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Scripting/Modding Tutorials and Resources [updated 20/9/05]

Posted: Sat, 29. May 04, 01:25
by Burianek
List of Scripting / Modding Tutorials
Here are some threads that will prove invaluable if you're starting to learn how to script/mod for X2.

Latest updates are marked with a *

A few general notes:
Every link in this tutorial list will be to a thread on the egosoft board. If there's a good external resource, I'll link to a thread here, on the egosoft site, which links to the external resource. This way, the issue of broken links can be dealt with by whoever is referring / maintaining the external resource. Post all dead link questions to the thread in question, I won't be able to deal with them here. Fair enough?
By the same token, if you have a question about, for example, graphical modding, post it to the graphical modding thread and not here.
If you have a link/thread to some useful info that you'd like to see on this page, feel free to pm me or post it to this thread (along with what category you think it falls under). I'll try to keep this first post organized and up to date so that people don't have to wade through 20 pages to find the link they want.

If the only reason you're in this forum is to give yourself some free credits read this.

For those who simply want to learn how to use / install scripts and mods they download, and have no desire to create them.

How to remove an unsigned script that you no longer want in your game


Scripting

Script Editor Documentation:

MCSI Programmer's Handbook (pdf) very thorough, excellent work. This is a must have for anyone thinking of scripting!
(available to registered users only)


Beginner's Guides (Newbies Start Here):

Mark Laverty's Scripting Tutorials.


Good Scripting Practices / Script Editor Discussion:

Scripting Checklist - thinking of submitting your script for signing? make sure you run it through the checklist :) *


Tutorials Covering Multiple Topics:

Reven's Scripting Tutorials.
Topics covered:
- Tutorial 1: New X² Commands - Connect a script to X²'s Menu.
- Tutorial 2: Adding new command extension wares to X². How to create new wares and integrate them with commands
- Tutorial 3: Creationism Revisited: How to create planets, nebulas, gates, asteroids, factories, and ships.
- X² Math library - fixed point decimal & trig functions



Useful short scripts / tools / utilities:

Index of useful short scripts for scripters

X2 Script Conflict Report Program (unofficial) by Carl Sumner


Misc thoughts, lessons learned, tips / tricks:

Using the Script Debugger

Guide to the AL engine by ticaki

Xai Corp Scripting Handbook - allows any user to add/edit content. An indexed datadump of knowledge. Also maintains the list of used commands, wares, etc. (avoid conflict)

Adding experience levels in scripts

Thoughts by AalaarDB

Some of my thoughts on economy modeling / station creation

Tips for matrix manipulation using the S.E.

Discussion of the codearray underlying the Script Editor



Modding

External Editors:

DoubleShadow's X2 Editor supports multiple areas of modding, including ship / laser parameters and the galaxy map


Altering Game Parameters:

How to unpack game files and create a simple mod to alter game parameters.

How to add items to certain types files


Graphics / Meshes / Modeling for X2:

Index of many gfx modding tutorials and files / tools

How to copy / paste ships from one mod into another


Universe / Map modding:

Manually editing the galaxy using a text editor

Galaxy Editor by XeHonk (requires java) (Site appears to be down)

How to add new Sectors & Ships to the X-Universe


Sound Effects:

Changing What the BoardComputer Has to Say (Accessing the Soundfiles)



Links to external sites that deal with scripting and modding

Xai Corporation

The Commander's Space Station

X2 Source

***



If you want to have your 3rd party site included in this list, just create a thread that lists your site/sites so that I can link to that thread from here. See the XaiCorp link (it's an excellent example). That way, you're the author and you can deal with the link management in case you want to change / add urls etc. Then send me a pm with a link to the thread and I'll add it.
Cheers!

Posted: Sat, 29. May 04, 12:16
by CBJ
Good work Burianek. This will now be the master sticky thread for indexing key tutorials and other useful scripting resources.

Posted: Fri, 11. Jun 04, 23:08
by Commander Jamieson
For some X2 scripts and informative tutorials there is always The Commander's Space Station on

www.the-commander.com

Are you stuck in the Main Mission of X2 The Threat? No problems, check out the extensive mission walkthrough on the web site to help you to advance further in it.

Cheers

Posted: Fri, 23. Jul 04, 20:08
by SteelRush
Great resource post!

Posted: Fri, 10. Sep 04, 18:11
by LV
How to install downloaded scripts

Open up the folder which holds your x2 install
[ external image ]

[ external image ]


Thats about it.

Posted: Sat, 11. Sep 04, 08:14
by Burianek
Updated this post with your pics LV. Nice :D

help

Posted: Wed, 8. Dec 04, 14:27
by Valkiri
downloaded the files thingy for 3dmax n i cant use it can ne1 help

Posted: Fri, 10. Dec 04, 00:33
by frymaster
the MSCI handbook should get pride of place in this sticky :)

Posted: Fri, 10. Dec 04, 00:38
by CBJ
A very good point! Done.

Posted: Wed, 30. Mar 05, 01:49
by Galaxy613
Can you add my post to the list? :idea: :?:

Posted: Sat, 2. Apr 05, 07:01
by Burianek
New thread - 'Index of gfx modding threads' now linked as opposed to each individual topic.
New topic - 'Index of useful short scripts / tools / utilities' added, please feel free to post resources in the appropriate thread.
Cheers.

Posted: Tue, 12. Apr 05, 00:36
by Galaxy613
Can you add New Sectors&New Ships Thread under 'Universe / Map modding'? :? Thx

Posted: Thu, 19. May 05, 03:52
by ShadowTek
Hi you can add my site to external links if you like :)

***

Posted: Sun, 22. May 05, 19:24
by Pirate hater
Ok I am new to modding I would like to make my self a borg cube to replace the Xenon M2. My question is how easy would this be too do all I done before is make game maps for stuff like dungeon seige.

Also which tutorials would help me the most?

Posted: Sun, 22. May 05, 19:56
by Burianek
check out the link under the gfx/meshes/modeling section above. That's the one that should contain all the info you need.
Cheers.

Posted: Sun, 22. May 05, 20:03
by Pirate hater
Burianek wrote:check out the link under the gfx/meshes/modeling section above. That's the one that should contain all the info you need.
Cheers.
Thanks also is there any software I need and if so can I download from internet or is it stuff I need to buy? If it stuff which I need to buy do they do free trails with part of the software on i could use to try out?

Posted: Sun, 22. May 05, 20:23
by Burianek
Egosoft supports 3DS Max 5 & 6. Others have used other programs and then imprted them into Max and then out as egosoft files (sometimes sending them to someone with a copy of Max to do it for them)
I don't know about where to get them. I think there's discussion about various modeling programs in the threads that are linked from that link I gave you.
Cheers.

Simple Problem

Posted: Mon, 12. Sep 05, 03:40
by keitherwild6
Hi! I have been trying to get the doubleshadow editor for sometime now but everytime I dl the supposed extra files needed for it I end up with a corrupt file, I have a dial up and dling a couple times makes ya mad. LOL.

Well, what I really need is a step by step instruction.

My purpose is Simple:

1. Edit the weapon speed/damage/range of the game.
2. Edit the statistics of the Ships.

So what I need is:

1. The specific file names of the Doubleshadow editor I have the following:

a. x2e_runtime2_install.exe
b. vbRuntime_install.exe

2. The site to get them at besides the one listed.
3. How to install and make it work!

Thank you! If this answere elsewhere please point me at the right direction! thank you!

Posted: Mon, 12. Sep 05, 06:06
by Burianek
You'll get a better response to your questions about Doubleshadow's Editor if you post them in the thread devoted to his editor.
Someone will more than likely be able to help you in that thread.
(I'm assuming that you've read that thread first to see if your questions are already answered)
Cheers. :)

Posted: Tue, 1. Nov 05, 10:27
by Zigso
Couldn't find any more appropriate topic, sorry. I'd appreciate any hint on where does (if) exist full specification on the format of language files (such as 440001.xml) I'm trying translation of newborn X3 (format not changed since X2 or maybe even earlier times) into my native, but can't understand some points quite well. Thanks forward.