The zip file here WILL be outdated pretty much always. Therefore I suggest you download from the GitHub link in the description. I will do my best to keep the zip up to date but it's kinda annoying.
I have a problem and seems you know your way around models. I was able to unpack all game files to one place (allthough not root game folder but work folder), create .dae file and import it to blender, but parts of model are pitch black... have you ever encounter such problem and know how to fix it? On some models it looks like black regions are where Logos should go... so it's texture related? I think i got everything unpacked propery... but that was .cat unpacker, i need ot unpack textures to?
It has been years since I've worked with models from x4, but as far as I remember the textures are not extracted with the model and when repacking, are applied to the material (or something like that) but, could be very much wrong here. You should try asking on the x4 forums, back in the day there were some smart people there.
I know this will probably never be seen, but, is it possible to mirror on the Z axis as well? I see the naming scheme of top/bot/left/right. Left/right seems to trigger a mirror, but if top/bot is also supposed to, I can't seem to work it out.
The program does not do mirroring over the Z-axis at the moment, it would not be too hard to implement however I do not plan to work on it in the near future unfortunately.
For full documentation of please see the GitHub repo and refer to the naming scheme.
you wrote in your description the 4 kinds of waypoints: mass traffic, start dock waypoints, end dock waypoints and close link waypoints. Do you know what the function of each is? I know that, if i change the close link waypoints, sometimes the ship will dock further/closer away. But i don't know how and where i should set all waypoints correctly.
I'm reasonably sure its the something like the final approach path, although I don't know when or if docking ships adhere to it or just go to the final point. I've not experimented with what all the nodes do exactly ingame, just for support of them.
thank you for the wonderful tool. I think i have found a bug, did export a L turrent at the backside of a ship and it translate it to the front side (changed negativ z coordinate to positiv one)
Can you tell me what ship you were working on? Did you have the correct export settings? Also, did it actually translate to the wrong location in game?
Still on the Taranis. :-D Tried to do some weapons on the sides, where i need the quaternion. The export settings looks good and ingame both turrets were in the front side and not in the back.
I tried it with one shield on a back position and it runs fine. Maybe my fault at exporting. If it happens again, then i will be back. :-) Thanks for your efford.
Hello dear rjtwins. Thank you so much for your instrument! But I have a question. I tried to create a realistic universal template for engines and guns, but I did not succeed. When I convert the engine model to input.x3d the result is positive! The file input.x3d is created, but when I try to convert to output.xml. Nothing happens. I even tried to convert a simple cube into a template, nothing! In connection with this question! Could you make more templates for all types of ships? Or explain how to make a template yourself?
Здравствуйте уважаемый rjtwins. Спасибо огромное за ваш инструмент! Но у меня возник вопрос. Я попытался создать реалистичный универсальный шаблон для двигателей и орудий, но у меня ничего не получилось. Когда я конвертирую модель двигателя в input.x3d результат положительный! Файл input.x3d создается, но когда я пытаюсь конвертировать в output.xml ничего не происходит. Я даже пробовал простой куб конвертировать в шаблон, ничего! В связи с этим вопрос! Не могли бы вы сделать побольше шаблонов для всех видов кораблей? Или объяснить как сделать шаблон самому?
The models that are used have an off angle (mostly 90deg pitch) offset so when you use the snapping tool they snap wrong. I'm currently actually working on getting this fixed, it's taking some time because, well I'm a programmer and not a Blender. I agree it would be way nicer to see the actual model you are placing down. Also, I recommend you look at the naming scheme over at the egosoft forum post, in theory, you could use ANY object as long as it's not in a group (in Blender) and has the proper name in Blender (or another tool that exports to x3d).
Your predictions came true! But I do my version of the Pulsar with my hands in notepad ++ I'll post it soon! P.S. It is a pity that I have not found this tool before!
Just wondering since I'm noobish to blender well not really but to the 3d part I just consider myself a noob I can do the plate and cup and a few other things but have kinda been thinking it would be neat to make a ship just to see it in game the geometry wouldn't be too tough to do what I want to do. I wouldn't know how to do modules and stuff how does this tool help do you think you could do a tutorial when you have some time on how your mod works and how to use it while working on building a ship. I'll be looking at other tutorials on the egosoft site that rubberducky has up later but just thought I'd ask you now and also thank you for contributing to ship builders out there.
Yeah a video tutorial would be real nice, not just for this but also for just the basics of 3d modding in X4 in general, I have managed to export successfully but importing doesn't seem to work well :(
To be specific here this is NOT a tool to import and export models from and into your game. This is a tool that allows you to easily figure out how big, where and in what rotation new hardpoints are on existing models. The models in question are just there for a reference.
23 comments
Therefore I suggest you download from the GitHub link in the description.
I will do my best to keep the zip up to date but it's kinda annoying.
I was able to unpack all game files to one place (allthough not root game folder but work folder), create .dae file and import it to blender, but parts of model are pitch black... have you ever encounter such problem and know how to fix it? On some models it looks like black regions are where Logos should go... so it's texture related? I think i got everything unpacked propery... but that was .cat unpacker, i need ot unpack textures to?
For full documentation of please see the GitHub repo and refer to the naming scheme.
you wrote in your description the 4 kinds of waypoints: mass traffic, start dock waypoints, end dock waypoints and close link waypoints.
Do you know what the function of each is? I know that, if i change the close link waypoints, sometimes the ship will dock further/closer away.
But i don't know how and where i should set all waypoints correctly.
I've not experimented with what all the nodes do exactly ingame, just for support of them.
thank you for the wonderful tool.
I think i have found a bug, did export a L turrent at the backside of a ship and it translate it to the front side (changed negativ z coordinate to positiv one)
input.x3d:
DEF="group-back-right_lturret_1_ifs_TRANSFORM"
translation="-1.439769 -4.754608 0.244155"
scale="0.295000 0.305000 0.002500"
rotation="-0.499031 -0.019031 0.866375 3.146065"
output.xml:
<position x="143.9769" y="24.4155" z="475.4608"/>
<quaternion qw="0.0022361713414508397" qx="0.49902981255172346" qy="0.8663729384537222" qz="0.019030954715582495"/>
Did you have the correct export settings?
Also, did it actually translate to the wrong location in game?
Tried to do some weapons on the sides, where i need the quaternion.
The export settings looks good and ingame both turrets were in the front side and not in the back.
If it happens again, then i will be back. :-)
Thanks for your efford.
When I convert the engine model to input.x3d the result is positive! The file input.x3d is created, but when I try to convert to output.xml. Nothing happens.
I even tried to convert a simple cube into a template, nothing!
In connection with this question!
Could you make more templates for all types of ships? Or explain how to make a template yourself?
Здравствуйте уважаемый rjtwins. Спасибо огромное за ваш инструмент! Но у меня возник вопрос. Я попытался создать реалистичный универсальный шаблон для двигателей и орудий, но у меня ничего не получилось.
Когда я конвертирую модель двигателя в input.x3d результат положительный! Файл input.x3d создается, но когда я пытаюсь конвертировать в output.xml ничего не происходит. Я даже пробовал простой куб конвертировать в шаблон, ничего!
В связи с этим вопрос!
Не могли бы вы сделать побольше шаблонов для всех видов кораблей? Или объяснить как сделать шаблон самому?
Astrologists proclaim a week of tonnes of new ships
http://en.homm.fun/~AyJ8Z
Thanks, dude!
But I do my version of the Pulsar with my hands in notepad ++
I'll post it soon!
P.S. It is a pity that I have not found this tool before!