yes i did, today i installed the cheats scrips and there i could create the new ships. I think i will try to do the thing with the ship creator, ThanksCycrow wrote:ok, have you made sure ur running the latest version of the program ?
so the scripts are put in place to add them to the shipyard.
also check that the mod is running when you start the game, its in the mod package list as "shipcreator"
you could open the ship files, xsp files, into the ship creator and select which shipyards you want them in, save and reinstall the file
[PROGRAM] Ship Manager - Creator & Installer V1.91 : Update 28/02/2007
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I couldn't get this program to work at all until recently I tried copying the scripts into the scripts directory. I think that was the trick that got it to work.
You should include somekind of manual with this program. The readme is very vague.
I finally was able to get it to work using the import wizard and imported a few ships from Extended mod into DDRS. But I have one problem.
I imported the Orbital Weapons Platform but my TL Mammoth cannot pick it up with the Command Console->Custom->Retrieve OWP command?
Has anybody been able to pick up the OWP after importing one?
You should include somekind of manual with this program. The readme is very vague.
I finally was able to get it to work using the import wizard and imported a few ships from Extended mod into DDRS. But I have one problem.
I imported the Orbital Weapons Platform but my TL Mammoth cannot pick it up with the Command Console->Custom->Retrieve OWP command?
Has anybody been able to pick up the OWP after importing one?
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the newest version should sort out the scripts automatically now.
i will get a better help sorted out sometime, but help files is something im not good at writing.
as for the OWP, the problem is that the scripts for OWP will need to be altered. Because to access the ship it uses the ships id which is the position in TShips. Which will of course be different when installing it via the program. Thats one of the reasons y its hard to merge large mods together that rely on scripts.
to get any ships working that require seperate scripts would mean you need to alter the scripts to make use of new ship id.
The scripts that come with the program allow you to access the ship by a string id so it doesn't matter what position of TShips its in.
to get it working, you need to replace any entry where it uses the ship type with the shipcreator scripts.
without looking at the owp scripts i cant really say exactly what needs to be changed, but anywhere it references the owp, change it to a varible
the string id can be found in xsp file, just open it using the ship creator to view
i will get a better help sorted out sometime, but help files is something im not good at writing.
as for the OWP, the problem is that the scripts for OWP will need to be altered. Because to access the ship it uses the ships id which is the position in TShips. Which will of course be different when installing it via the program. Thats one of the reasons y its hard to merge large mods together that rely on scripts.
to get any ships working that require seperate scripts would mean you need to alter the scripts to make use of new ship id.
The scripts that come with the program allow you to access the ship by a string id so it doesn't matter what position of TShips its in.
to get it working, you need to replace any entry where it uses the ship type with the shipcreator scripts.
without looking at the owp scripts i cant really say exactly what needs to be changed, but anywhere it references the owp, change it to a varible
Code: Select all
$shiptype = call script 'plugin.shipcreator.getship' ship id = 'SS_SH_OWP'
- jackleonfraust
- Posts: 1172
- Joined: Tue, 27. Dec 05, 00:42
Cycrow: a question.
I've used the Import ship wizard to import some ships. Usually this works fine, but I've got some where the models are not being noticed by the importer.
I've pulled the models out of the CAT file, and then manually set them in the "Ship Scene" in your packager, but it doesn't appear to be integrating them into the XSP file (the file is saving as 1kb), and the models don't appear when exported to ShipCreator.cat unless I manually put them in the CAT file.
In the original CAT, the files are showingup with a .pbd extension (the specific one I'm working with is called "20002.pbd") and once exported they show up as .bod files.
Any idea why they are not adding to the XSP file?
I've used the Import ship wizard to import some ships. Usually this works fine, but I've got some where the models are not being noticed by the importer.
I've pulled the models out of the CAT file, and then manually set them in the "Ship Scene" in your packager, but it doesn't appear to be integrating them into the XSP file (the file is saving as 1kb), and the models don't appear when exported to ShipCreator.cat unless I manually put them in the CAT file.
In the original CAT, the files are showingup with a .pbd extension (the specific one I'm working with is called "20002.pbd") and once exported they show up as .bod files.
Any idea why they are not adding to the XSP file?
Anything you gimme I'll add to my site. It's as comprehensive as I've been able to make it (thoug currently 3 days old, so very much a work-in-progress)NOw all we need is a user ships download library for posting of ships!
well the wizard attempts to select the files it finds in the scene file, does it not find any models when displaying ? if so, its possible its not reading the scene file.
you could manually select them, the importer should display all models that are found in the catalog, if they dont get selected automatically just manually add them.
to add them after the wizard, you goto other models and add them in that way.
if they appear in the list but arn't added when you save then its possible theres something wrong with trying to read the files.
The program does attempt to not add duplicate files as well as convert them.
pbd are packed bod files, pbb are packed bob files, when you add them to a catalot, they are usually packed up, changing them to pbd, and when extract them it unpacks them to bod.
Both formats will work for the program and when the mod is created, it will pack up the files into the catalog, so adding a bod file to the xsp will will create a pbd file in the mod.
the file 20002.pbd, what directory is that in ?
it possible is treating the number as an id rather than a file
you could manually select them, the importer should display all models that are found in the catalog, if they dont get selected automatically just manually add them.
to add them after the wizard, you goto other models and add them in that way.
if they appear in the list but arn't added when you save then its possible theres something wrong with trying to read the files.
The program does attempt to not add duplicate files as well as convert them.
pbd are packed bod files, pbb are packed bob files, when you add them to a catalot, they are usually packed up, changing them to pbd, and when extract them it unpacks them to bod.
Both formats will work for the program and when the mod is created, it will pack up the files into the catalog, so adding a bod file to the xsp will will create a pbd file in the mod.
the file 20002.pbd, what directory is that in ?
it possible is treating the number as an id rather than a file
To try to sort it out, I Imported the entire object list.
In the "scenes" tab the ship is "20002" and the cocpit is "20004". The paths for the files are blank.
In the "Other Models" tab, they both are in the "<PACKAGE>/objects/cut" directory.
I manually put in both paths in the "scenes" tab (for example "<PACKAGE>/objects/cut/20002.bob", which is how it shows up in "Other Models".
I save it and add it and there's no model in the game when I create the ship.
I reopen the XSP and take a look. The "Ship Scene" now says "./20002", the path is still how I put it in, the "cockpit scene" still says "20004", but the path appears empty again.
and for throughness: I have run with the original MOD and the ship does appear correctly. It just won't seem to come out
In the "scenes" tab the ship is "20002" and the cocpit is "20004". The paths for the files are blank.
In the "Other Models" tab, they both are in the "<PACKAGE>/objects/cut" directory.
I manually put in both paths in the "scenes" tab (for example "<PACKAGE>/objects/cut/20002.bob", which is how it shows up in "Other Models".
I save it and add it and there's no model in the game when I create the ship.
I reopen the XSP and take a look. The "Ship Scene" now says "./20002", the path is still how I put it in, the "cockpit scene" still says "20004", but the path appears empty again.
and for throughness: I have run with the original MOD and the ship does appear correctly. It just won't seem to come out
- TiggerBandit
- Posts: 174
- Joined: Sat, 9. Apr 05, 07:46
http://roguey.roxr.com/gaming/pc/x3/mod_get.php?mod=10which mod is it from ?
- TiggerBandit
- Posts: 174
- Joined: Sat, 9. Apr 05, 07:46
which models wern't being added by the wizard ?
when i tested the wizard, i loaded the mod, selected the ship "SS_SH_X_M1_2" which is the Xenon M0
and it selected the 2 model files, objects\v\15025.pbd and objects\v\15026.pbd
when it was finished, it set the scene file to <PACKAGE>/objects/cut/20001.bod
with the 2 models as .bod files in the other models.
Did it not work like that for you ?
when i tested the wizard, i loaded the mod, selected the ship "SS_SH_X_M1_2" which is the Xenon M0
and it selected the 2 model files, objects\v\15025.pbd and objects\v\15026.pbd
when it was finished, it set the scene file to <PACKAGE>/objects/cut/20001.bod
with the 2 models as .bod files in the other models.
Did it not work like that for you ?