Looking through the files, I found that turrets are specified as part of the ship data xml files.
Each turret has a position and a rotation.
I would like to add / move some turrets around on some ships.
What would be the best way to get the position/rotation values ? Would I need to unpack the ships and open them in something like Blender ? Or is there an easier way ?
Thanks!
Adding / moving turrets on existing ships
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Re: Adding / moving turrets on existing ships
You can do this in blender yes. Tutorials for extracting the gamefiles and converting the ships to .dae are available on this forum.
Once you have the ship in blender scale it up by 100% and then create a dummy object to get the coordinates. Z and Y are different in x4, so Z in blender is Y in X4.
You can even import a turret into belnder too to get the exact coords.
Once you have the ship in blender scale it up by 100% and then create a dummy object to get the coordinates. Z and Y are different in x4, so Z in blender is Y in X4.
You can even import a turret into belnder too to get the exact coords.
Re: Adding / moving turrets on existing ships
Np, I forgot to say that you place the turrets by just adding more in the ships component file you mentioned.
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Re: Adding / moving turrets on existing ships
Generating rotation angles could be very tricky. Also adding rotation as <rotation pitch="0" yaw="0" roll="0" /> is not good for performance. I use this tool
https://github.com/rjtwins/X4-Blender-M ... g-and-Drop
it generates quarterions and you don't need to afterburn your brain about turret on Paranid curved hull.
For "non-playable" ships you also need to change macro file of a ship.
https://github.com/rjtwins/X4-Blender-M ... g-and-Drop
it generates quarterions and you don't need to afterburn your brain about turret on Paranid curved hull.
For "non-playable" ships you also need to change macro file of a ship.