External Docking Sorted (real, no scripting) + Custom Asteroid Base (pix)
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Earthpilot,
Sorry, I didn't see your post until just now.
1. The way I position the 19027 and 19026 bodies is to import (using DBOX) the appropriate "dummy" file from the unpacked \objects\ships\props folder into 3dMax. I'm at work at the moment, but will post the names of the respective files when i get home.
2. The custom external docking parts I use are based on the old X2 docking parts. Are you wanting to use the old animated parts...and if so, do you want animation? The reason I ask is that I've been thinking about trying to make a custom animated docking port for fighters, based on something similar to the old X2 parts.
3. Interior station scenes...hmmmm. I'll have to give this one some thought. There were clearly special provisions made in the X2 code to handle station docking...something like a "mini jump gate" that transferred your ship to the internal station scene specified in the TFactories or TDocks files. Obviously something like this still is possible, given the high-speed asteroid chase scene, but there needs to be a way of triggering the event. In the case of the asteroid chase scene, it is the plot. Anyway, it's an intriguing question, and I'll certainly give it some thought.
Sorry, I didn't see your post until just now.
1. The way I position the 19027 and 19026 bodies is to import (using DBOX) the appropriate "dummy" file from the unpacked \objects\ships\props folder into 3dMax. I'm at work at the moment, but will post the names of the respective files when i get home.
2. The custom external docking parts I use are based on the old X2 docking parts. Are you wanting to use the old animated parts...and if so, do you want animation? The reason I ask is that I've been thinking about trying to make a custom animated docking port for fighters, based on something similar to the old X2 parts.
3. Interior station scenes...hmmmm. I'll have to give this one some thought. There were clearly special provisions made in the X2 code to handle station docking...something like a "mini jump gate" that transferred your ship to the internal station scene specified in the TFactories or TDocks files. Obviously something like this still is possible, given the high-speed asteroid chase scene, but there needs to be a way of triggering the event. In the case of the asteroid chase scene, it is the plot. Anyway, it's an intriguing question, and I'll certainly give it some thought.
- Earthpilot
- Posts: 917
- Joined: Sun, 23. Feb 03, 19:43
Thanks, DeadlyDa,
1. OK seems BodyData.txt gives the answer:
The latter is happening with 19026, too.
2. It is Ok when the ships can actually dock ( Same thing like your Monsoon gunboat , as far as i know ).
However it would be a nice eye-candy if we could do something like the hangar of a Star Wars Mon Calamari Cruiser with all ships visible inside the hangar.
3. No research progress on my side so far.
1. OK seems BodyData.txt gives the answer:
However I had a look at them and my problem is , that I can't glue all parts of that scene together ( gmax noob ) . So everytime I am positioning the hangar in gmax, it turns out 180° degrees rotated and wrong positioned.19026; 0; 0; -1; stations\docks\dockCarrier_quicklaunch_scene_dummy;
19027; 0; 0; -1; stations\docks\dockCarrier_scene_dummy;
The latter is happening with 19026, too.
2. It is Ok when the ships can actually dock ( Same thing like your Monsoon gunboat , as far as i know ).
However it would be a nice eye-candy if we could do something like the hangar of a Star Wars Mon Calamari Cruiser with all ships visible inside the hangar.
3. No research progress on my side so far.
I'm a bit confused when you say that "...I can't glue all parts of that scene together". The Dummy parts are all you need. All of the parts that are in the associated scene file are combined into that single "dummy" part. If you import the dummy file, and rotate it the way you want it (not forgetting to rename it to 19026/27), then it should render fine.However I had a look at them and my problem is , that I can't glue all parts of that scene together ( gmax noob Embarassed ) . So everytime I am positioning the hangar in gmax, it turns out 180° degrees rotated and wrong positioned.
The latter is happening with 19026, too.
Hint: Re-importing your scene files with DBOX is a great way to ensure your model will show up in X3 exactly the way you want it to...without having to actully try them in-game.
As a quick "heads up", there is a nice tutorial on creating custom docks over on X-Wiki.
Pop over to http://www.xwiki.chaos.net.nz/index.php ... ustom_dock and have a look. Free to update the tutorial if you see something wrong, and of course since it's a "wiki", you can always add your own content
Pop over to http://www.xwiki.chaos.net.nz/index.php ... ustom_dock and have a look. Free to update the tutorial if you see something wrong, and of course since it's a "wiki", you can always add your own content
- Earthpilot
- Posts: 917
- Joined: Sun, 23. Feb 03, 19:43
The next version of Xtended will contain a custom internal M6/TS/TP dock and launchbay. I will update either Deadly or the Wiki with info found from making this since it's about embedded bods and some other interesting stuff.
The Xtended Mod
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- Earthpilot
- Posts: 917
- Joined: Sun, 23. Feb 03, 19:43
Nice to hear, Mox.
But what I seek is getting access to interior station scenes like it has been the case in X2:The Threat.
My longtime goal is making my own stations with interior and planet surfaces.
However polycount forces me to go this way so the "interior station scene" of a planet would be the surface instead - like that guy who makes the moonbase - putting the whole thing together.
But what I seek is getting access to interior station scenes like it has been the case in X2:The Threat.
My longtime goal is making my own stations with interior and planet surfaces.
However polycount forces me to go this way so the "interior station scene" of a planet would be the surface instead - like that guy who makes the moonbase - putting the whole thing together.
So.... has anyone managed to get M6 external docking working as a seperate mod yet?
I have tried a number of different tutorials and while I've quadruple checked everything it just doesn't work for me!
Is someone who has sucessfully done this mod able to send me a .cat file with the mod in it? I would REALLY appreciate it!!
Thanks,
Sam.
I have tried a number of different tutorials and while I've quadruple checked everything it just doesn't work for me!
Is someone who has sucessfully done this mod able to send me a .cat file with the mod in it? I would REALLY appreciate it!!
Thanks,
Sam.
Well...one possibility is to use Cycrow's ship extract tool to pull the regular M6 ships out of DDRS, and make your own mod.So.... has anyone managed to get M6 external docking working as a separate mod yet?
All the standard Egosoft M6 ships in DDRS have external docking. The only part you might not like is that I also added a couple of additional turrets on the weaker ships.
- Earthpilot
- Posts: 917
- Joined: Sun, 23. Feb 03, 19:43
Still no progress but I just thought of something:
In X2 big ships and small ships are treated different:
When flying M6 and bigger you are redirected directly to the station's menu when reaching the position of the external docking body.
In smaller vessels you are redirected to the interior scene.
Maybe that could be a hint, or what do you girls/guys think?
In X2 big ships and small ships are treated different:
When flying M6 and bigger you are redirected directly to the station's menu when reaching the position of the external docking body.
In smaller vessels you are redirected to the interior scene.
Maybe that could be a hint, or what do you girls/guys think?
I suspect that the way to accomplish this is to "insert" a cut scene sequence between the arrival of the small ship, and the engagement with the station menu.
Think along the lines of the high-speed asteroid chase (when Julian hooks up with Kyle). There you are, flying along in the "normal" X3 environment, then a cut scene is triggered where you fly through a tunnel in the asteroid (which could just as easily be a station interior)...and "bingo", your back in the normal X3 environment again (which could be the station menu.
Think along the lines of the high-speed asteroid chase (when Julian hooks up with Kyle). There you are, flying along in the "normal" X3 environment, then a cut scene is triggered where you fly through a tunnel in the asteroid (which could just as easily be a station interior)...and "bingo", your back in the normal X3 environment again (which could be the station menu.
- Earthpilot
- Posts: 917
- Joined: Sun, 23. Feb 03, 19:43
All of you who were wanting a stand-alone pre-compiled M6 External Docking mod... Rejoice!!
http://forum2.egosoft.com/viewtopic.php?p=1812734
Only for the Split Dragon, but it's a start!
http://forum2.egosoft.com/viewtopic.php?p=1812734
Only for the Split Dragon, but it's a start!
- Earthpilot
- Posts: 917
- Joined: Sun, 23. Feb 03, 19:43
- Earthpilot
- Posts: 917
- Joined: Sun, 23. Feb 03, 19:43
OKanother thing that ran across my mind:
Is there any way to choose which docking bay you want to dock at?
For example: I want to dock my TL at a shipyard and the "nomal" docking sequence directs me to a docking port in the middle.
But I want to dock at the outer right docking port of the shipyard.
How do I do this?
Is there any way to choose which docking bay you want to dock at?
For example: I want to dock my TL at a shipyard and the "nomal" docking sequence directs me to a docking port in the middle.
But I want to dock at the outer right docking port of the shipyard.
How do I do this?
Unfortunately no.Is there any way to choose which docking bay you want to dock at?
When a ship makes an internal call to the X3 engine requesting a docking slot, it returns a yes/no, and the next available slot for the size of ship you want to dock.
I believe that the order in which slots are used is based on the order that they appear in the scene file.
I'm still looking. I've got 2-3 ideas I want to pursue, but there are a few things that are a bit higher on the priority list.However I have not been able to find the file that takes care of the redirect function that leads the player to the internal scene
- Earthpilot
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- Joined: Sun, 23. Feb 03, 19:43