Tutorial - How to make working dynamic Signature IDs

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Axeface
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Tutorial - How to make working dynamic Signature IDs

Post by Axeface »

Ladies and gentleman we have working ID codes with the new tools... check the boron destroyer example file for how it works.

VIDEO TUTORIAL, CLICK IMAGE
Image

A run down.
Merge your logo and sig code meshes into one and adjust/remove the hierarchy tiers as you normally would like with the collision instructions on the sticky thread. Apply col and idcode vertex channels and uv1 channel with ego tools.
Rename the part to fx_logo, removing the Xmaterial and Xlod names.
UV map the 6 ID code segments and the logo segments as seen on the boron destroyer on the uv1 channel (ID codes all uv mapped to the top left A, logo projected full scale).
Vertex colour the 6 sig code parts with the black and white values below, 1st digit dark to last digit light on the idcode channel. col channel should be all white (unless you want to colour your logos or ID).
Change the material names to to p1paint.paint_idcode and p1paint.paint_logo.

Black white values.
0.0
0.15
0.3
0.45
0.6
0.75

Logo is white vertex colours.

Export and convert with the P1 converter Local.

This is an image the .blend I exported from :-
Image

Proof video! (excuse the bad UV mapping on the right side of the ship :D ) https://youtu.be/9qzQ5iWw88U

Thanks for the help Shuulo!
Last edited by Axeface on Sun, 23. Apr 23, 01:07, edited 13 times in total.
linolafett
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Re: PSA: Fellow Modders.... We now have working SIG IDs!!!

Post by linolafett »

values of
0.0
0.15
0.3
0.45
0.6
0.75
are ok ;)

Logo can just be mapped to full scale, no -1 offset needed.
01001100 01101001 01101110 01100101 01110011 00100000 01101111 01100110 00100000 01110100 01101001 01101101 01100101 01110011 00101110 00101110 00101110

My art stuff
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Axeface
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Re: PSA: Fellow Modders.... We now have working SIG IDs!!!

Post by Axeface »

linolafett wrote: Thu, 20. Apr 23, 09:39 values of
0.0
0.15
0.3
0.45
0.6
0.75
are ok ;)

Logo can just be mapped to full scale, no -1 offset needed.
Thanks! I suspected the values might be that lol, updated OP. Beautiful work on the boron ships by the way! Lino if I've got your attention I have a quick question - is it safe to edit generated collision 'hulls'? Eg, use boolean modifier on them to remove problematic intersections, edit/delete/move verts? I tried booleaning several hulls around my docking bay, seems to have worked... but i'm not 100% sure. Want to try creating my own hulls from scratch too, possible? Edges only mesh with the correct name?
linolafett
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Re: PSA: Fellow Modders.... We now have working SIG IDs!!!

Post by linolafett »

Axeface wrote: Thu, 20. Apr 23, 16:22 Thanks! I suspected the values might be that lol, updated OP. Beautiful work on the boron ships by the way! Lino if I've got your attention I have a quick question - is it safe to edit generated collision 'hulls'? Eg, use boolean modifier on them to remove problematic intersections, edit/delete/move verts? I tried booleaning several hulls around my docking bay, seems to have worked... but i'm not 100% sure. Want to try creating my own hulls from scratch too, possible? Edges only mesh with the correct name?
You can edit the mesh of the hulls in edit mode, but you must use the "convex hull" command in edit mode at the end, as the mesh must be *drumroll* a convex hull.
So bool away, but remember, that you can not have any concave edges in the mesh.
Split the hull in two parts, if needed. make sure the object AND mesh name are then the same for it to work.
01001100 01101001 01101110 01100101 01110011 00100000 01101111 01100110 00100000 01110100 01101001 01101101 01100101 01110011 00101110 00101110 00101110

My art stuff
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Axeface
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Re: PSA: Fellow Modders.... We now have working SIG IDs!!!

Post by Axeface »

linolafett wrote: Thu, 20. Apr 23, 17:20
Axeface wrote: Thu, 20. Apr 23, 16:22 Thanks! I suspected the values might be that lol, updated OP. Beautiful work on the boron ships by the way! Lino if I've got your attention I have a quick question - is it safe to edit generated collision 'hulls'? Eg, use boolean modifier on them to remove problematic intersections, edit/delete/move verts? I tried booleaning several hulls around my docking bay, seems to have worked... but i'm not 100% sure. Want to try creating my own hulls from scratch too, possible? Edges only mesh with the correct name?
You can edit the mesh of the hulls in edit mode, but you must use the "convex hull" command in edit mode at the end, as the mesh must be *drumroll* a convex hull.
So bool away, but remember, that you can not have any concave edges in the mesh.
Split the hull in two parts, if needed. make sure the object AND mesh name are then the same for it to work.
Thanks again that helps a lot.
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Re: PSA: Fellow Modders.... We now have working SIG IDs!!!

Post by aurumgallente »

Axeface, can you upload a screenshot of your Blender scene?
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Axeface
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Re: PSA: Fellow Modders.... We now have working SIG IDs!!!

Post by Axeface »

aurumgallente wrote: Thu, 20. Apr 23, 19:27 Axeface, can you upload a screenshot of your Blender scene?
For the ID code? This is the blend I exported from, im not 100% sure about object and mesh naming but it worked https://imgur.com/MlOtOoC
Edit: Works on Kea too :)
Image
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Axeface
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Re: PSA: Fellow Modders.... We now have working SIG IDs!!!

Post by Axeface »

linolafett wrote: Thu, 20. Apr 23, 17:20 You can edit the mesh of the hulls in edit mode, but you must use the "convex hull" command in edit mode at the end, as the mesh must be *drumroll* a convex hull.
So bool away, but remember, that you can not have any concave edges in the mesh.
Split the hull in two parts, if needed. make sure the object AND mesh name are then the same for it to work.
If you get the chance if you could look at this vid and confirm ive done this right that would be great. Im doing this for spacesuit entry by the way (I mention that because im not even sure if spacesuit uses the hulls likes ships or the mesh like projectiles for collision!) https://youtu.be/GUXSeB8hWRs
Edit: Doesnt work in-game. That part just seems to have no collision.
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Re: PSA: Fellow Modders.... We now have working SIG IDs!!!

Post by Lc4Hunter »

@Axeface, i made a documentation with a few more steps and also some pictures for the ID-stuff because your description is absolutely correct, but it needs some basics in working with blender some people (me included) are missing.
I posted it on discord, maybe you want to work in a few things from it so we have a nice tutorial, even for not this experienced modders :)
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Re: PSA: Fellow Modders.... We now have working SIG IDs!!!

Post by linolafett »

Axeface wrote: Thu, 20. Apr 23, 21:02 If you get the chance if you could look at this vid and confirm ive done this right that would be great. Im doing this for spacesuit entry by the way (I mention that because im not even sure if spacesuit uses the hulls likes ships or the mesh like projectiles for collision!) https://youtu.be/GUXSeB8hWRs
Edit: Doesnt work in-game. That part just seems to have no collision.
Not completely correct.
You told your custom hulls, that they belong to "part_main", but their origins are not where the origin of "part_main" is.
Therefore the hulls will be out of position, not where you visually see them in blender.
Their origin will be at the origin of the part they belong to, so i would expect these shapes to be somewhere inside the ship.
01001100 01101001 01101110 01100101 01110011 00100000 01101111 01100110 00100000 01110100 01101001 01101101 01100101 01110011 00101110 00101110 00101110

My art stuff
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Axeface
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Re: PSA: Fellow Modders.... We now have working SIG IDs!!!

Post by Axeface »

Lc4Hunter wrote: Fri, 21. Apr 23, 03:14 @Axeface, i made a documentation with a few more steps and also some pictures for the ID-stuff because your description is absolutely correct, but it needs some basics in working with blender some people (me included) are missing.
I posted it on discord, maybe you want to work in a few things from it so we have a nice tutorial, even for not this experienced modders :)
I'll have a look on discord later and add it - i'll probably make a video tutorial too and add it here.
linolafett wrote: Fri, 21. Apr 23, 09:36
Axeface wrote: Thu, 20. Apr 23, 21:02 If you get the chance if you could look at this vid and confirm ive done this right that would be great. Im doing this for spacesuit entry by the way (I mention that because im not even sure if spacesuit uses the hulls likes ships or the mesh like projectiles for collision!) https://youtu.be/GUXSeB8hWRs
Edit: Doesnt work in-game. That part just seems to have no collision.
Not completely correct.
You told your custom hulls, that they belong to "part_main", but their origins are not where the origin of "part_main" is.
Therefore the hulls will be out of position, not where you visually see them in blender.
Their origin will be at the origin of the part they belong to, so i would expect these shapes to be somewhere inside the ship.
That would explain it! So i'll try again and match up the origins, part_main is centered so i'll just apply the transforms, Thanks again
aurumgallente
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Re: PSA: Fellow Modders.... We now have working SIG IDs!!!

Post by aurumgallente »

I tried again. ID code exported and generated but not visible in game.
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Axeface
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Re: PSA: Fellow Modders.... We now have working SIG IDs!!!

Post by Axeface »

aurumgallente wrote: Fri, 21. Apr 23, 18:56 I tried again. ID code exported and generated but not visible in game.
If your Logo/ID isnt showing up is it possible you exported with incorrect rotations? Either in the model or in the XML? Happened to me many times that I thought the id wasnt there, but it was rotated (if its not near a mesh its invisible).
Another reason could be the <size> attribute in the XMLs.
I made a video for this (click picture), hope it helps. One day I might make one with voice if its still not clear. Added chapters in the description for easy navigation of it.
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Re: Tutorial - How to make working dynamic Signature IDs

Post by SpaceWeebCommando »

Thank you for making this video tutorial, you are a true godsent Axelface. My ships can have logos and id codes on them now. I could not figure out how to make them work before but now, when doing it from scratch it just works. Amazing!
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Axeface
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Re: Tutorial - How to make working dynamic Signature IDs

Post by Axeface »

SpaceWeebCommando wrote: Sat, 22. Apr 23, 20:31 Thank you for making this video tutorial, you are a true godsent Axelface. My ships can have logos and id codes on them now. I could not figure out how to make them work before but now, when doing it from scratch it just works. Amazing!
Glad to help! I made a bit of a mistake in the video though, just got some bug reports from players that dont own KE DLC. The names of the materials I said in the video are KE exclusive ID and Logo materials! So people without the DLC will get purple missing texture bug. These materials have to be p1paint.paint_idcode and p1paint.paint_logo instead! I assume that the new materials are needed Boron ships for some reason.
Sorry for the messup, I've changed the text in the OP - I'll try to add annotation to the video or something about it.
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Re: Tutorial - How to make working dynamic Signature IDs

Post by Lc4Hunter »

The textures are exactly the same.
The entries in the material_library.xml, too.

Maybe they planned to make the Boron ID-stuff different, but right now its unnecessary cause its the same...
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Axeface
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Re: Tutorial - How to make working dynamic Signature IDs

Post by Axeface »

Lc4Hunter wrote: Sun, 23. Apr 23, 09:22 The textures are exactly the same.
The entries in the material_library.xml, too.

Maybe they planned to make the Boron ID-stuff different, but right now its unnecessary cause its the same...
Heres hoping for race specific ID codes/language textures :p I love all that weird writing in boron ships. Do you want me to link your pdf tutorial on this thread too?

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