Search found 3401 matches
- Tue, 31. Dec 13, 19:01
- Forum: X Rebirth - Scripts and Modding
- Topic: [Tool] .xmf/.xac <-> .dae converter
- Replies: 185
- Views: 99974
- Tue, 31. Dec 13, 17:50
- Forum: X Rebirth - Scripts and Modding
- Topic: [Tool] .xmf/.xac <-> .dae converter
- Replies: 185
- Views: 99974
Right im now using 3dsmax with no problems, the 2014 dae exporter works fine was just me misreading something. New problem for those that love xml. Trying to add a new collection and texture to the material_library file but not having any luck. Im not getting any errors in the debug file but im not ...
- Tue, 31. Dec 13, 15:26
- Forum: X Rebirth - Scripts and Modding
- Topic: [Tool] .xmf/.xac <-> .dae converter
- Replies: 185
- Views: 99974
I think that's the same exporter that's included in 2014, it doesn't like a few things, I am going to experiment today if I cant a chance. Much prefer 3dsmax to blender already. I might try and ask egosoft if they can give some pointers to there 3dsmax work flow with regards to how to export. But fi...
- Tue, 31. Dec 13, 01:56
- Forum: X Rebirth - Scripts and Modding
- Topic: [Tool] .xmf/.xac <-> .dae converter
- Replies: 185
- Views: 99974
Hmm, I have tired that and it doesn't seem to always work, maybe im just doing something silly with not being used to blender. I have seen this <author>Benedikt</author> <authoring_tool>3dsMax 12 - Feeling ColladaMax v3.1.1_3.1.1 r6746.</authoring_tool> In some of Egos files, I thought that was mayb...
- Tue, 31. Dec 13, 01:26
- Forum: X Rebirth - Scripts and Modding
- Topic: [Tool] .xmf/.xac <-> .dae converter
- Replies: 185
- Views: 99974
Now im trying to figure out scaling, I am having great difficulty in simply changing the size of the model. Twice in the last few hours I have been able to change the models size in blender but it seems really temperamental. Changing the scale of the root nodes, the mesh its self all seem to have no...
- Mon, 30. Dec 13, 22:38
- Forum: X Rebirth - Scripts and Modding
- Topic: [Tool] .xmf/.xac <-> .dae converter
- Replies: 185
- Views: 99974
- Mon, 30. Dec 13, 22:29
- Forum: X Rebirth - Scripts and Modding
- Topic: [Tool] .xmf/.xac <-> .dae converter
- Replies: 185
- Views: 99974
- Mon, 30. Dec 13, 21:22
- Forum: X Rebirth - Scripts and Modding
- Topic: [Tool] .xmf/.xac <-> .dae converter
- Replies: 185
- Views: 99974
- Mon, 30. Dec 13, 21:15
- Forum: X Rebirth - Scripts and Modding
- Topic: [Tool] .xmf/.xac <-> .dae converter
- Replies: 185
- Views: 99974
- Mon, 30. Dec 13, 21:05
- Forum: X Rebirth - Scripts and Modding
- Topic: [Tool] .xmf/.xac <-> .dae converter
- Replies: 185
- Views: 99974
- Mon, 30. Dec 13, 20:09
- Forum: X Rebirth - Scripts and Modding
- Topic: [Tool] .xmf/.xac <-> .dae converter
- Replies: 185
- Views: 99974
Ok that makes sense now, I was trying to figure out what the X....X Part was, forgot that the material file is split into sections. This is my XML output now from your tool for my cube: <components> <component name="units_kill_box"> <source geometry="\Extensions\SBMod_Test\assets\units\size_l\units_...
- Mon, 30. Dec 13, 15:39
- Forum: X Rebirth - Scripts and Modding
- Topic: [Tool] .xmf/.xac <-> .dae converter
- Replies: 185
- Views: 99974
Take a look at that file it has the working ship change in it. Im going to try and get a cube in the game now minus what ever files are not working and textures (no idea how these work yet as they do not show in blender/3dsmax) then ill do a write up. So far I have the macros and .xmf files for a cu...
- Mon, 30. Dec 13, 15:35
- Forum: X Rebirth - Scripts and Modding
- Topic: [Tool] .xmf/.xac <-> .dae converter
- Replies: 185
- Views: 99974
http://sbmod.co.uk/Mod_Downloads/SBMod_Test.zip
That's a working extension. Inside the folder conation the data is a folder containing all the files that didn't work.
That's a working extension. Inside the folder conation the data is a folder containing all the files that didn't work.
- Mon, 30. Dec 13, 14:21
- Forum: X Rebirth - Scripts and Modding
- Topic: [Tool] .xmf/.xac <-> .dae converter
- Replies: 185
- Views: 99974
Success, I have a modified ship in the game. There is at lest one or more bugged xmf files. Im testing them one by one at the moment.. Ill create a list here and update it as I go. Working files: part_main-lod0.xmf -- Only file I changed in blender, moved a few faces around. anim_poslights-lod0.xmf ...
- Mon, 30. Dec 13, 02:11
- Forum: X Rebirth - Scripts and Modding
- Topic: [Tool] .xmf/.xac <-> .dae converter
- Replies: 185
- Views: 99974
I did redirect the file in the macro/components file. hopefully if ill remove that it will clear up the errors. Edit: Now the game is crashing when loading a new game. I have a full macro file in extensions\SBMod_Test\assets\units\size_l\Macros. This is an Ego file. And in the units_size_l_hydrogen_...
- Mon, 30. Dec 13, 01:27
- Forum: X Rebirth - Scripts and Modding
- Topic: [Tool] .xmf/.xac <-> .dae converter
- Replies: 185
- Views: 99974
:oops: Forgot about that. Lots of errors in the file heres just a few, ill go though them tomorrow. [=ERROR=] Error in default context: ShipGenerator: No ship generated using group/ref/macro units_size_l_hydrogen_collector_macro [General] ====================================== [General] ============...
- Mon, 30. Dec 13, 00:59
- Forum: X Rebirth - Scripts and Modding
- Topic: [Tool] .xmf/.xac <-> .dae converter
- Replies: 185
- Views: 99974
- Mon, 30. Dec 13, 00:53
- Forum: X Rebirth - Scripts and Modding
- Topic: [Tool] .xmf/.xac <-> .dae converter
- Replies: 185
- Views: 99974
Next interesting thing, using your line of code UniTrader and using a quick MD script that spawn that ship in the players zone. The ship is no longer appearing. Where as before I made the change it was there on ever start. I wonder if the game if it knows a file is incorrect for some reason doesn't ...
- Mon, 30. Dec 13, 00:15
- Forum: X Rebirth - Scripts and Modding
- Topic: [Tool] .xmf/.xac <-> .dae converter
- Replies: 185
- Views: 99974
- Sun, 29. Dec 13, 21:43
- Forum: X Rebirth - Scripts and Modding
- Topic: [Tool] .xmf/.xac <-> .dae converter
- Replies: 185
- Views: 99974
Ill take a look at your mod and see what's different and go from there. Ill write something up once ive got a model in game if no one beats me to it. Edit: Bit more info now im not eating. Im trying to replace a mode, not create a new one yet. I have got a diff for both the components and macro file...