Help with a small mod to space suit
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I was able to export the file as text and then changed it to .bod. I loaded X3 with the new file in place in a new catalog, the space suit works but there is no external sign of a weapon and it still wont fire. I had exported the file as a scene, so I changed it and exported it as a Body and loaded the game. The space suit wasnt visible but you could fire the weapon. It just seemed to originate from a point. Can someone help me?
Make sure the Weapon ID in your scene is matched to that in Tships, (The P Number)
also make sure the weapon is set on a Camera right
Note the " C1 " References...
also make sure the weapon is set on a Camera right
Note the " C1 " References...
Code: Select all
//Astropnaut Cockpit cam
P 0; B ships\others\astronaut; C 1; N Bships\others\astronaut_1b; b
{ 0x2002; 0; 0; 0; 0.000000; 0.000000; 0.000000; 0.000000; 17500; 1; } // 1
{ 0x2002; 0; 0; 0; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
//Weapon Dummy
P 1; B ships\props\weapondummy; C 1; N Bships\props\weapondummy_1b; b
Problem Recompiling .bod files
I can not get the X2BC compiler to recompile my .bod file back to .bob. Everytime it gives me this error:
Compiler - line 3, col 1 - Error: Expected version specification
Can anyone help?
Compiler - line 3, col 1 - Error: Expected version specification
Can anyone help?
because scenes are not meant to be bobbed
the Scene must stay as "astronaut_scene.bod"
and the mesh File should be compresses to "astronaut.bob"
the Scene must stay as "astronaut_scene.bod"
and the mesh File should be compresses to "astronaut.bob"
Last edited by Stevio on Sun, 13. May 07, 20:00, edited 1 time in total.
Ok Ive looked at some other ships and can see now that the weapondummy is supposed to be added to the scene not the mesh. I added it to the astronaut_scene.bod file and placed it in a new catalog file and now when you eject from your ship there is nothing there. No spacesuit, no gun, nothing, but you can fly around and shoot.
Does anyone know?
Does anyone know?
Scale of BOD files
Is there anyway to adjust the size of .bod files. I was able to add the gun to the space suit but the gun is bigger that the suit. When I tried to scale down the gun in GMAX in my astronaut_scene.bod file it reverts to it original size when i open it again.
Anyone have any advice?
Anyone have any advice?
- Tenlar Scarflame
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ROFL... that would make me think twice about trying to scoop up a bailed pilotCaptG wrote:Thank you Thank you! I have a gun on my space suit now that works. I made it compatible with the Beta Kyon Emitter. Ha Ha Ha
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@CaptG >
No need to open a new topic for questions all relating to the same project.
Other 2 topics merged whilst leaving shadowtopics so people get redirected properly.
No need to open a new topic for questions all relating to the same project.
Other 2 topics merged whilst leaving shadowtopics so people get redirected properly.
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Re: Scale of BOD files
Basically you just need to scale down the weapon mesh and export as a new body file. You need to apply Reset X-Form modifier (it's on the Utils tab in Max) before exporting. Then update the scene and the TShips entry to eference your new weapon body.CaptG wrote:Is there anyway to adjust the size of .bod files. I was able to add the gun to the space suit but the gun is bigger that the suit. When I tried to scale down the gun in GMAX in my astronaut_scene.bod file it reverts to it original size when i open it again.
Anyone have any advice?
I get an error. I opened the weapondummy file and scaled it down. Then clicked Reset XForm & Reset selected. When I went to then export it, it gave me this error:
--Runtime error: Cannot get mesh from this object: $PolyMesh:weapondummy @[0.000000,0.000000,0.000000]
Anyone know what I am not doing right?
--Runtime error: Cannot get mesh from this object: $PolyMesh:weapondummy @[0.000000,0.000000,0.000000]
Anyone know what I am not doing right?
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You have to collapse the object stack. Just right click on the modifier list and select Collapse All->Yes. I've fixed this in the recent version of DBOX but I haven't released it yetCaptG wrote:I get an error. I opened the weapondummy file and scaled it down. Then clicked Reset XForm & Reset selected. When I went to then export it, it gave me this error:
--Runtime error: Cannot get mesh from this object: $PolyMesh:weapondummy @[0.000000,0.000000,0.000000]
Anyone know what I am not doing right?
Note that when you have linked objects (your case: weapon and laser part), resetting the X-form will make crazy things with the child objects orientation. You will have to re-arrange them. That's the bad thing about XForm.
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Hey! I can still fire from those infinitely small points that are created when a ship's hull doesn't install correctly. How does that work? Do the weapon mounts install correctly, but the actual ship doesn't?Gazz wrote:Did you include the weapon mounts in the suit's scene file?
Weapons must fire from *somewhere* yaknow.
Weapons are accessed from the scene file, along with the POV for the cockpit and turrets-finitely small points could only be invisible_weapon.
@CaptG:
You might want to consider using invisible_weapon for your suit..
If you import the suit, having made sure it's been converted to bob to avoid the scene importing an x-reference blue box outline, then build a small laser onto the suits helmet or some such place, (alpha kyon might be more appropriate-I'd go with repair laser option as well, and a scaled down version of AIRE with beam selected), then merge with the scene and add invisible weapon at the firepoint it might turn out pretty cool.
..a few small cylinders and boxes and.. eureka!! I've discovered the ultra-miniature kyon beam thing
It's a pretty cool idea-congrat's!!
@CaptG:
You might want to consider using invisible_weapon for your suit..
If you import the suit, having made sure it's been converted to bob to avoid the scene importing an x-reference blue box outline, then build a small laser onto the suits helmet or some such place, (alpha kyon might be more appropriate-I'd go with repair laser option as well, and a scaled down version of AIRE with beam selected), then merge with the scene and add invisible weapon at the firepoint it might turn out pretty cool.
..a few small cylinders and boxes and.. eureka!! I've discovered the ultra-miniature kyon beam thing
It's a pretty cool idea-congrat's!!
Success!! I finally got it to work correctly. And the gun is the right size too. I mounted it on his shoulder and now my astronaut looks like Predator. Thanks for everyone's help. Only problem is that it blinds you when you fire. I may have to move it.
I am still having problems with the target. Does anyone know why when I hit T to target something it always selects the North Gate when I am in my space suit.
I am still having problems with the target. Does anyone know why when I hit T to target something it always selects the North Gate when I am in my space suit.