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  • #16
    I was able to test the .xsp last night, and unfortunately not only did it not work, it crashed the program with an "unhandled exception" error. I tried to take a look at what was in the .xsp by loading it into the Package Creator, but it crashed that as well. :\

    One thing that I do is completely copy different versions of my entire X3 game folder. I copy one for vanilla, one for my personal SW mod that I like, and the one that we are working on. Whenever I want to switch between versions, I just replace all the files in the game folder with the version I want, without having to uninstall and reinstall each thing every time.

    .xsp files are really meant for use with Cycrow's Plugin Mgr, so while you are working on things, if you would like, you can test to see if the files work by using that with the vanilla game. You just enable "modified mode" in the PM (Plugin Mgr). Then at the bottom of the program, there is a button that says "install package". That is all you have to do. You press that button, choose whatever .xsp you have created, and it does all the rest to insert the ship into the game. To see if it was successful, I would suggest also downloading Cycrow's Cheat Package for AP. You use the same "install package" button to install it. That way, you can spawn the ship in your game at any time to see if everything went ok.

    Commentaire


    • #17
      Ok, that confirm that I wouldn't be good at a sorcery school

      I've opened a message here : http://forum.egosoft.com/viewtopic.p...asc&start=1335 I hope someone will answer. Although I have some knockledge with codding, I must say that everytime I try something concerning 3D things I'm failing...

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      • #18
        Why there is the Ebon Hawk?

        Commentaire


        • #19
          He is in the mod, because the mod was first intended to mix a lot of SW ships without date questions (if I understood well). But that's not a final artwork or what else, the screen was just done to show some render of 3D models

          Commentaire


          • #20
            Spoiler:



            Commentaire


            • #21
              For xsp problem, I think the missing files are one of them, I'm testing :
              Code:
              P 0; B ships\props\cameradummy; C 1; N Bships\props\cameradummy_1b; b  // idx 0{ 0x2002;  0; 3789; 171526;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0
              
              
              P 1; B ships\props\dockport_land02_fighter_dummy; N Bships\props\dockport_land02_fighter_dummy; b  // idx 1
              { 0x2002;  0; -18282; 16291;  0.500000; -0.000000; 0.985948; 0.167055;  -1; 1; } // 0
              
              
              P 2; B ships\props\dockport_start_fighter_dummy; N Bships\props\dockport_start_fighter_dummy; b  // idx 2
              { 0x2002;  5930; -18323; 16286;  0.501379; 0.005791; 0.992231; 0.124274;  -1; 1; } // 0
              
              
              P 3; B ships\props\dockport_extern_standart; N Bships\props\dockport_extern_standart; b  // idx 3
              { 0x2002;  0; -36196; -126737;  0.006571; -1.000000; 0.000000; 0.000000;  -1; 1; } // 0
              
              
              P 4; B ships\SW\Dreadnaught\parts\Hull; N Bships\SW\Dreadnaught\parts\Hull; b  // idx 4
              { 0x2002;  148; 12177; 49083;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0
              
              
              P 5; B ships\SW\Dreadnaught\parts\Details; N Bships\SW\Dreadnaught\parts\Details; b  // idx 5
              { 0x2002;  -19821; 12470; 52288;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0
              
              
              P 6; B ships\props\dockbarriersmall; N Bships\props\dockbarriersmall; b  // idx 6
              { 0x2002;  72; -18417; 18269;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0
              
              
              P 7; B ships\SW\Dreadnaught\parts\Spark; N Bships\SW\Dreadnaught\parts\Spark; b  // idx 7
              { 0x2002;  -99921; 168; -1892;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0
              
              
              P 8; B ships\props\immturret_dummy; C 2; N Bships\props\immturret_dummy_2b01; b  // idx 8
              { 0x2002;  7332; 28306; 105253;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0
              
              
              P 9; B ships\props\immturret_dummy; C 2; N Bships\props\immturret_dummy_2b02; b  // idx 9
              { 0x2002;  -6946; 28306; 105253;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0
              
              
              P 10; B ships\props\immturret_dummy; C 5; N Bships\props\immturret_dummy_5b01; b  // idx 10
              { 0x2002;  -8187; 28306; 58603;  0.250000; 0.000000; -1.000000; 0.000000;  -1; 1; } // 0
              
              
              P 11; B ships\props\immturret_dummy; C 3; N Bships\props\immturret_dummy_3b01; b  // idx 11
              { 0x2002;  7600; 28306; 58567;  0.250000; 0.000000; 1.000000; 0.000000;  -1; 1; } // 0
              
              
              P 12; B ships\props\immturret_dummy; C 3; N Bships\props\immturret_dummy_3b02; b  // idx 12
              { 0x2002;  9132; 26213; -17666;  0.250000; 0.000000; 1.000000; 0.000000;  -1; 1; } // 0
              
              
              P 13; B ships\props\immturret_dummy; C 5; N Bships\props\immturret_dummy_5b02; b  // idx 13
              { 0x2002;  -9222; 26213; -17698;  0.250000; 0.000000; -1.000000; 0.000000;  -1; 1; } // 0
              
              
              P 14; B ships\props\immturret_dummy; C 4; N Bships\props\immturret_dummy_4b01; b  // idx 14
              { 0x2002;  -10804; 35197; -146193;  0.500000; 0.000000; 1.000000; 0.000000;  -1; 1; } // 0
              
              
              P 15; B ships\props\immturret_dummy; C 4; N Bships\props\immturret_dummy_4b02; b  // idx 15
              { 0x2002;  10517; 35197; -146192;  0.500000; 0.000000; 1.000000; 0.000000;  -1; 1; } // 0
              
              
              P 16; B ships\props\immturret_dummy; C 2; N Bships\props\immturret_dummy_2b03; b  // idx 16
              { 0x2002;  15534; -2807; 163024;  0.500000; -0.000000; -0.000000; 1.000000;  -1; 1; } // 0
              
              
              P 17; B ships\props\immturret_dummy; C 2; N Bships\props\immturret_dummy_2b05; b  // idx 17
              { 0x2002;  5905; -2807; 163024;  0.500000; -0.000000; -0.000000; 1.000000;  -1; 1; } // 0
              
              
              P 18; B ships\props\immturret_dummy; C 2; N Bships\props\immturret_dummy_2b06; b  // idx 18
              { 0x2002;  -5236; -2807; 163024;  0.500000; -0.000000; -0.000000; 1.000000;  -1; 1; } // 0
              
              
              P 19; B ships\props\immturret_dummy; C 2; N Bships\props\immturret_dummy_2b04; b  // idx 19
              { 0x2002;  -14868; -2807; 163024;  0.500000; -0.000000; -0.000000; 1.000000;  -1; 1; } // 0
              
              
              P 20; B ships\props\immturret_dummy; C 5; N Bships\props\immturret_dummy_5b04; b  // idx 20
              { 0x2002;  -29219; -2807; 56505;  0.500000; 0.707107; 0.000000; -0.707107;  -1; 1; } // 0
              
              
              P 21; B ships\props\immturret_dummy; C 3; N Bships\props\immturret_dummy_3b04; b  // idx 21
              { 0x2002;  29296; -2807; 56505;  0.500000; 0.707107; 0.000000; 0.707107;  -1; 1; } // 0
              
              
              P 22; B ships\props\immturret_dummy; C 3; N Bships\props\immturret_dummy_3b03; b  // idx 22
              { 0x2002;  10154; -23740; -41664;  0.500000; 0.707107; 0.000000; 0.707107;  -1; 1; } // 0
              
              
              P 23; B ships\props\immturret_dummy; C 5; N Bships\props\immturret_dummy_5b03; b  // idx 23
              { 0x2002;  -9915; -23740; -41664;  0.500000; 0.707107; 0.000000; -0.707107;  -1; 1; } // 0
              
              
              P 24; B ships\props\immturret_dummy; C 4; N Bships\props\immturret_dummy_4b03; b  // idx 24
              { 0x2002;  98; -28219; -167509;  0.500000; 1.000000; 0.000000; -0.000000;  -1; 1; } // 0
              
              
              P 25; B ships\props\cameradummy; C 2; N Bships\props\cameradummy_2b; b  // idx 25
              { 0x2002;  0; 12049; 166989;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0
              
              
              P 26; B ships\props\cameradummy; C 3; N Bships\props\cameradummy_3b; b  // idx 26
              { 0x2002;  35464; 1745; -7586;  0.250000; 0.000000; 1.000000; 0.000000;  -1; 1; } // 0
              
              
              P 27; B ships\props\cameradummy; C 4; N Bships\props\cameradummy_4b; b  // idx 27
              { 0x2002;  0; 36924; -184793;  0.500000; 0.000000; 1.000000; 0.000000;  -1; 1; } // 0
              
              
              P 28; B ships\props\cameradummy; C 5; N Bships\props\cameradummy_5b; b  // idx 28
              { 0x2002;  -35154; 2174; -7586;  0.250000; 0.000000; -1.000000; 0.000000;  -1; 1; } // 0
              Code:
              MATERIAL6: 0; 0x2000000; 1; argon.fx; 57; diffcompression;SPTYPE_BOOL;0; bumpcompression;SPTYPE_BOOL;0; speccompression;SPTYPE_BOOL;0; lightcompression;SPTYPE_BOOL;0; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.000000; TexAnimStartV;SPTYPE_FLOAT;0.000000; TexAnimEndU;SPTYPE_FLOAT;0.000000; TexAnimEndV;SPTYPE_FLOAT;0.000000; TexAnimDuration;SPTYPE_FLOAT;0.000000; TexAnimRotation;SPTYPE_FLOAT;0.000000; TexAnimOriginU;SPTYPE_FLOAT;0.500000; TexAnimOriginV;SPTYPE_FLOAT;0.500000; Brightness;SPTYPE_FLOAT;1.000000; contrast;SPTYPE_FLOAT;1.000000; saturation;SPTYPE_FLOAT;1.000000; hue;SPTYPE_FLOAT;0.000000; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; g_MatSpecularStrength;SPTYPE_FLOAT;3.000000; g_MatSpecularPower;SPTYPE_FLOAT;6.000000; g_MatReflectionStrength;SPTYPE_FLOAT;0.500000; g_MatReflectionBias;SPTYPE_FLOAT;1.000000; g_MatReflectionBlur;SPTYPE_FLOAT;1.000000; g_AlphaValue;SPTYPE_FLOAT;1.000000; g_MatEmissiveColor;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;8; t_MipMapLODBias;SPTYPE_FLOAT;0.000000; t_DiffuseTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_plating_00_light_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.500000; t_AlphaTexture;SPTYPE_STRING;NULL; t_BumpTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_plating_00_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.000000; t_FilterTypeBump;SPTYPE_LONG;2; t_SpecularTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_plating_00_spec.dds; t_LightMapTexture;SPTYPE_STRING;NULL; t_CubeMapTexture;SPTYPE_STRING;effects\others\envmap_test.dds; 
              MATERIAL6: 1; 0x2000000; 1; argon.fx; 57; diffcompression;SPTYPE_BOOL;0; bumpcompression;SPTYPE_BOOL;0; speccompression;SPTYPE_BOOL;0; lightcompression;SPTYPE_BOOL;0; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.000000; TexAnimStartV;SPTYPE_FLOAT;0.000000; TexAnimEndU;SPTYPE_FLOAT;0.000000; TexAnimEndV;SPTYPE_FLOAT;0.000000; TexAnimDuration;SPTYPE_FLOAT;0.000000; TexAnimRotation;SPTYPE_FLOAT;0.000000; TexAnimOriginU;SPTYPE_FLOAT;0.500000; TexAnimOriginV;SPTYPE_FLOAT;0.500000; Brightness;SPTYPE_FLOAT;1.000000; contrast;SPTYPE_FLOAT;1.000000; saturation;SPTYPE_FLOAT;1.000000; hue;SPTYPE_FLOAT;0.000000; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; g_MatSpecularStrength;SPTYPE_FLOAT;3.000000; g_MatSpecularPower;SPTYPE_FLOAT;6.000000; g_MatReflectionStrength;SPTYPE_FLOAT;0.500000; g_MatReflectionBias;SPTYPE_FLOAT;1.000000; g_MatReflectionBlur;SPTYPE_FLOAT;1.000000; g_AlphaValue;SPTYPE_FLOAT;1.000000; g_MatEmissiveColor;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;8; t_MipMapLODBias;SPTYPE_FLOAT;0.000000; t_DiffuseTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_plating_00_dark_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.500000; t_AlphaTexture;SPTYPE_STRING;NULL; t_BumpTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_plating_00_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.000000; t_FilterTypeBump;SPTYPE_LONG;2; t_SpecularTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_plating_00_spec.dds; t_LightMapTexture;SPTYPE_STRING;NULL; t_CubeMapTexture;SPTYPE_STRING;effects\others\envmap_test.dds; 
              MATERIAL6: 2; 0x2000000; 1; argon.fx; 57; diffcompression;SPTYPE_BOOL;0; bumpcompression;SPTYPE_BOOL;0; speccompression;SPTYPE_BOOL;0; lightcompression;SPTYPE_BOOL;0; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.000000; TexAnimStartV;SPTYPE_FLOAT;0.000000; TexAnimEndU;SPTYPE_FLOAT;0.000000; TexAnimEndV;SPTYPE_FLOAT;0.000000; TexAnimDuration;SPTYPE_FLOAT;0.000000; TexAnimRotation;SPTYPE_FLOAT;0.000000; TexAnimOriginU;SPTYPE_FLOAT;0.500000; TexAnimOriginV;SPTYPE_FLOAT;0.500000; Brightness;SPTYPE_FLOAT;1.000000; contrast;SPTYPE_FLOAT;1.000000; saturation;SPTYPE_FLOAT;1.000000; hue;SPTYPE_FLOAT;0.000000; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; g_MatSpecularStrength;SPTYPE_FLOAT;3.000000; g_MatSpecularPower;SPTYPE_FLOAT;6.000000; g_MatReflectionStrength;SPTYPE_FLOAT;0.500000; g_MatReflectionBias;SPTYPE_FLOAT;1.000000; g_MatReflectionBlur;SPTYPE_FLOAT;1.000000; g_AlphaValue;SPTYPE_FLOAT;1.000000; g_MatEmissiveColor;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;8; t_MipMapLODBias;SPTYPE_FLOAT;0.000000; t_DiffuseTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_alu_00_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.500000; t_AlphaTexture;SPTYPE_STRING;NULL; t_BumpTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_alu_00_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.000000; t_FilterTypeBump;SPTYPE_LONG;2; t_SpecularTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_alu_00_spec.dds; t_LightMapTexture;SPTYPE_STRING;NULL; t_CubeMapTexture;SPTYPE_STRING;effects\others\envmap_test.dds; 
              MATERIAL6: 3; 0x2000000; 1; argon.fx; 57; diffcompression;SPTYPE_BOOL;0; bumpcompression;SPTYPE_BOOL;0; speccompression;SPTYPE_BOOL;0; lightcompression;SPTYPE_BOOL;0; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.000000; TexAnimStartV;SPTYPE_FLOAT;0.000000; TexAnimEndU;SPTYPE_FLOAT;0.000000; TexAnimEndV;SPTYPE_FLOAT;0.000000; TexAnimDuration;SPTYPE_FLOAT;0.000000; TexAnimRotation;SPTYPE_FLOAT;0.000000; TexAnimOriginU;SPTYPE_FLOAT;0.500000; TexAnimOriginV;SPTYPE_FLOAT;0.500000; Brightness;SPTYPE_FLOAT;1.000000; contrast;SPTYPE_FLOAT;1.000000; saturation;SPTYPE_FLOAT;1.000000; hue;SPTYPE_FLOAT;0.000000; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; g_MatSpecularStrength;SPTYPE_FLOAT;3.000000; g_MatSpecularPower;SPTYPE_FLOAT;6.000000; g_MatReflectionStrength;SPTYPE_FLOAT;0.500000; g_MatReflectionBias;SPTYPE_FLOAT;1.000000; g_MatReflectionBlur;SPTYPE_FLOAT;1.000000; g_AlphaValue;SPTYPE_FLOAT;1.000000; g_MatEmissiveColor;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;8; t_MipMapLODBias;SPTYPE_FLOAT;0.000000; t_DiffuseTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_struct_00_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.500000; t_AlphaTexture;SPTYPE_STRING;NULL; t_BumpTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_struct_00_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.000000; t_FilterTypeBump;SPTYPE_LONG;2; t_SpecularTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_struct_00_spec.dds; t_LightMapTexture;SPTYPE_STRING;NULL; t_CubeMapTexture;SPTYPE_STRING;effects\others\envmap_test.dds; 
              MATERIAL6: 4; 0x2000000; 1; argon.fx; 57; diffcompression;SPTYPE_BOOL;0; bumpcompression;SPTYPE_BOOL;0; speccompression;SPTYPE_BOOL;0; lightcompression;SPTYPE_BOOL;0; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.000000; TexAnimStartV;SPTYPE_FLOAT;0.000000; TexAnimEndU;SPTYPE_FLOAT;0.000000; TexAnimEndV;SPTYPE_FLOAT;0.000000; TexAnimDuration;SPTYPE_FLOAT;0.000000; TexAnimRotation;SPTYPE_FLOAT;0.000000; TexAnimOriginU;SPTYPE_FLOAT;0.500000; TexAnimOriginV;SPTYPE_FLOAT;0.500000; Brightness;SPTYPE_FLOAT;1.000000; contrast;SPTYPE_FLOAT;1.000000; saturation;SPTYPE_FLOAT;1.000000; hue;SPTYPE_FLOAT;0.000000; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; g_MatSpecularStrength;SPTYPE_FLOAT;3.000000; g_MatSpecularPower;SPTYPE_FLOAT;6.000000; g_MatReflectionStrength;SPTYPE_FLOAT;0.500000; g_MatReflectionBias;SPTYPE_FLOAT;1.000000; g_MatReflectionBlur;SPTYPE_FLOAT;1.000000; g_AlphaValue;SPTYPE_FLOAT;1.000000; g_MatEmissiveColor;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;8; t_MipMapLODBias;SPTYPE_FLOAT;0.000000; t_DiffuseTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_details_00_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.500000; t_AlphaTexture;SPTYPE_STRING;NULL; t_BumpTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_details_00_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.000000; t_FilterTypeBump;SPTYPE_LONG;2; t_SpecularTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_details_00_spec.dds; t_LightMapTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_details_00_light.dds; t_CubeMapTexture;SPTYPE_STRING;effects\others\envmap_test.dds; 
              MATERIAL6: 5; 0x2000000; 1; argon.fx; 57; diffcompression;SPTYPE_BOOL;0; bumpcompression;SPTYPE_BOOL;0; speccompression;SPTYPE_BOOL;0; lightcompression;SPTYPE_BOOL;0; nofiltering;SPTYPE_BOOL;0; autofree;SPTYPE_BOOL;0; Tex2;SPTYPE_BOOL;0; TexAnimStartU;SPTYPE_FLOAT;0.000000; TexAnimStartV;SPTYPE_FLOAT;0.000000; TexAnimEndU;SPTYPE_FLOAT;0.000000; TexAnimEndV;SPTYPE_FLOAT;0.000000; TexAnimDuration;SPTYPE_FLOAT;0.000000; TexAnimRotation;SPTYPE_FLOAT;0.000000; TexAnimOriginU;SPTYPE_FLOAT;0.500000; TexAnimOriginV;SPTYPE_FLOAT;0.500000; Brightness;SPTYPE_FLOAT;1.000000; contrast;SPTYPE_FLOAT;1.000000; saturation;SPTYPE_FLOAT;1.000000; hue;SPTYPE_FLOAT;0.000000; colormatrix;SPTYPE_BOOL;0; g_ColorWriteEnable;SPTYPE_LONG;15; g_Wrap;SPTYPE_LONG;0; g_CullMode;SPTYPE_LONG;2; g_AlphaBlendEnable;SPTYPE_LONG;0; g_BlendOp;SPTYPE_LONG;1; g_SrcBlend;SPTYPE_LONG;2; g_DestBlend;SPTYPE_LONG;1; g_ZEnable;SPTYPE_LONG;1; g_ZWriteEnable;SPTYPE_LONG;1; g_ALPHATESTENABLE;SPTYPE_LONG;0; g_LightAmbientIntensity;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; LightDir_Dir0;SPTYPE_LONG;0; LightDir_Color0;SPTYPE_FLOAT4;1.000000;1.000000;1.000000;0.000000; LightDir_Dir1;SPTYPE_LONG;0; LightDir_Color1;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; g_MatSpecularStrength;SPTYPE_FLOAT;3.000000; g_MatSpecularPower;SPTYPE_FLOAT;6.000000; g_MatReflectionStrength;SPTYPE_FLOAT;0.500000; g_MatReflectionBias;SPTYPE_FLOAT;1.000000; g_MatReflectionBlur;SPTYPE_FLOAT;1.000000; g_AlphaValue;SPTYPE_FLOAT;1.000000; g_MatEmissiveColor;SPTYPE_FLOAT4;0.000000;0.000000;0.000000;0.000000; t_FilterTypeDiffuse;SPTYPE_LONG;2; t_SamplerAddressMode;SPTYPE_LONG;1; t_SamplerMaxAnisotropy;SPTYPE_LONG;8; t_MipMapLODBias;SPTYPE_FLOAT;0.000000; t_DiffuseTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_panels_00_diff.dds; t_MinFilterTypeDiffuse;SPTYPE_LONG;3; g_MatDiffuseStrength;SPTYPE_FLOAT;0.500000; t_AlphaTexture;SPTYPE_STRING;NULL; t_BumpTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_panels_00_bump.dds; t_MinFilterTypeBump;SPTYPE_LONG;3; t_BumpMipMapLODBias;SPTYPE_FLOAT;0.000000; t_FilterTypeBump;SPTYPE_LONG;2; t_SpecularTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_panels_00_spec.dds; t_LightMapTexture;SPTYPE_STRING;C:\_WORKFOLDERS\CD-Meshes&Textures\_MESHES\DreadnaughtII\textures\dds\cap_panels_00_light.dds; t_CubeMapTexture;SPTYPE_STRING;effects\others\envmap_test.dds;
              Code:
              P 1; B ships\props\dockport_land02_fighter_dummy; N Bships\props\dockport_land02_fighter_dummy; b  // idx 1
              
              P 2; B ships\props\dockport_start_fighter_dummy; N Bships\props\dockport_start_fighter_dummy; b  // idx 2
              
              
              P 3; B ships\props\dockport_extern_standart; N Bships\props\dockport_extern_standart; b  // idx 3
              
              
              P 8; B ships\props\immturret_dummy; C 2; N Bships\props\immturret_dummy_2b01; b  // idx 8
              
              
              textures\dds\cap_plating_00_light_diff.dds
              \textures\dds\cap_plating_00_bump.dds
              textures\dds\cap_plating_00_spec.dds
              effects\others\envmap_test.dds
              textures\dds\cap_alu_00_diff.dds
              \textures\dds\cap_alu_00_bump.dds
              \textures\dds\cap_alu_00_spec.dds
              \textures\dds\cap_struct_00_diff.dds
              textures\dds\cap_struct_00_bump.dds
              textures\dds\cap_struct_00_spec.dds
              textures\dds\cap_details_00_diff.dds
              textures\dds\cap_details_00_bump.dds
              textures\dds\cap_details_00_spec.dds
              textures\dds\cap_details_00_light.dds
              \textures\dds\cap_panels_00_diff.dds
              \textures\dds\cap_panels_00_bump.dds
              \textures\dds\cap_panels_00_spec.dds
              \textures\dds\cap_panels_00_light.dds;
              Dernière modification par Stilgar, 29-08-2012, 13h53.

              Commentaire


              • #22
                I'm the stupidest man living on the earth hock: I spent a whole day trying thinks although the solution was there just under my eyes...


                In fact the problem is easy, your ship data was refering to a bad repertory for the scene.bod. Yeah that was just that, nothing more. And I tried that this morning, but as a stupid boy I just forget to save before testing so I didn't see I was right, until I retry this evening...


                So here is the file : http://www.mundusbellicus.fr/Telecha...attempt_V1.xsp


                Where to locate the error ?
                Open your Creator, then go to ship data. You'll see something like that :
                0;0;0.005997;0.004791;0.004486;SG_SH_M1;3511;15000 ;1599;102;1;10;217;9600;112;247;ships\SW\Dreadnaug ht\dreadnaught_scene;ships\teladi\cockpits\teladi_ m1_cp_scene;511;34;93200;0.014999;5;2;7;9;8;8;8000 ;11000;86;18;1;20;4;19;2;20;3;0;0;0;0;25;4;5;10560 00;37;38;0;0;7;2021;5;1;0;ships\props\cameradummy; 0;2;1;ships\props\cameradummy;25;3;2;ships\props\c ameradummy;26;4;3;ships\props\cameradummy;27;5;4;s hips\props\cameradummy;28;5;1;0;1;1;1;0;0;0;;-1;1;12;2;6;1;2;ships\props\immturret_dummy;8;ships \props\immturret_weapon;3;3;2;ships\props\immturre t_dummy;9;ships\props\immturret_weapon;3;5;2;ships \props\immturret_dummy;16;ships\props\immturret_we apon;3;7;2;ships\props\immturret_dummy;17;ships\pr ops\immturret_weapon;3;9;2;ships\props\immturret_d ummy;18;ships\props\immturret_weapon;3;11;2;ships\ props\immturret_dummy;19;ships\props\immturret_wea pon;3;13;8;3;4;13;2;ships\props\immturret_dummy;11 ;ships\props\immturret_weapon;3;15;2;ships\props\i mmturret_dummy;12;ships\props\immturret_weapon;3;1 7;2;ships\props\immturret_dummy;21;ships\props\imm turret_weapon;3;19;2;ships\props\immturret_dummy;2 2;ships\props\immturret_weapon;3;21;6;4;3;21;2;shi ps\props\immturret_dummy;14;ships\props\immturret_ weapon;3;23;2;ships\props\immturret_dummy;15;ships \props\immturret_weapon;3;25;2;ships\props\immturr et_dummy;24;ships\props\immturret_weapon;3;27;8;5; 4;27;2;ships\props\immturret_dummy;10;ships\props\ immturret_weapon;3;29;2;ships\props\immturret_dumm y;13;ships\props\immturret_weapon;3;31;2;ships\pro ps\immturret_dummy;20;ships\props\immturret_weapon ;3;33;2;ships\props\immturret_dummy;23;ships\props \immturret_weapon;3;1;739694;25;1;0;739694;33333;0 ;0;SS_SH_T_M1;
                All these lines link to a model file, if one is in a bad place, then the game won't launch it. So here just one file is from SW, the others are from X3 vanilla so we don't bother. It's the first line :
                0;0;0.005997;0.004791;0.004486;SG_SH_M1;3511;15000 ;1599;102;1;10;217;9600;112;247;ships\SW\Dreadnaug ht\dreadnaught_scene;
                This is where your game will search the bod/pbb file. Then go back file filters and look at that :


                Yours were refering to ships/... without the object, and the line in the ship data wasn't the exact name of the bod file. Also remember the ship data directly mention the ship directory, not the object one. So all that brainstorming for just a details, that's why I loooooooove modding so much :degout:

                Then this is the Dreadnaught, finally :


                The only thing I still don't know is : does this ship has textures ? I didn't tested that with the mod folder, so I don't how does it looks in the mod folder, but there it clearly lacks textures. However some of the ships we can found on egosoft are sometimes not final. Anyway if he has textures, then we just need to test some of them and then seeing which is the good one...

                This link is a good explanation : http://www.argonopedia.org/wiki/Trou...imported_ships too bad I've found that after the war...
                Dernière modification par Stilgar, 29-08-2012, 19h26.

                Commentaire


                • #23
                  HAHAHAHAHA.... You see? I have been saying the whole time that even though I don't have the knowledge, I "use the force" to KNOW IN MY BONES that the problem would be something very simple! I am still at work, but I am very anxious to get home and look into this and fully understand it. If so, then the way is clear for me to go ahead and begin work on isolating all of the ships in the mod.

                  I understand about the textures concerns you mention. If you look in the mod folder, there are many folders with extra files (effects, props, weapons, dds, etc) that maybe has some files that I didn't include.

                  Did you test the new working .xsp in a vanilla version of the game? Because if you remember, I said the .xsp WOULD work if the mod folders were installed, but would not work from vanilla. If the new .xsp version still doesn't work from true vanilla then I fear there is still a problem. That's why I keep a copy of the entire vanilla folder to copy and paste when I want to test any element.

                  But if it did work from vanilla, that is great news! I will be anxious to go straight to work. Probably have a video commercial for the mod by this weekend!

                  Commentaire


                  • #24
                    Yep I did test with X3AP vanilla, not with X3TC but I think that's the same.
                    Textures are in the dds folder, but there are so much files that I have no the motivation today to look at them, although I think some may apply easily, the best would be to have the source where you download the Dreadnaught, that would reduce the possibilities.

                    For others models files (in the object folder) the TShips file is using vanilla files, so I don't think they are needed. The model works great by itself, it is just a shining metal thing in the space but the rest is ok

                    Commentaire


                    • #25
                      Hmmmm... that's very interesting. The "ship data" code was taken directly from the Dreadnaught portion of the code. I didn't change anything in it. The Package Creator has a function where you press a button to choose which ship data code you want to use, and all the different ships are in a nice list to choose, like everything is ok. Oh well... as long as the majority of the problem has been pinpointed, I can most likely take everything from there for this catagory, with a few questions now and then if I hit a snag.

                      Also very good to hear it works in vanilla... the beast has TRULY been slain!

                      Commentaire


                      • #26
                        Yep, the fact is that the ship data is taken from a mod, so you have to adapt it. The load data is working but can't do everything.

                        Commentaire


                        • #27
                          Baaahhhhh!!!! AGAIN, I didn't have time to get into it last night. The car troubles I mentioned earlier resulted in the necessity to go buy a replacement, which took the whole night. I only had a moment to load the .xsp you supplied and observe it in the vanilla game.

                          I indeed see that it appears but with no textures. It seems strange to me that if there are bogus code references which incorrectly reference vanilla components, that the original .xsp would work correctly with textures and everything applied if the mod folders were present. But I'm sure once I finally get a moment at home to open the package creator and legitimately investigate what you have explained, then I will fully understand and be able to locate, include, and correctly reference the correct textures. After I completely understand how to include and correctly reference the body and texture files, the program actually makes it extremely easy to alter all of the rest of the ship specifics and behavior, and I am well acquainted with it.

                          Well... another day of waiting 12 whole hours at work until I can get home to do this...
                          Dernière modification par AmeerNuub, 30-08-2012, 12h57.

                          Commentaire


                          • #28
                            The textures must be added to the xsp file, however I didn't had the time to look at that huge folder. I've load the quick view from GIMP in order to see if one was easy to find for Dreadnaught, but it's just grey things so many could work, it's easier for little ships such as A-wing...

                            Commentaire


                            • #29
                              I had a (little) bit of time to look into the .xsp file thing last night. I see what you are explaining about only one line on the code referencing the Dreadnaught, and my missing the "objects" part of the file path. The other link you provided for troubleshooting was a great contribution too.

                              While I could be wrong, I'm guessing the generically named lines ( the camera dummies, the turrent references, etc) might be valid entries even though they do not have "Dreadnaught" in the name. There has to be something referencing the right texture and telling it to apply it because, again I tried my old .xsp file with the mod folders in place, and it showed up in game with textures and all. To my current understanding, that means that somewhere in some part of some code in my old .xsp file, there is a code reference to the textures, but since they weren't packed in and included in the .xsp itself, it only works if the mod folders are there for the code reference to draw from. The only problem is that I don't know which reference is the code reference that concerns textures.

                              This is how my old .xsp file shows up in game when the mod folders are present:

                              http://www.mediafire.com/?fawgcr4zrk4elnc

                              I looked in the .dds folder for texture files, and there are many that look generic, and many that include the ship name ( A-wing, etc. ) but none with the "Dreadnaught" name so I'm guessing it's a generic one. I'm not sure how to try each one to see if it is the correct one (such as the questions "where to insert, which order, leave the tships code for the mod Dreadnaught or alter it" etc.etc.)

                              I'm thinking maybe the texture references are not in the t-ships code (since I don't see them there) but maybe in the scene or body file itself... ???
                              Dernière modification par AmeerNuub, 31-08-2012, 13h52.

                              Commentaire


                              • #30
                                No, the data is about 3D models nothing more. Moreover, the files he is referring are cameras, and they are working, but mainly they are in the X3 vanilla folder already, so we do not need to attach them. *

                                I've looked at the .bod/.bob files and they are indeed referencing for .dds as I wrote that some posts above. The fact is that I tried them when still having the scene directory error, so I don't know if I was right. I'll try again that soon.

                                * Unless the mod you downloaded modified them, but I don't know about that, but anyway this has nothing to do with textures. I'm saying that because the mod folder has some camera files. I'll have a lookt at them, but they are used by many ships so I don't think they have textures informations.

                                Commentaire

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