13, 23:08
x4

Ego ship converter problems

Post by Aranov »

Hey all,
I'm trying to update some ship mods to 6.0, as both practice with blender, and an act of impatience, but hit a roadblock. Following the guide Shuulo posted, I can't seem to get .mesh or the .xmf files to generate as intended.
The P1 converter will only gen them if there are no UV maps nor color attributes, but the guide says I'm supposed to add them using the ego toolbar, which then stops the converter from making said files. Only error it spits out is
[FColladaMeshImporter::SavePhysicMeshFiles] invalid/missing source data/pointer, for file [c:\users\me\documents\x4_workshop\00 blend files\Sendai.dae], geometry [part_main-mesh], skipping!
etc, for every part.

Tested this with both the modded ship, and a vanilla behemoth from 5.0, the .mesh and .xmf won't gen. Using the 6.1 of the tools, and 3.5 blender.

EDIT: So turns out I gravely misunderstood the initial setup instructions. You NEED to have a p1[assets] and p1data named folders. Now everything is working.
Last edited by Aranov on Tue, 18. Apr 23, 01:15, edited 1 time in total.
BrummBear02
Posts: 310
Joined: Fri, 3. Oct 08, 20:43
x3ap

Re: Ego ship converter problems

Post by BrummBear02 »

https://youtu.be/zQjp89G4aDI?t=490

not sure if this solves your issue but maybe it helps.
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht

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