[SCRIPT] Make a flat map 00749.bod out of your Universe

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apricotslice
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Post by apricotslice » Fri, 9. Oct 09, 04:37

Is the known status available in the X3Editor's Galaxy editor ?

I've used it a few times, but dont recall any such flag.


Edit :

I'm in the galaxy editor now.

Only Aldrin is listed. None of the other 4 sectors are included in the map, which is what I thought. So its not a matter of not being 'known', they are not there.

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Litcube
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Post by Litcube » Fri, 9. Oct 09, 05:31

You're not importing the right patch objects.

use the "Import Sector" command in the galaxy editor. You'll see it then. It's reading it from an .xml.

Also, the "set to known" is a script command.

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apricotslice
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Post by apricotslice » Fri, 9. Oct 09, 05:34

What editor are you talking about ? I'm using the editor in X3Editor. There is no import command as far as I can see.

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Litcube
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Post by Litcube » Fri, 9. Oct 09, 05:41

X3 Editor is for Reunion, isn't it? The Galaxy Editor is the one that comes with X3 Terran Conflict and is built into the game.

Anyway, the objects are stored in an xml file for these new sectors. Here's an example of what's found in the x3_universe_2.0:

Code: Select all

<?xml version="1.0" encoding="UTF-8" ?>
<universe>
	


New Terran sector is here...

	</o>
	<o t="1" x="15" y="9" r="18" size="17500000" m="0" p="-1" qtrade="100" qfight="100" qbuild="100" qthink="100">
		<o t="2" s="22" neb="0" stars="0"/>
		<o t="3" s="7" x="-768819163" y="1161508795" z="103516610" color="15779960"/>
	</o>

Other new sectors...

	<o t="1" x="13" y="10" r="18" size="150000000" m="8506" p="-1" qtrade="100" qfight="100" qbuild="100" qthink="100">
		<o t="2" s="65" neb="0" stars="0"/>
		<o f="1" t="6" s="SS_FAC_LC_EEMPC" x="49859539" y="6317200" z="49684543" r="18" a="32768" b="0" g="0">
		</o>
	</o>
	<o t="1" x="14" y="10" r="18" size="15000000" m="0" p="-1" qtrade="100" qfight="100" qbuild="100" qthink="100">
		<o t="2" s="65" neb="0" stars="0"/>
		<o t="3" s="7" x="528877806" y="-163155840" z="1396518889" color="15779960"/>
		<o t="3" s="7" x="-1152962339" y="686703915" z="381113613" color="15779960"/>
		<o f="1" t="4" s="127" x="180282975" y="88194904" z="-175913342" color="0" fn="0"/>
		<o f="1" t="4" s="53" x="-42021607" y="-320466784" z="-124590103" color="0" fn="0"/>
		<o f="1" t="6" s="SS_FAC_LC_3" x="-1553500" y="-802500" z="12042500" r="18" a="32768" b="0" g="0">
		</o>
		<o f="1" t="6" s="SS_FAC_LC_5" x="7704500" y="3776500" z="9454500" r="18" a="32768" b="0" g="0">
		</o>
		<o f="1" t="6" s="SS_FAC_LC_EEMPC" x="1553500" y="834000" z="-4463000" r="18" a="32768" b="0" g="0">
		</o>
		<o f="1" t="5" s="SS_DOCK_TR_SUPPLY_1" x="-2416000" y="3921500" z="2439500" r="18" a="32768" b="4096" g="1024">
		</o>
	</o>

etc. etc.

		</o>
	</o>
</universe>
This, my friend, is not the mission director. It is a map file.

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apricotslice
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Post by apricotslice » Fri, 9. Oct 09, 05:47

X3Editor was ported to TC before the game was released.

I've not used the in game galaxy editor before.

So to create a new one, I import the x3_universe and x3_universe_2.0 files, and then save the result ?

Edit :

Done that. The sectors are there, but there are no gates and no shipyard. Are they only stored in the MD file ?

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Litcube
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Post by Litcube » Fri, 9. Oct 09, 05:54

Yeah, but I thought the galaxy editor for the TC version wasn't released yet. I'll trade ya. :) Where's the galaxy editor you're using?

Yours first:

Use the galaxy editor in TC to make a new custom map. Importing the 2.0 patch I talked about is difficult, because you can't actually enter a "." in the importer. Extract the /map/x3_universe_2.0.xml from cat 8 (I think it's 8 ), and rename it, taking out the "." throw it in a mod.

Import in the following order when you launch the galaxy editor from TC:

x3_universe
x3_universe_debris
x3_universe_20

If you want to leave out the small rocks in the Universe, lease out importing the debris file, as that's all it contains.

Set the name of your map, export, and you're done.

Bob's your mother's brother.

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apricotslice
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Post by apricotslice » Fri, 9. Oct 09, 06:01

You may be right that the Galaxy editor for X3Editor isnt complete.

I tried adding gates. Why is it putting them 300 km out ? And how do you change that ?

edit :

Hmm, didnt happen in the other sectors, so must be correct I guess.

Edit 2 :

It wont link Neptune and Terran unknown 2 with gates for some reason. Any ideas ?

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Litcube
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Post by Litcube » Fri, 9. Oct 09, 06:34

Fire up a new thread, and I'll help you out. We're getting a little off topic. :)

Decribe what you're trying to do exactly, and with what tools. I'll be watching for the thread.

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Elffin
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Post by Elffin » Fri, 9. Oct 09, 18:51

Thanks for the earlier response Litcube - cheers

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spacefueladdict
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Post by spacefueladdict » Mon, 12. Oct 09, 13:51

Litcube! man you are a genius, this is fantastic and i'm eager to try this out! thanks muchly!!! :D

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Litcube
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Post by Litcube » Thu, 29. Apr 10, 05:51

I've updated this, as a number of people were asking for it. Sort of obsoletes me having to update the flat map every patch.

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kampfmoehre
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Post by kampfmoehre » Sun, 10. Oct 10, 20:40

Can I use this on X3R 2.5? Somehow I ca't see this in my Scripteditor :(

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Litcube
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Post by Litcube » Sun, 10. Oct 10, 23:45

Welcome to the Terran Conflict Scripts and Modding forum, kampfmoehre!


You can change the version number in the script using notepad, and it will show up in X3R. I don't remember what version X3R's MCSI is.

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kampfmoehre
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Post by kampfmoehre » Mon, 11. Oct 10, 00:07

Thank you Litcube, any idea how I can find out the version? Maybe in other scripts?

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Litcube
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Post by Litcube » Mon, 11. Oct 10, 00:12

Yeah, look for the number in the xml file itself in any X3R script. It should be 30 ish, I believe. The TC script is higher, I think in the 40s.

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kampfmoehre
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Post by kampfmoehre » Mon, 11. Oct 10, 00:38

Humm, I make something wrong :(
The Ingame Editor says Version 33. I edited the xml

Code: Select all

<engineversion>33</engineversion>
A randomly opened Script said 17
I used both but I't won't show :(

Should I change the language ID to?

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sms_747
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Post by sms_747 » Thu, 6. Jan 11, 13:47

Hi Litcube,
I'm building the universe for X-Timelines, and until Trixx gets round to doing the bod proper, with all sectors in correct expanded positions, and aligns helpers, we thought your script would be an ideal stepping stone. I have run your creator on my (massive) universe while in the GE, and it came up with a pretty haywire map. Some of the sectors are invisible (though the names still cycle), and almost none of the gate connections are visible. The rest are - rather confusingly - ideally placed. Could you speculate as to why this might be, and is the gate visibility issue because many sectors have more than one gate of each subtype (that are conflicting with each other in the script process)?
Thanks,
Viking

PS. I can consult Trixx if materials are required for study.

EDIT

I have found some of the missing sectors up north where the old terran sectors were. Obviously, certain vanilla specifications are creeping in here somewhere, though I can't understand why.
'In space, the real enemy is space itself, and the fear it instils in your counterparts'
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Litcube
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Post by Litcube » Thu, 6. Jan 11, 15:46

Hi, sms_747!

I believe TrixX has already given me clearance, so he shouldn't have an issue with sending me the map to check out what's going on.

If you folks could send me the map file, I'd be happy to help. I'm real time today, so expect quick responses all day.

jiunejai
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Post by jiunejai » Sat, 5. Mar 11, 13:11

Hi, Litcube, thx for sharing this script.
It's useful for me to enjoy X-Uni.
BTW, I find another script for MAP at here, and the function "trishifting sectornames" in this script is helpful for me.

Could I use your script in "trishifting sectornames" vision, too?
What should I do for this effect by using ur script?

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Litcube
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Post by Litcube » Sun, 6. Mar 11, 19:55

Hello, Jiunejai. I'm not sure what you're asking me. :)

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