Animated Model Viewer version 1.1.1.6

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Deleted User

Animated Model Viewer version 1.1.1.6

Post by Deleted User » Fri, 26. May 06, 16:33

New Version - Updated Apr 07

This post is related to the X-Universe thread

Ship/Factory 3D Models and Stats Viewer version 1.1.1.6 (spoiler ?)

http://forum2.egosoft.com/viewtopic.php?t=141654

I've added this post to this forum to allow discussion of modding questions without getting the whole thread above getting moved here.


The program now allows you to compare scenes/models from extracted files with those in the game .cat files.

Also you can view lists of the model/texture files that make up any given scene.

And more...







### START OF OLDER PART OF ORIGINAL POST ###

To quote AlphaCentauri
it at all Possible to add other ships to this ones that I have managed to acquire through mods or them being made available?

Currently the list of ships is the total 'standard' set as per X3 v1.403 (minus some irrelevant ones that are actually not ships at all).
The program does not scan the ship definitions file (tships.txt) for all possible ships (you are seeing a filtered set), but I think I'm going to make it do so in the next version of the program.

So the answer is : not at the moment, but it possibly will.


As soon as the next version of the program does scan the ship definitions file:
As a temporary measure you could extract your own game files (look for DoubleShadows X3 ModManager program) and copy certain files into the directory where you've got your current model viewing program.
If this sounds like what you want to do, then you might need more details (like what files to copy, PM me perhaps, telling me which mods you want to see).

A better solution is that you could just put the (new) program above your extracted file directories, and it will find all the relevant files (it already searches subdirectories for the 1st occurrance of a needed file).

Alternatively I could make a new download set that includes many of the common mods (this would mean you could view the mods before deciding whether to intall tham)
In order to do this I would need to install those mods myself & add them in.
(this is lkely to have to be a new program since Moderators may see it as incompapatible with the X-Universe forum, ie it would be in this forum)

I hope all that made sense


PS The truly best solution is if I knew how to read the compressed game file directly, (as DoubleShadow does), then without any extra work on the player's part, everything in your game would become available to view, but unfortunately I don't have that code.

### END OF OLDER PART OF ORIGINAL POST ###
Last edited by Deleted User on Thu, 19. Apr 07, 22:54, edited 8 times in total.

AlphaCentauri
Posts: 23
Joined: Thu, 19. Feb 04, 11:57
x3tc

Post by AlphaCentauri » Fri, 26. May 06, 19:32

Ok thanks I will see what happens when I add some of my ships and send you a PM and let you know the result.

doubleshadow
Posts: 671
Joined: Fri, 12. Mar 04, 08:14
x3

Post by doubleshadow » Mon, 29. May 06, 08:50

@DaveToome - oh my god, oh my god :o . Can you imagine how bad was the decision to publish that on the X Universe instead of here? :)

Without this post I would never know about this program.

Just one installation hack - If you don't have the d3dx9_29.dll library, just copy d3dx9_28.dll from X3 directory and rename to _29. Of course it may crash at some point but probably won't.

Looks that we now have 2 competitive programs here - Observe's "Material viewer" and yours. You should cooperate at least on the BOD/BOB parsing/loading.

User avatar
Orka
Posts: 817
Joined: Wed, 7. Apr 04, 15:19
xr

Post by Orka » Mon, 29. May 06, 13:14

doubleshadow wrote:Without this post I would never know about this program.
me to :wink:
A better solution is that you could just put the (new) program above your extracted file directories, and it will find all the relevant files (it already searches subdirectories for the 1st occurrance of a needed file).
What files are needed for "open files by type" and "open files by shipname"?



X3 Models 3D Funfair_1.0.0.6.exe is in x3files and x3unpack too

Code: Select all

my extracted file directories

T:\x3files\x3unpack
T:\x3files\x3unpack\dds
T:\x3files\x3unpack\f
T:\x3files\x3unpack\L
T:\x3files\x3unpack\maps
T:\x3files\x3unpack\mov
T:\x3files\x3unpack\objects
T:\x3files\x3unpack\s
T:\x3files\x3unpack\shader
T:\x3files\x3unpack\t
T:\x3files\x3unpack\tex
T:\x3files\x3unpack\textures
T:\x3files\x3unpack\types
T:\x3files\x3unpack\L\true
T:\x3files\x3unpack\objects\cut
T:\x3files\x3unpack\objects\cuts
T:\x3files\x3unpack\objects\effects
T:\x3files\x3unpack\objects\environments
T:\x3files\x3unpack\objects\intro
T:\x3files\x3unpack\objects\others
T:\x3files\x3unpack\objects\ships
T:\x3files\x3unpack\objects\special
T:\x3files\x3unpack\objects\stations
T:\x3files\x3unpack\objects\test
T:\x3files\x3unpack\objects\v
T:\x3files\x3unpack\objects\weapons
T:\x3files\x3unpack\objects\effects\engines
T:\x3files\x3unpack\objects\effects\explosions
T:\x3files\x3unpack\objects\effects\menugfx
T:\x3files\x3unpack\objects\effects\weapons
T:\x3files\x3unpack\objects\effects\menugfx\gui
T:\x3files\x3unpack\objects\environments\asteroids
T:\x3files\x3unpack\objects\environments\nebulae
T:\x3files\x3unpack\objects\environments\others
T:\x3files\x3unpack\objects\environments\planets
T:\x3files\x3unpack\objects\environments\asteroids\reduced
T:\x3files\x3unpack\objects\environments\asteroids\sourcefiles
T:\x3files\x3unpack\objects\environments\nebulae\bluedistance
T:\x3files\x3unpack\objects\environments\nebulae\bluenexus
T:\x3files\x3unpack\objects\environments\nebulae\bluewell
T:\x3files\x3unpack\objects\environments\nebulae\brennanstriumph
T:\x3files\x3unpack\objects\environments\nebulae\burninghorizon
T:\x3files\x3unpack\objects\environments\nebulae\cyancorner
T:\x3files\x3unpack\objects\environments\nebulae\darkhorizon
T:\x3files\x3unpack\objects\environments\nebulae\deepblue
T:\x3files\x3unpack\objects\environments\nebulae\deepred
T:\x3files\x3unpack\objects\environments\nebulae\fogblue
T:\x3files\x3unpack\objects\environments\nebulae\fogbluedistance
T:\x3files\x3unpack\objects\environments\nebulae\fogcyancorner
T:\x3files\x3unpack\objects\environments\nebulae\fogdeepred
T:\x3files\x3unpack\objects\environments\nebulae\foggreeneye
T:\x3files\x3unpack\objects\environments\nebulae\foggreenoutlands
T:\x3files\x3unpack\objects\environments\nebulae\fogkhaak
T:\x3files\x3unpack\objects\environments\nebulae\fogparanid
T:\x3files\x3unpack\objects\environments\nebulae\fogred
T:\x3files\x3unpack\objects\environments\nebulae\greeneye
T:\x3files\x3unpack\objects\environments\nebulae\greenoutlands
T:\x3files\x3unpack\objects\environments\nebulae\greenspot
T:\x3files\x3unpack\objects\environments\nebulae\greenvoid
T:\x3files\x3unpack\objects\environments\nebulae\midnightblue
T:\x3files\x3unpack\objects\environments\nebulae\oppositered
T:\x3files\x3unpack\objects\environments\nebulae\purpleoutlands
T:\x3files\x3unpack\objects\environments\nebulae\redborderland
T:\x3files\x3unpack\objects\environments\nebulae\reddawn
T:\x3files\x3unpack\objects\environments\nebulae\redfire
T:\x3files\x3unpack\objects\environments\nebulae\rednexus
T:\x3files\x3unpack\objects\environments\nebulae\redreef
T:\x3files\x3unpack\objects\environments\nebulae\redsplit
T:\x3files\x3unpack\objects\environments\nebulae\standardblack
T:\x3files\x3unpack\objects\environments\nebulae\void
T:\x3files\x3unpack\objects\environments\nebulae\whitenexus
T:\x3files\x3unpack\objects\ships\argon
T:\x3files\x3unpack\objects\ships\bodies
T:\x3files\x3unpack\objects\ships\boron
T:\x3files\x3unpack\objects\ships\khaak
T:\x3files\x3unpack\objects\ships\others
T:\x3files\x3unpack\objects\ships\paranid
T:\x3files\x3unpack\objects\ships\props
T:\x3files\x3unpack\objects\ships\scenes
T:\x3files\x3unpack\objects\ships\split
T:\x3files\x3unpack\objects\ships\teladi
T:\x3files\x3unpack\objects\ships\terran
T:\x3files\x3unpack\objects\ships\xenon
T:\x3files\x3unpack\objects\ships\argon\cockpits
T:\x3files\x3unpack\objects\ships\boron\cockpits
T:\x3files\x3unpack\objects\ships\khaak\cockpits
T:\x3files\x3unpack\objects\ships\paranid\cockpits
T:\x3files\x3unpack\objects\ships\split\cockpits
T:\x3files\x3unpack\objects\ships\teladi\cockpits
T:\x3files\x3unpack\objects\ships\terran\cockpits
T:\x3files\x3unpack\objects\ships\xenon\cockpits
T:\x3files\x3unpack\objects\special\gates
T:\x3files\x3unpack\objects\special\highspeedasteroid
T:\x3files\x3unpack\objects\special\pleasurecomplex
T:\x3files\x3unpack\objects\special\stealthasteroid
T:\x3files\x3unpack\objects\stations\connections
T:\x3files\x3unpack\objects\stations\docks
T:\x3files\x3unpack\objects\stations\living_sections
T:\x3files\x3unpack\objects\stations\others
T:\x3files\x3unpack\objects\stations\station_scenes
T:\x3files\x3unpack\objects\stations\trading_stations
T:\x3files\x3unpack\objects\stations\station_scenes\farm
T:\x3files\x3unpack\objects\stations\station_scenes\food
T:\x3files\x3unpack\objects\stations\station_scenes\liquid
T:\x3files\x3unpack\objects\stations\station_scenes\others
T:\x3files\x3unpack\objects\stations\station_scenes\tech
T:\x3files\x3unpack\objects\weapons\missiles
T:\x3files\x3unpack\shader\1_1
T:\x3files\x3unpack\shader\1_4
T:\x3files\x3unpack\shader\2_0
T:\x3files\x3unpack\shader\2_a
T:\x3files\x3unpack\shader\2_b
T:\x3files\x3unpack\shader\3_0
T:\x3files\x3unpack\shader\1_1\float16
T:\x3files\x3unpack\shader\1_1\hueshift_off
T:\x3files\x3unpack\shader\1_1\hue_lights_off
T:\x3files\x3unpack\shader\1_1\v_lights_off
T:\x3files\x3unpack\shader\1_4\float16
T:\x3files\x3unpack\shader\1_4\hueshift_off
T:\x3files\x3unpack\shader\1_4\hue_lights_off
T:\x3files\x3unpack\shader\1_4\v_lights_off
T:\x3files\x3unpack\shader\2_0\float16
T:\x3files\x3unpack\shader\2_0\hueshift_off
T:\x3files\x3unpack\shader\2_0\hue_lights_off
T:\x3files\x3unpack\shader\2_0\v_lights_off
T:\x3files\x3unpack\shader\2_a\float16
T:\x3files\x3unpack\shader\2_a\hueshift_off
T:\x3files\x3unpack\shader\2_a\hue_lights_off
T:\x3files\x3unpack\shader\2_a\v_lights_off
T:\x3files\x3unpack\shader\2_b\float16
T:\x3files\x3unpack\shader\2_b\hueshift_off
T:\x3files\x3unpack\shader\2_b\hue_lights_off
T:\x3files\x3unpack\shader\2_b\v_lights_off
T:\x3files\x3unpack\shader\3_0\float16
T:\x3files\x3unpack\shader\3_0\hueshift_off
T:\x3files\x3unpack\shader\3_0\hue_lights_off
T:\x3files\x3unpack\shader\3_0\v_lights_off
T:\x3files\x3unpack\tex\true
T:\x3files\x3unpack\textures\effects
T:\x3files\x3unpack\textures\environments
T:\x3files\x3unpack\textures\metals
T:\x3files\x3unpack\textures\unique
T:\x3files\x3unpack\textures\effects\others
T:\x3files\x3unpack\textures\effects\weapons
T:\x3files\x3unpack\textures\environments\nebulae
T:\x3files\x3unpack\textures\unique\minigames
T:\x3files\x3unpack\textures\unique\minigames\stealthasteroid

PS: Cool tool :)

Deleted User

Post by Deleted User » Wed, 31. May 06, 00:27

Belated replies:

Sorry, but I wasn't getting email notification of posts on this thread!



doubleshadow:
Looks that we now have 2 competitive programs here - Observe's "Material viewer" and yours. You should cooperate at least on the BOD/BOB parsing/loading.

could you put a link to this I can't find it, looking through Observe's (large) post list
(now I understand what you mentioned in your PM)



Orka
What files are needed for "open files by type" and "open files by shipname"?

open files by type : is looking at the tships.txt idents (SS_SH_) and putting them in a race/class game-oriented grid,
there is no file-type as such for this.

open files by shipname: same really but just a linear list (includes models not presented by open files by type)

open file: can load .bod scene/body files and .x3m body(/part) files.

I'm not familiar with x3unpack, maybe I'm being obtuse but then again I don't trawl the S&M forum much
(I think I'm likely to become more involved), again could you post a link - extra search gives me nothing for "x3unpack".



I'm working on a version that will compare all models (including mods),
that doesn't require all these x3m files - ie direct from the cat files,
thanks to DoubleShadow for creating/pointing to the code resources to allow me to do this :)

doubleshadow
Posts: 671
Joined: Fri, 12. Mar 04, 08:14
x3

Post by doubleshadow » Wed, 31. May 06, 08:04

Dave Toome wrote:I'm not familiar with x3unpack, maybe I'm being obtuse but then again I don't trawl the S&M forum much
(I think I'm likely to become more involved), again could you post a link - extra search gives me nothing for "x3unpack".
Orka meant: "I've got your program both in x3files and x3unpack directories". (see the file listing he posted)

There is really no "x3unpack" program. But there is x3tool command line utility with some support for catalogs.

Deleted User

New Version

Post by Deleted User » Sat, 24. Jun 06, 23:38

There is a new version of the program available at

http://forum2.egosoft.com/viewtopic.php ... f3cade1294

it reads directly from the game files, so this is a very much smaller download than previously.

it can compare ships/factories in different Mods with the standard set.

Deleted User

Post by Deleted User » Sun, 25. Jun 06, 10:03

From MoonRaven
If i have my "personal" mod in the mod-directory, the program trys to read this (cat/dat), then fails with a "access violation". Inside the Mod there are only some ships of balog along with a modified TLaser/TCockpits and TFactorys. It look like, that you try to a access a pointer that isn't valid.

The second, i get it not to run on my extracted "Version". I've extracted all
the cat/dat of the original game to another folder (d:\x3modding\original).
I've then copied the program files to that directory, but when i start the program, i did not get a list or can open a special scene-file.

1:
I previously tested the program with the mods

DDRS ShipStation Mod V2.3.2
meh_M6_upgrade

but I had the same problem you described with the mod
fortress_ship11

I think I've fixed the problem, I was (wrongly) assuming that every (sizable) mod had an updated components.pck (/.txt) file,
as well as TCockpits / TShips etc, so I was trying to access an empty file buffer = crash.

Version 1.0.1.1 uploaded, see the link on the original post of this thread.
This should fix the problem I hope. Try it out & tell me if it worked.

2:
The program now only reads from CAT files, not files extracted with X3ModManager (BOD/BOB files etc)

The previous version(s) can read individual BOD files (scene or model),
its OK for all the standard files, but I've seen it fail on eg DDRS-mod extracted files
(what I mean is that the code in the older versions would need updating to be reliable).

So what I'm thinking is perhaps I should re-enable direct BOB/BOD file access in the new version (at some point).
Also to get the list, this would also require code for collecting up the diskfile-based data as compared to
the CATfile-based data as is done in version 1.0.1.0 & 1.0.1.1

Lets see if there are any other major issues to fix first, then I'll look at this.

Deleted User

V 1.0.1.2

Post by Deleted User » Sun, 25. Jun 06, 10:48

V1.0.1.2
Fixed a serious coding error, link to download link is on original post of this thread.

Deleted User

Post by Deleted User » Sun, 25. Jun 06, 14:43

From A-Team
What I was trying to test was to see if you could use ships that you have made yourself in 3ds and converted to bod with the program. Thats why i used the Single Fighter data to represent a ship that was made by the user. If that makes sense.

Assuming you are talking about v1.0.0.6:

Converted to bod with which program? (x2bc.exe?)
Or do you mean converted to x3m from bod with the program.
Either way if you have altered the texture list, and the new textures
are not in the same directory as 1.0.0.6, then than that explains why you got
a black screen.
Versions below 1.0.1.0 where intended as 'set pieces'.

If you want to make a new model and view it with 1.0.1.0+,
you are going to have to go the whole way and make a mini-mod for the ship.

If you want to make a new model and view it with 1.0.0.6,
you need to give the program access to all textures and any other supplementary
data used by the model (ie put it in the same directory as the program).

Deleted User

New version 1.0.2.0

Post by Deleted User » Wed, 26. Jul 06, 04:29

New version 1.0.2.0

Now has more features and some significant improvements.
See original post for details.

Deleted User

New version 1.0.2.1

Post by Deleted User » Wed, 26. Jul 06, 21:01

1.0.2.0 was a crasher, fixed with 1.0.2.1

Deleted User

Post by Deleted User » Sun, 22. Oct 06, 00:49

DarkWrath
I keep getting a error while trying to use the model viewer with the Xtended mod. It freezes at startup and displays the usuall"this program had performed..."

I'm pasting the info in the error report(at least the first part of it , from the XModelViewer part)

Code=0xc0000005
flags=0x00000000
record-0x0000000000
adress=0x0000000000744e47
Sorry for the delayed reply -- I've been playing X3 for the last 5 hrs,
perhaps we do need that in-game BBS Egosoft-forum link somebody was
suggesting just recently.

Thats (probably) a general memory access exception,
I've tested this prog with 'Xtended PB0.5.cat' & .dat, are you
talking about a version in-development or 0.6b?

Used to have this prob. with a cat I couldn't always seem to read properly
(ie ShipCreator.cat - currently this is ignored, must do something about that).

If this isn't 0.6b, is this is an Xtended mod version thats downloadable?,
if so I could test it and find the prob.

I've had probs reported (with other mods in [very] dev. condition
versions), so it would not surprise me, if you've got a complex mix of cat file conditions,
that an error could occur.

Just looked at the S&M forum, & I think I'd better do some more testing:
Xtended 0.6b, DDRS 2.3.8, Ship Manager 1.83 & others!

darkelfsin
Posts: 157
Joined: Sat, 2. Sep 06, 00:05

///

Post by darkelfsin » Sun, 22. Oct 06, 08:19

dear dave, the tool is really great,

crash in xtm mod, but do great in DDr and XFP,,,

it always crash when installed xtm 06b,

but after i moved the cockpit callback mod in x 3 main folder

it made no crash now, but still no xtm ship view, other mod view works ok,,

maybe the cockpit influence the xtm mod?? :idea: :D

User avatar
DarkWrath
Posts: 249
Joined: Sun, 12. Feb 06, 10:21

Post by DarkWrath » Sun, 22. Oct 06, 09:06

It's about a unreleased version , but it also crashes with 06.b.

I can't say about the cockpits , as we are not using cockpits anymore , and , as far as I can tell , there is no trace left of them.

If I can help you with something , pls tell me , as it is very time consuming to use 3dsmax to view a model , especially a large one.

darkelfsin
Posts: 157
Joined: Sat, 2. Sep 06, 00:05

.....

Post by darkelfsin » Sun, 22. Oct 06, 11:11

xtm is the best mod ever.....great work.... :idea:

the ship design is marvelous...elegance...astounding...


now we can use 3dviewer with no crash

when cockpit reall cat file in main folder,

we can view DDR,XFP whithout worry ,just no xtm ship ..

http://i52.photobucket.com/albums/g5/da ... 270206.jpg
http://i52.photobucket.com/albums/g5/da ... n00134.jpg

User avatar
DarkWrath
Posts: 249
Joined: Sun, 12. Feb 06, 10:21

Post by DarkWrath » Sun, 22. Oct 06, 12:04

Is it possible that this happens because of our TShips structure? As we have a lot of empty entries for future expansion.

Deleted User

Post by Deleted User » Sun, 22. Oct 06, 13:18

darkelfsin
but after i moved the cockpit callback mod in x 3 main folder
Is this Galaxy613's CockpitCallbackX14.cat or Imp's ITS_ARG_CP_MOD_V1.cat ?


DarkWrath

..TShips structure? As we have a lot of empty entries for future expansion.
I think 0.5 had a lot of reserved slots a well, so I think its probably the content rather
than the extra empty slots.
It's about a unreleased version , but it also crashes with 06.b.
I'll download 0.6b & test, let you know what I find out .....

darkelfsin
Posts: 157
Joined: Sat, 2. Sep 06, 00:05

///

Post by darkelfsin » Sun, 22. Oct 06, 13:53

dear dave ,it's this one....

No Civilians v1.0 + CockpitCallback 1.02

This mod removes ALL ships named "(Race) Civillian Ship" and "(Race) Taxi Service" from the entire X Universe! Its a bit of a brute force mod because the lines in the Jobs.pck/txt file that spawn these ships have been simply deleted! May not be elegant but it works!

//////////////////////////////

i move it to the main folder, not the mod folder, so the viewer no crash with xtm 06b ,just can't show any xtm ship, conflict remain,

but at least it won't crash anymore

if i remove this mod, the viewer crash again....

yes,maybe the xtm ship structure problem.^^

User avatar
Stevio
Posts: 2271
Joined: Sat, 4. Jun 05, 10:36
x3tc

Post by Stevio » Sun, 22. Oct 06, 14:06

i am sure that the XTM ships are not showing due to the Scenes being in one cat and the models in another cat

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