[PROGRAM] XSEY EDITOR (Map editor)

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jeroll3d
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Post by jeroll3d » Mon, 22. Apr 13, 00:38

Elffin wrote:This seems cool ... nice work ...


Is there a video tut?
Yes, nice work :roll:

A Video Tutorial is necessary to. :lol:
Entusiasta da série X3! The best game.

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Seruif
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Post by Seruif » Mon, 22. Apr 13, 18:21

jeroll3d wrote:A Video Tutorial is necessary to. :lol:
It is a long and tedious. And I need to prepare for the exams to leaving school.

Tutorial exist in russian language for X3TC MapEditor749 (docx file). They most are similar, but different somewhere. There very much translate, for me it is difficult at the moment.
(To somehow correct to write this post, I used translate.google.ru)

Rieper87
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Post by Rieper87 » Tue, 8. Nov 16, 18:30

link Down??? please Upload here??

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Aldebaran_Prime
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Post by Aldebaran_Prime » Tue, 8. Nov 16, 22:11

Rieper87 wrote:link Down??? please Upload here??
I used it some time ago for my mod. Here is a copy of it:

https://1drv.ms/u/s!AleWkrAhnZL_gYgDz9mn2XWt-2u2KQ

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Aldebaran_Prime
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Re: [PROGRAM] XSEY EDITOR (Map editor)

Post by Aldebaran_Prime » Tue, 6. Jul 21, 22:36

Has somebody tried this for X3FL?
I'm getting an error if I try to load the 0001-L0xx.xml-file: "...did not find a part of the path..."

Maybe this is because the in X3FL the sector names are following the old methodolgy of encryping the sector position also in text-ids for the sector names and descriptions? So some text-ids for new FL sectors may just be @ the wrong place in 0001-L0xx.xml?

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Aldebaran_Prime
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Re: [PROGRAM] XSEY EDITOR (Map editor)

Post by Aldebaran_Prime » Thu, 8. Jul 21, 00:48

I debugged the behavior a little further and like to share my results with anybody who may be interested.
My first thought was wrong: Missing text-ids don't crash the editor, it causes just readtext-errors, similar to X-ingame behavior
Also the new gate-subtype "25" for the Hyperspeed access point does not cause any problems.
Also the new attributes of the sector-definitions, introduced with FL,

Code: Select all

planets="1" moons="2" nameid="1023900" descid="1033900
does not cause problems
BUT the missing attributes of the sector-definitions for the different station-jobs:

Code: Select all

qtrade="100" qfight="100" qbuild="100" qthink="100"
crashed the editor.

I added this attributes to some test-sectors and created an x3_universe.xml just with this modified sectors - combined it with the original 00749.bod from X3FL and the 0001-L0xxx.XML and it works!

Now I have 2 things to fix left:
1. how/ with which tool or script language can I seach for the pattern of the sector header and add the missing attribues automatically quickly?
2. the 0001-L0xxx.XML does not contain the sector names for the FL x3_universe map in the right format like <t id="1020102">Rolk's Drift</t> - in which text-file the sector names of the FL-Map are defined?

any help is appreciated

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