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  #1  
Old September 15th, 2004, 10:23 AM
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Sundansyr Sundansyr is offline
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Default Re: Floating Point Crash

Quote:
Phoenix-D said:
You cannot edit .x files manually; you need a program like Wings 3d for that.
And what else? 3D modelling is not something I have done much if in the past... and even then it was with architectural CAD programs.

Quote:
*components' line is parsed: 0 // 0 rather than with the number of equipped components for that ship record."

This is the problem. If you try to specify a component to equip it MUST go into a valid slot. If you try to put it into a slot that doesn't exist- error. And since your ship *has* no slots..
I cut those ships out as they were causing problems. I still get a black screen when I open the shipyard, but hitting alt-F4 clears whatever that error is and I can use the shipyard normally.

The '0 // 0' was there *before* I started making any changes to the playerpurchaseships.txt file. Those ships all had their components listed, but whenever I purchase one of them there's nothing on them.

<edit>
I just realized something. Slotmodder offers a 'hardpoint number', which I thought was for weapons. Maybe that also goes for engines? I did not give engines/shields/armor 'hardpoint slot numbers', beyond their facing arcs.
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Old September 15th, 2004, 10:57 AM

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Default Re: Floating Point Crash

You could use a program called Anim8or. It's free, simple and small. I don't know where you can download it though. Someone here posted a link about half an year ago. That's how I found it.

If you can get 3d studio max then that's great. Just do the "Modelling a low polygon spacefighter" -tutorial and you know the basics of how to create ships. It isn't that hard to learn.

Sundansyr:
I just realized something. Slotmodder offers a 'hardpoint number', which I thought was for weapons. Maybe that also goes for engines? I did not give engines/shields/armor 'hardpoint slot numbers', beyond their facing arcs.

No engines do not need hardpoint numbers. Only weapons does. However you have to turn the component type from hull to armor to armor slots. Only shields and armor requires facing. Weapon slots need the hardpoint number and the firing arc. The firing arc in the slot file must be the same as in the SpaceObjectsXFiles.txt
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  #3  
Old September 15th, 2004, 09:11 PM
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Default Re: Floating Point Crash

Quote:
Exan said:
You could use a program called Anim8or. It's free, simple and small.
I've got it, installed it... What is it supposed to make use of? It can't read the Xfiles.

Quote:
If you can get 3d studio max then that's great.
I might be able to. Will it be able to parse the xfiles for SF? I've noticed that the game uses just two files for all of its 3D objects: The Xfile and the skin .bmp that it addresses.


Quote:
Only shields and armor requires facing. Weapon slots need the hardpoint number and the firing arc. The firing arc in the slot file must be the same as in the SpaceObjectsXFiles.txt
Ahh, I had not realized the shield facing issue... I thought when you defined the slot (shield 1 - 1) it automatically registered that as the forward shield slot #1. I'll go back in and check my work, definately.
The shield slots are configured as 1 (forward) 2 (port) 3 (aft) 4 (starboard), correct?
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Old September 16th, 2004, 07:38 AM

DeadZone DeadZone is offline
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Default Re: Floating Point Crash

First thing to note

Photoshop and Paintshop are 2D graphic programs only (they can give a picture an apperance of it being 3D however, even though it isnt

Convert the XFile into a format that anim8tor can understand

End of the day, you have to create a 3d file in a program, save it and then convert it too a XFile
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Old September 16th, 2004, 05:53 PM
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Default Re: Floating Point Crash

Floating Point Crash, I keep getting dumped to DT after running this for about 1 min I do not know what files to attach for someone to look at it
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Old September 16th, 2004, 07:07 PM
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Default Re: Floating Point Crash

Quote:
DeadZoneMDx said:
Convert the XFile into a format that anim8tor can understand
End of the day, you have to create a 3d file in a program, save it and then convert it too a XFile
The crux of the problem is this: No one yas yet said what program can read the Xfiles. No one has given us any clue how to open them, manipulate them, save them... nothing.

I've been given a lot of pointers to what programs to use once I get the Xfile converted into something usable, but not the transition program needed to get it there.

Photoshop works wonders with the .bmp mesh textures so far as manipulating the colors... but that's about it. I really don't much care about modelling new ships, I was just trying to take an existing ship, give it a new mesh, new loadpoint slot configs, and maybe if I figure out how to do things some new 'firing points' that the game'll use... haven't a clue about that yet.
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Old September 16th, 2004, 07:28 PM

Phoenix-D Phoenix-D is offline
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Default Re: Floating Point Crash

If you want to give an existing ship a new mesh you DON'T need to edit the .x files at all. Those are only for makijg completely new meshes or modifing existing ones.

You want spaceobjects_xfiles.txt for swapping meshes around..
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