Creating a New Ship (X3TC)--Help appreciated

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piccardsheir

piccardsheir avatar
Level badge Boguey (2)
Posted 11 years ago.

Hello, I have been working on importing a ship from another game (Mass Effect 3) into my own for my personal use (and IF Bioware approves, I may be able to eventually upload the ships when I'm done). After working on this first ship since midday Monday, I was able to import the model into GMax, and even get the original textures from ME3. I then was able to save all aspects as bod files and convert them to a bob format. Using X3 Editor 2 from doubleshadow, I am able to then view the model fully textured with the 3D Viewer, however that only works for the body file. The scene file "pretends" to load, and then a tab opens with a blank grid and no ship to be seen. I can import the ship back into GMax just fine and export just fine.

I am new to doing anything more complex with modding other than the simple cut => paste operations and mod manager stuff, but I have looked at multiple tutorials on multiple forums and sites. Including:

Custom Ships HELP: http://roguey.co.uk/forum/viewtopic.php?id=294&p=2
X Wiki: http://www.xwiki.chaos.net.nz/How_to_build_a_TS_class_ship
KillerTide's Ship Modding Tutorial: http://roguey.co.uk/x3/edit/killertide/ship_tutorial1.php

I even started a topic on egosoft's website (http://forum.egosoft.com/viewtopic.php?t=330475&postdays=0&postorder=asc&start=15), but so far, I've been having a dialogue with only one other person and am looking for another perspective, so I thought I would ask here as well. Any help appreciated.

Piccards.Heir

piccardsheir

piccardsheir avatar
Level badge Boguey (2)
Posted 11 years ago.

The following is my most recent scene file:

//# Exported with dbox2 1.13 from 001.gmax at 11/30/2012 10:05:42 PM

VER: 6;

P 0; B shipsalliancessv_everest; C 1; N Bshipsalliancessv_everest_1b; b // idx 0
{ 0x2002; 0; 0; 0; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 1; B shipspropsweapondummy; C 1; N Bshipspropsweapondummy_1; b // idx 1
{ 0x2002; 26000; -64845; 410952; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 2; B shipspropsweapondummy; C 1; N Bshipspropsweapondummy_1; b // idx 2
{ 0x2002; -26000; -64845; 410952; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 3; B shipspropsweapondummy; C 1; N Bshipspropsweapondummy_1; b // idx 3
{ 0x2002; 0; -4643; 376634; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 4; B effectsengineseverest_eng1; N effectsengineseverest_eng1; // idx 4
{ 0x2002; 99; 4554; -386603; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 5; B effectsengineseverest_eng2; N effectsengineseverest_eng2; // idx 5
{ 0x2002; 81; -19768; -338834; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 6; B shipspropscameradummy; C 1; N Bshipspropscameradummy_1; b // idx 6
{ 0x2002; 0; 52000; -94967; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

Roguey

Roguey avatar
Level badge Trueguey (22)
Posted 11 years ago.

hi and welcome to the forum Wave

hmm.. well I think dbox2 can only load in uncompressed files bod, not bob's. So have both in the same path when trying to load the scene (it should try and load in the uncompressed version). I would recommend that you have extracted objects from the dat's to a path on your hdd. When loading in scenes its very important you get all the paths setup correctly, so check that in dbox2 (I would recommend using that extracted object folder).

as for the scene, it looks okay although looks like my forum has ate all the comas - I guess it was hungry.

Hopefully ktide will be around soon and can help you better than I, as im not that experienced modeller.

piccardsheir

piccardsheir avatar
Level badge Boguey (2)
Posted 11 years ago.

I added > to show folder paths

//# Exported with dbox2 1.13 from 001.gmax at 11/30/2012 10:05:42 PM

VER: 6;

P 0; B ships > alliance > ssv_everest; C 1; N Bships > alliance > ssv_everest_1b; b // idx 0
{ 0x2002; 0; 0; 0; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 1; B ships > props > weapondummy; C 1; N Bships > props > weapondummy_1; b // idx 1
{ 0x2002; 26000; -64845; 410952; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 2; B ships > props > weapondummy; C 1; N Bships > props > weapondummy_1; b // idx 2
{ 0x2002; -26000; -64845; 410952; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 3; B ships > props > weapondummy; C 1; N Bships > props > weapondummy_1; b // idx 3
{ 0x2002; 0; -4643; 376634; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 4; B effects > engines > everest_eng1; N effects > engines > everest_eng1; // idx 4
{ 0x2002; 99; 4554; -386603; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 5; B effects > engines > everest_eng2; N effects > engines > everest_eng2; // idx 5
{ 0x2002; 81; -19768; -338834; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 6; B ships > props > cameradummy; C 1; N Bships > props > cameradummy_1; b // idx 6
{ 0x2002; 0; 52000; -94967; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

piccardsheir

piccardsheir avatar
Level badge Boguey (2)
Posted 11 years ago.

I forgot to mention:

The ship shows up in the cheat menu as "readtext" and then the number of the name entry in the resource file.
I can create the ship via the cheat menu, but all that shows up in game when I target it is a small target tracker; no model appears in game

Roguey

Roguey avatar
Level badge Trueguey (22)
Posted 11 years ago.

ah, well the readtext issue will be due to how its defined in types/tships - the id you gave for its name id. Tship tells x about all the lasers, view-points, stats and even which scene file to use. You should be able to add new ships to vanila tship list - however add your new ship to the bottom of the list with X3Editor.

piccardsheir

piccardsheir avatar
Level badge Boguey (2)
Posted 11 years ago.

It just occurred to me to look at the trace window when I tried to load the Everest Class into the 3d viewer. I'll link to a screen shot.
Picture

Roguey

Roguey avatar
Level badge Trueguey (22)
Posted 11 years ago.

hmmm.. well you could of made it a bit bigger :p

looks like a lot of invalided models - I guess its how they are saved has pbd?. How come the files are pbd? shouldnt they be bod's (uncompressed, text) and bob's (compressed by X2BC)?

piccardsheir

piccardsheir avatar
Level badge Boguey (2)
Posted 11 years ago.

Yeah. I'm currently in the process of rebuilding the ship from it's base components: importing them into GMax, and re-assembling them.

Ok, finished re-assembling the pieces, but now when I try to open the bob in the 3d viewer, the trace viewer gives me a list of lines saying Error-File does not exist.

Also, just realized I accidentally skipped the x2bc step...
Ok, used x2bc. Error message appears for the ship model bod when compiling:

Error (17039361): Face normal: expected value after ';'
Line 2192 Column 94 in File C:X_Universe_DataX3TCobjectsshipsalliancessv_everest_class.bod

um...what? Sorry, I am still very new to actual modding that isn't just cut/paste and plugin manager stuff...

Roguey

Roguey avatar
Level badge Trueguey (22)
Posted 11 years ago.

hmmm.. it kind-of suggest its something to do with the object in gMax. Have you Reset XForm in Utilities menu before exporting? also how have you done the textures? I think x wants them imported from another bod before its happy.

however im not really a modeller, so its hard for me to know exactly. I was hoping ktide would be here to help.

piccardsheir

piccardsheir avatar
Level badge Boguey (2)
Posted 11 years ago.

Yes, and I used mat6editor to do textures. Unfortunately, the situation hasn't changed...

I'm going to try importing a different model and work from the beginning. If I can get that to work, maybe it will provide insight into the problem.

No dice. It seems to be an issue with the model, I think. Maybe GMax? Or DBOX2? I'm going to try re-installing the program and plugin.

Ok, I was able to compile the bod files without errors. Turned out to be a texture issue. The model still shows up when its just the body file but the scene file refuses to show anything still. The trace window shows me two types of errors for various parts of the scene file:

model format textModel is not supported

and

file does not exist.

After working on this one ship for the past week, I am beginning to get very frustrated.

Roguey

Roguey avatar
Level badge Trueguey (22)
Posted 11 years ago.

I can understand, and when I did some I did find the whole thing all abit unfriendly, as dbox2/x/gmax all want things done a set way, otherwise you get some confusing error message. I do remmeber having a lot of problems because of the material definitions although. Even PJM (who helped on my X3 Mod had some problems with the materials).

Have you tried loading in like a Argon M6/1/2, wiping the model out, making something then exporting with dbox2? Sometimes I would manually open up the bod file, and replace the material definition from another ship.

I could have a look at the files - to make its sort-of correct, as I dont have gMax install atm, but I could atleast see whats going on.

piccardsheir

piccardsheir avatar
Level badge Boguey (2)
Posted 11 years ago.

I would appreciate that. Just let me know where to send the files you would need in order to make a thorough examination.

PS: I did fix the text error in tships. At leas the ships show up in the cheat menu now.

Roguey

Roguey avatar
Level badge Trueguey (22)
Posted 11 years ago.

my email can be found here. Ill have a look and see what I can see Smile

[update] ive tried to email you 3 times with what ive found, and im getting Delivery Status Notification (Failure)‏ Cry

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