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rjtwins

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rjtwins

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23 comments

  1. rjtwins
    rjtwins
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    Sticky
    The zip file here WILL be outdated pretty much always.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.
  2. biovespa
    biovespa
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    here its working tnx :) is there also a version for x rebirth ?
    1. rjtwins
      rjtwins
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      Never played rebirth so nope.
  3. ScarabParamit
    ScarabParamit
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    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?
    1. rjtwins
      rjtwins
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      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.
  4. mercbeast
    mercbeast
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    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.
    1. rjtwins
      rjtwins
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      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.
  5. Sco1234
    Sco1234
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    Hi,

    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.
    1. rjtwins
      rjtwins
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      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.
  6. Sco1234
    Sco1234
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    Hi,

    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"/>
    1. rjtwins
      rjtwins
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      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?
    2. Sco1234
      Sco1234
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      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.
    3. rjtwins
      rjtwins
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      • 14 kudos
      I'll open up the model later and do some trouble shooting.
    4. rjtwins
      rjtwins
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      • 14 kudos
      I'm having some trouble extracting the model from the XML in the mod, mind sending me it?
    5. Sco1234
      Sco1234
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      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.
  7. deeperman
    deeperman
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    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?
    Spoiler:  
    Show


    1. rjtwins
      rjtwins
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      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).
    2. rjtwins
      rjtwins
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      So I can't upload any in-game models as they are owned by Egosoft so its gonna stay at abstract templates.
  8. Sco1234
    Sco1234
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    • 21 kudos
    Thank you very much for the script and your video tutorial!
  9. Sachlee
    Sachlee
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    OMG,
    Astrologists proclaim a week of tonnes of new ships
    http://en.homm.fun/~AyJ8Z
    Thanks, dude!
    1. deeperman
      deeperman
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      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!
  10. LeithalWaepon
    LeithalWaepon
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    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.
    1. ZEFFEZ
      ZEFFEZ
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      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 :(
    2. rjtwins
      rjtwins
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      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.