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The place to discuss scripting and game modifications for X³: Reunion.

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big_feef
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Post by big_feef » Sun, 26. Feb 06, 23:32

This is a great step by step tutorial, just what I was looking for to 'fix' the Terran fighters. I'll be giving it a go if I can convince my brother to lend me his licence this week. He has the copy of 3dsmax; and he sometimes lends me the licence so I can fool around with stuff like this.

I'll post in a couple of days and tell you how it went. Thanks for the great tutorial!

doubleshadow
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Post by doubleshadow » Mon, 27. Feb 06, 16:45

Galaxy613 wrote:Observe, you have more guts then me to be able to sit down and outline the entire process. Methinks that post should be added the modding sticky. :D That is a very good outline...
My words 8)
apricotslice wrote:Its actually way past time that someone assembled all the best modding and scripting advise into a single pdf document for download.

Like its also way past time all the game guides were likewise assembled into a game handbook and either published for retail, or pdf for download.

There is some much good advise around now, that finding it is often too hard, because it gets lost within the minutia of the forum.
I tried something similar in Tutorials which needs to be written. The reaction was: "cool, but isn't this info already covered in X2 scripting and modding?". So you either have to resurrect the thread, teach me a better english (and write without typos...), or you can search this nice, quick and organized forum (tm). This is no way crit. to burianek - but I think that you cannot find a s** (ehm) here unless you are here 24/7 (in such case you don't have to search for anything as you are reading everything ;) )
Hank001 wrote:With one lump sum download with the
ENTIRE toolkit for .3DS conversions and programming TOOLS and
one COMPREHENSIVE guide then perhaps interest in model modding
for X3 might increase a bit.
I think that the first part is done already :roll:

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Earthpilot
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Post by Earthpilot » Mon, 27. Feb 06, 17:17

Pretty damn good work.

Now all I have to do is to find out

how to do the job in gmax (there is a tutorial around so i just have to read it :D )

how to export from blender to gmax (that can be done with .3ds export script)
and vice versa (THAT is something i don't know).

how to write a C++ application that calls doubleshadow's X2BC ( if i get the permission from him that is ).

No offence, doubleshadow, but it takes less time using Open and Save Dialogs and checkboxes rather than always typing the whole stuff in command line.
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doubleshadow
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Post by doubleshadow » Mon, 27. Feb 06, 18:05

Earthpilot wrote:Pretty damn good work.

Now all I have to do is to find out

how to do the job in gmax (there is a tutorial around so i just have to read it :D )

how to export from blender to gmax (that can be done with .3ds export script)
and vice versa (THAT is something i don't know).

how to write a C++ application that calls doubleshadow's X2BC ( if i get the permission from him that is ).

No offence, doubleshadow, but it takes less time using Open and Save Dialogs and checkboxes rather than always typing the whole stuff in command line.
That's why the whole compiler is a dll (x2bc.dll) so you don't need to mess with command line program when creating a gui. Have you ever tried to attach your app to a standalone command line application? :shock:

Permission to do whatever is granted a long as you will comply with the licence. You will need to d/l x2bc sources.


How about I will teach you gmax/3ds max and you will teach me Blender? A deal? :D

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Earthpilot
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Post by Earthpilot » Tue, 28. Feb 06, 20:37

Maybe ;)

I only want to use gmax as convertion utility: that means throwing a ship out of blender into X3 and vice versa.

All modelling and texturing stuff is done in Blender.

Problem is the import from X3 to Blendervia gmax. I don't know which plugin to get (if there is any)

AFAIK VRML and Wavefont OBJ are suitable.
Image

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Hank001
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Post by Hank001 » Wed, 1. Mar 06, 21:04

:lol: OH THAAAANKKKK YYYYYOOOUUUUU

Ok, So people yapping here were correct, expecially the comment
Script or die. SO, I sent the problem to a friend whose a C++Programing
Guru for a local University. He says he might make an integrated package to do what I need done, right up to making the gun hardpoints
and sundry. He helped me integrate a few FL mods so he knows what I'm
after, I'll keep you all advised.

Hank001--------------------- :idea: --------------------

Edit: And he tossed it back at me saying it was impossible. I though about sending him Doubleshadow's email address and telling him to back to school. :wink: .
Last edited by Hank001 on Wed, 14. Feb 18, 05:56, edited 1 time in total.

DarthVain
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Post by DarthVain » Tue, 18. Apr 06, 04:40

Well I've downloaded the tools required, have gmax but the problem I have is if I'm setting everything up correctly, I can't seem to import anything into gmax. I don't see BC or anything like it in gmax when I'm supposed to have linked it somehow. I'm very unclear in this.

Do all these modding tools work with Gmax?

Maybe just a guide for starters in how to setup stuff in Gmax may be a good start 'cause I sure as hell am completely confused with the whole process.

I really would love to contribute towards adding new ships or importing ships from other sims and converting them to X3 useable ships.
Another one bites the dust!!

DarthVain

Saint-Ashley
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Post by Saint-Ashley » Tue, 18. Apr 06, 05:26

captainfred wrote:Well I've downloaded the tools required, have gmax but the problem I have is if I'm setting everything up correctly, I can't seem to import anything into gmax.
Check the Modding tutorials sticky for Northstars guide current version is 1.4 I beleive. It should help you on your endevor.

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apricotslice
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Post by apricotslice » Tue, 18. Apr 06, 16:14

Both Northstar and Observe are working on improving the documentation.

My own experience has highlighted some missing aspects to the documentation so far.

Hopefully in the next few weeks, the documentation will finally be complete and the mystery surrounding getting a successful ship into the game solved.

Once it is, I'll add the pertinant information into the X3 Handbook, so one only then needs to go lookiing for more indepth info if you need it.

kevonski
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Post by kevonski » Fri, 28. Apr 06, 18:35

Any new developments in this? I found a site, http://scifi3d.theforce.net/list.asp?in ... ntCatID=11
with some awesome star war ship models. They come in various formats and I wondered is it possible to add this to X3?

I don't have 3DS, I did dl GMAX though. Could some GURU take a peek at the above site and gimme a basic walkthrough to importing a model to my game? Or heck, email me the files already done? :) mrypowerpoint@gmail.com

I know there is a Star Wars mod already for X2, but havnt seen yet any SW ships for X3.

Any feedback appreciated!

kevonski
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Post by kevonski » Sat, 29. Apr 06, 02:42

Okay I got GMAX working, am able to import 3ds files, and look at these beautiful Star War's models others have slaved over.

My problem now is I can't seem to run X2BC. Tried the command prompt and the RUN prompt from the start menu, but it gives an error about not finding the lib file that came with the archive. I have tried registering the lib, but it gives me a message that I can't register that file. When I am trying to run the x2bc the lib.dll is in the same directory though...

My plan was, export a corvette, find where it has the cockpit, put that cockpit on the millenium falcon model I have sitting open in GMAX and then stick that in my game as a test. I can't get x2bc to run though.

Any advice?

Also, while running GMAX, I can't for the life of me find where I am supposed to tell it to export to a bod file using the DBOX plugin. Found the little hammer, but witht he dbox running I cant locate a way to export the model I have loaded as a bod file.

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Observe
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Post by Observe » Sat, 29. Apr 06, 20:15

You may want to check the Community Mod site periodically where some of these issues are also being discussed, and where other modders are hanging out from time to time. No guarantees, just another resource you may or may not be aware of for this stuff.

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crazyjayloc2003
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Post by crazyjayloc2003 » Sat, 3. Nov 07, 09:25

my experience with GMAX has been pretty horrendous...

and if im correct its pretty much not even supported any more, which is why i usually stick to programs like lightwave and 3ds max, and i have even had some limited success with google sketchup (just havent really tried to import the meshes into any other program)

but anyway im not any expert on modeling in 3D, in fact i did a hack job of a model from SW (one of the long forgotten ones) its the 3D version of the blueprints for the YT-1930...and yes that is actually an unused lucasarts ship

mine is a highly modified ugly version of the ship that fills in the back end of the thing (really i wanted more space on it and a bottom turret)

until i figure out how to hollow it all out, or build it again from scratch...(hrrrm) i have a gazillion polygons to try to merge and hollow

i liked the tutorial but to get to the point, how do you import an original mesh into the game?... instead of just using an existing one, as was discussed in the tutorial...

*************************************************************

(PSSST)

also for anyone interested in the mesh i already have (even though its pretty rough by modeling standards), i can send it via email or msn messenger... i also got the blueprints for the original ship as it was supposed to appear (its actually the model i used to make the the pic for my sig a long time ago, look below)

i guess that last bit should really go in the ship request post, but i'll put it in there too

heres for rezzing the thread!!!
Image

aerick911
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Post by aerick911 » Fri, 15. Aug 08, 19:10

Is there any other tools you can use since I dont have 3000 bucks laying around for 3ds? :)

I saw sketchup, blender, and truespace.

Cycrow
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Post by Cycrow » Fri, 15. Aug 08, 19:29

gmax and 3ds are the only ones that you can use

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