Yes I did - in my sources. No new version was released. I'm waiting to gather more informations before I will release new version. The above post from Burianek is a good exampleBlackRain wrote:Doubleshadow just curious when you are going to change the speed equation in the editor or did you already?
Ehh... this is a bit problematic to explain - mainly with my english (and 'cos I'm lazy). The most important thing about turret and wepons modifications is that all the these informations are connected with the ship scene file.Bubba Fat wrote:I want to delete, or change, some turrets on a ship, and add some new guns to the front. I was able to equip front guns on the ship, but they won't fire.
Look at this post: How Turret and Gun data are conneted to ship scene
And try to look at X2 modding stickies. Can't easilly tell you more as this is the most advanced modding (well after the .obj hacking...). You will have to wait some time untill someone will release X3 modding tutorials (Deadly, Harlock - what do you think )
Again - you have to change the ship scene file.Also, I don't know how to change or add a physical gun model to the front.
Look at value sector - string ID Then you will have to add new string to the resource XML file. (I believe this is in the help)OCASPAWN wrote:I find when I create a new sector in a blank spot eg: x=0 y=10 it creates the sector ok but the name of it is [string300007:1021101] how can I give it a name?
Again this is somewhat difficult: In all cases you will have to add new entry in page ID 7 or 300007 with Text ID equal to the value found in X3E.
You can make copy of the 440001.xml, add the string and put it in your mod or you can make new xml file called for example 440123.xml and add only the single string you want. In that case you will also have to create an init script (with script editor) which will load such custom xml resource file. I'm not 100% that this approach work with custom sector names but that's what is used by script developers.