doubleshadow's X3 Editor (0.15 - patch 2.0 compatible)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Posts: 246
- Joined: Mon, 3. Nov 03, 00:34
-
- Posts: 2880
- Joined: Fri, 17. Feb 06, 04:55
Hehehe, and now I get to check it for accuracy
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
-
- Posts: 265
- Joined: Fri, 7. Jul 06, 11:36
@doubleshadow: some guys in the german forum including me had some problems with your x2bc. it seems like your bob compiler does something wrong with the map settings. usually bump maps only work with bob format. but when compiling an original x3 model to bod and to bob again the bump map doesnt work anymore.
now i wanted to ask, if you could have a look at that special problem.
and a wish of mine would be to have a more likely ui. it is quite time consuming to compile all the stuff in dos modus, if you could make some kind of windows ui where you just have to press some buttons it would be very kind! of course just if you have the time to do it. main problem is the non functional bump maps.
regards
I_E_Maverick
now i wanted to ask, if you could have a look at that special problem.
and a wish of mine would be to have a more likely ui. it is quite time consuming to compile all the stuff in dos modus, if you could make some kind of windows ui where you just have to press some buttons it would be very kind! of course just if you have the time to do it. main problem is the non functional bump maps.
regards
I_E_Maverick
-
- Posts: 1277
- Joined: Sat, 12. Nov 05, 19:46
Completely seconded by yours truely, as noted via PM (hopefully )
The Xtended Mod
Need Help?
Ask Questions / View the FAQ's at TheXUniverse Forums
Read the News on Mod Developments at our Website
Need Help?
Ask Questions / View the FAQ's at TheXUniverse Forums
Read the News on Mod Developments at our Website
-
- Posts: 265
- Joined: Fri, 7. Jul 06, 11:36
-
- Posts: 1277
- Joined: Sat, 12. Nov 05, 19:46
I meant to DS, I'm his faithfull spammer
The Xtended Mod
Need Help?
Ask Questions / View the FAQ's at TheXUniverse Forums
Read the News on Mod Developments at our Website
Need Help?
Ask Questions / View the FAQ's at TheXUniverse Forums
Read the News on Mod Developments at our Website
-
- Posts: 265
- Joined: Fri, 7. Jul 06, 11:36
-
- Posts: 441
- Joined: Fri, 17. Nov 06, 21:09
When opening a map in the Galaxy Editor of this editor, there are two x3_universe.xml files, one in 04.dat and one in 05.dat, which one do i have to edit, or do i have to apply the same changes to both files, like sync them ? (If i add a roid at 34,21,-2 to the 04, i have to add a roid at 34,21,-2 to the 05 or else it doesn't work ?)
-
- Posts: 2880
- Joined: Fri, 17. Feb 06, 04:55
The Roids were added in the x3_universe_v13_patch file, there is one in 05 and 06.
Extract the one from 06, modify it and then put it into a new false patch to make it the 'selected' one.
Extract the one from 06, modify it and then put it into a new false patch to make it the 'selected' one.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
-
- Posts: 441
- Joined: Fri, 17. Nov 06, 21:09
-
- Posts: 2880
- Joined: Fri, 17. Feb 06, 04:55
There are several map files
09: x3_universe_v200_patch - This addes the new sectors, and a few items throughout the universe, as well as gates.
06: x3_universe_v131_patch - Adds the Tractor beam factories
06: x3_universe_v13_patch - updated version that adds roids. original is in 05
05: x3_universe - updated universe map. Contains an update to the original objects in the universe. Original in 04
To make a false patch:
09: x3_universe_v200_patch - This addes the new sectors, and a few items throughout the universe, as well as gates.
06: x3_universe_v131_patch - Adds the Tractor beam factories
06: x3_universe_v13_patch - updated version that adds roids. original is in 05
05: x3_universe - updated universe map. Contains an update to the original objects in the universe. Original in 04
To make a false patch:
- 1) Use Mod Manager to extract the map file you want to modify (the v200 will work
2) Use the Galaxy Editor, in game or from X3E, to modify the map
3) With Mod Manager, create a New patch file (should be 1 number higher than any other, ie: last ES patch was 09, so you'd use 10)
4) Drag and Drop the universe map file onto Mod Manager, and type 'maps' (no upper case) when it asks you where. Select 'Yes' for compression.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
-
- Posts: 818
- Joined: Sat, 10. Dec 05, 13:30
-
- Posts: 441
- Joined: Fri, 17. Nov 06, 21:09
-
- Posts: 186
- Joined: Sat, 29. Jul 06, 10:43
copy the map in the maps folder before starting x3 to make it available in the ingameeditor.
but i also don't know which one i have to edit in x3 2.0.02?
i just want to edit some sectors in the originial 2.0.02 map, which xml file is that?
because the v200_patch is only a small file with the 2.0 changes?
arrrgh, the 2.0.02 map ist not available in a single file?
is there a "Fan version" available somewhere with all in one file for newbies like me?
bye the way, how can i connect sectors with gates in x3e and how can i change the target of the gates?
i'm afraid i can't figure it out.
but i also don't know which one i have to edit in x3 2.0.02?
i just want to edit some sectors in the originial 2.0.02 map, which xml file is that?
so this mean if open and edit the x3_universe.xml i only have the 1.3 map?Jakesnake5 wrote:There are several map files
09: x3_universe_v200_patch - This addes the new sectors, and a few items throughout the universe, as well as gates.
because the v200_patch is only a small file with the 2.0 changes?
arrrgh, the 2.0.02 map ist not available in a single file?
is there a "Fan version" available somewhere with all in one file for newbies like me?
bye the way, how can i connect sectors with gates in x3e and how can i change the target of the gates?
i'm afraid i can't figure it out.
-
- Posts: 90
- Joined: Mon, 31. Oct 05, 00:19
Take a look at this http://www.xperiment.co.uk/files/modding.pdf it's brilliant and it shows you how to combine maps into 1 custom file so you can then make your own custom galaxy. (skip to the bottom of page 12 for the part you are interested in) I managed to do it so can't be that trickyso this mean if open and edit the x3_universe.xml i only have the 1.3 map?
because the v200_patch is only a small file with the 2.0 changes?
arrrgh, the 2.0.02 map ist not available in a single file?
is there a "Fan version" available somewhere with all in one file for newbies like me?
bye the way, how can i connect sectors with gates in x3e and how can i change the target of the gates?
i'm afraid i can't figure it out.
-
- Posts: 186
- Joined: Sat, 29. Jul 06, 10:43
-
- Posts: 9837
- Joined: Wed, 25. Jan 06, 14:26
Doubleshadow, one slight issue I noticed with the galaxy editor. When you add the new billboard to a sector, the video isn't played on it, in game. It's easily fixed in a text editor tho. The only problem is, when adding about 3-4 of them in each core sector (thought it'd feel more lively with several of them in the cores), and editing the lines is tedious.
How it is when the editor adds them:
How it needs to be for the video to be played on the boards:
The f="1" and v="-1" tags are missing.
Just thought I'd let you know.
How it is when the editor adds them:
Code: Select all
<o t="20" s="SS_SPECIAL_SIGN4" x="6653668" y="-1275000" z="571800" a="0" b="0" g="0"/></o>
Code: Select all
<o f="1" t="20" s="SS_SPECIAL_SIGN4" x="6653668" y="-1275000" z="571800" a="0" b="0" g="0" v="-1"/></o>
Just thought I'd let you know.
-
- Posts: 2880
- Joined: Fri, 17. Feb 06, 04:55
the 'f' is a different type of definition.
Most 'potential' stations (ie: the ones that are NOT defined to be in the game from start, but are GOD defined based on the economy variables) are '2'. '1' is used for the Hidden ships as well.
The v= is usually used in some 'special' items definitions (type 20). Specifically the 'debris' items like those stations in Presidents end, and the remnants of Kyle Brennans ship in the Kha'ak sector. As all those entries use '0', its not used for anything. '-1' is similar to 0, which may be the 'default' state.
So only the 'f' entry may be used.
Have you tried only editing in the 'f', and not the 'v'?
Most 'potential' stations (ie: the ones that are NOT defined to be in the game from start, but are GOD defined based on the economy variables) are '2'. '1' is used for the Hidden ships as well.
The v= is usually used in some 'special' items definitions (type 20). Specifically the 'debris' items like those stations in Presidents end, and the remnants of Kyle Brennans ship in the Kha'ak sector. As all those entries use '0', its not used for anything. '-1' is similar to 0, which may be the 'default' state.
So only the 'f' entry may be used.
Have you tried only editing in the 'f', and not the 'v'?
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
-
- Posts: 9837
- Joined: Wed, 25. Jan 06, 14:26
-
- Posts: 671
- Joined: Fri, 12. Mar 04, 08:14
@fud
@jakesnake5
Thanks for noticing me. However as I stated long time ago, GE in X3 Editor is not officially supported - if it works, I'm glad to hear that. If it doesn't, I'm sorry.
However I started rewriting the GE. But it's now on hold because of x2bc.
@jakesnake5
Thanks for noticing me. However as I stated long time ago, GE in X3 Editor is not officially supported - if it works, I'm glad to hear that. If it doesn't, I'm sorry.
However I started rewriting the GE. But it's now on hold because of x2bc.