Hi, as the title implies I'm looking for some help or rather someone to extract stations and ships from the game and convert them into .obj files. I can't seem to do it, I've been trying for a while and just can't get it to work. I am still trying, for this reason I am looking for someone's help. I can offer you some cash, maybe through steam or PayPal. Not much, but something to cover your time.
Let me know! PM or reply here if interested.
Looking for .obj ship and station files.
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Looking for .obj ship and station files.
Computer Specs: Case: Antec Solo Mobo: MSI Z68A-G45
CPU: i7 2600k Sandy 4.2Ghz OC Coolermaster Hyper 212+ fan RAM: 8GB DDR3 Graphics Card: Gigabyte GTX 560Ti 1GB SSD: 240GB Intel SATA III HDD: 2x 320GB RAID
Monitor: Syncmaster 2233c Total Cost: <$600
CPU: i7 2600k Sandy 4.2Ghz OC Coolermaster Hyper 212+ fan RAM: 8GB DDR3 Graphics Card: Gigabyte GTX 560Ti 1GB SSD: 240GB Intel SATA III HDD: 2x 320GB RAID
Monitor: Syncmaster 2233c Total Cost: <$600
... and .. whats the problem ??
... you can find out which file contains the models geometry / verticesby opening its scene file
... look into the scene file for the \ship\ path
... you can find out which scene is assigned to a certain ship by opening & looking in the TShips file (via X3Editor2 from doubleshadow)
... finally, when you've extracted the model file, you have to convert it from .bob file extension into a readable text file, therefore use X2 BOB BOD Compiler from doubleshadow (afaik its included in to X3Editor2)
... now you have a text file with the vertices, and to X3 independent work starts here: write a piece of code that converts that text file into .obj format
(separate vertex position coords / normals / texcoords etc)
example: argon TL
in TShips you'll find that its scene file is: objects\ships\argon\argon_TL_scene --- > extract that file
--> oopen that extracted file with a simple text editor --> find the model path --> it is: objects\ships\argon\argon_TL
now open a second instance of the x3editor2 --> click on Plugin --> click on bod compiler
(click on plugin --> cat manager) navigate in the first X3editor2 window to the model file --> drag and drop it into the second window (= he bod compiler)
select the button BOB to BOD --> click on convert
... result: in the installation path of the x3editor2 you now should find a file named argon_TL.bod which can be opened by a simple text editor ...
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i think it should also be possible by using gmax
... you can find out which file contains the models geometry / verticesby opening its scene file
... look into the scene file for the \ship\ path
... you can find out which scene is assigned to a certain ship by opening & looking in the TShips file (via X3Editor2 from doubleshadow)
... finally, when you've extracted the model file, you have to convert it from .bob file extension into a readable text file, therefore use X2 BOB BOD Compiler from doubleshadow (afaik its included in to X3Editor2)
... now you have a text file with the vertices, and to X3 independent work starts here: write a piece of code that converts that text file into .obj format
(separate vertex position coords / normals / texcoords etc)
example: argon TL
in TShips you'll find that its scene file is: objects\ships\argon\argon_TL_scene --- > extract that file
--> oopen that extracted file with a simple text editor --> find the model path --> it is: objects\ships\argon\argon_TL
now open a second instance of the x3editor2 --> click on Plugin --> click on bod compiler
(click on plugin --> cat manager) navigate in the first X3editor2 window to the model file --> drag and drop it into the second window (= he bod compiler)
select the button BOB to BOD --> click on convert
... result: in the installation path of the x3editor2 you now should find a file named argon_TL.bod which can be opened by a simple text editor ...
=======================
i think it should also be possible by using gmax
To err is human. To really foul things up you need a computer.
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Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.
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And what's the purpose of exporting this?
This is a pretty questionable subject, simply exporting game contents to be repurposed elsewhere is not legal.
This is a pretty questionable subject, simply exporting game contents to be repurposed elsewhere is not legal.
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X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:
X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:
I use .obj format to load into a Starmade program to use the hulls as a base to play with them in Starmade. Not making any money off of it or using it to further anything else. I just love the hull designs of the X series ships and like seeing their greatness in other games I like playing.
Computer Specs: Case: Antec Solo Mobo: MSI Z68A-G45
CPU: i7 2600k Sandy 4.2Ghz OC Coolermaster Hyper 212+ fan RAM: 8GB DDR3 Graphics Card: Gigabyte GTX 560Ti 1GB SSD: 240GB Intel SATA III HDD: 2x 320GB RAID
Monitor: Syncmaster 2233c Total Cost: <$600
CPU: i7 2600k Sandy 4.2Ghz OC Coolermaster Hyper 212+ fan RAM: 8GB DDR3 Graphics Card: Gigabyte GTX 560Ti 1GB SSD: 240GB Intel SATA III HDD: 2x 320GB RAID
Monitor: Syncmaster 2233c Total Cost: <$600