[X3LU][KC] .obj files editing

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lostProfitssssArrgh
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Post by lostProfitssssArrgh » Sat, 30. Sep 17, 11:57

Jack08 wrote:I've sent you a pm with hopefully a stable file, good luck.
Thanks again. Did you manage to get the added sectors to be shown/visitable? I couldn't do so through the GE with the pm'd files :(
(I hope you didn't go out of your way making these, maybe thinking they were needed elsewhere. If so, I apologize for failing to point out this is only for practice.)

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Jack08
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Post by Jack08 » Sat, 30. Sep 17, 16:56

I didn't test them, as for them not showing up, its likely because of the universe bod file not containing them.

I've only tried this once in the past, so i never fully figured it all out (or if was even fully possible, could have engine level hard coding preventing it from working properly)
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lostProfitssssArrgh
Posts: 161
Joined: Tue, 22. Aug 17, 13:14

Post by lostProfitssssArrgh » Sun, 1. Oct 17, 16:32

Jack08 wrote:...its likely because of the universe bod file not containing them...
I added the following to x3folder/objects/cut/00749.bod :

Code: Select all

p 1112; B 2521; N 2521;
  { 0x2002;  213567; -175224; 0;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // 0
The new sector sector didn't show in GE maps, using either an empty map or loading a test map with the following definitions:

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<?xml version="1.0" encoding="UTF-8" ?>
<universe>
	<o f="1" t="1" x="1" y="3" r="8" size="10000000" m="0" p="77163135" qtrade="100" qfight="100" qbuild="100" qthink="100">
		<o t="2" s="0" neb="0" stars="0"/>
	</o>
	<o f="1" t="1" x="23" y="19" r="8" size="10000000" m="0" p="1123606" qtrade="100" qfight="100" qbuild="100" qthink="100">
		<o t="2" s="0" neb="0" stars="0"/>
	</o>
	<o f="1" t="1" x="24" y="20" r="8" size="10000000" m="0" p="77163136" qtrade="100" qfight="100" qbuild="100" qthink="100">
		<o t="2" s="0" neb="0" stars="0"/>
	</o>
</universe>
The first 2 sectors show alright, not the third (barring, dumb mistakes made on my end.)

Oh well. I'm guessing that there must be a ton of game internals and scripts relying on hard-coded sector coordinates anyways, getting the map to work would only be the beginning of a long and painful process.

So long 10,000 sector universe! :D

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