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  #11  
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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  #12  
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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  #13  
Old September 16th, 2004, 07:28 PM

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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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  #14  
Old September 17th, 2004, 12:53 AM

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Default Re: Floating Point Crash

Like Phoenix said. You don't need to edit the x file if you want to edit the existing mesh. Just copy the ship data you want to modify in the SpaceObjects_XFiles and edit that.

Quote:
Exan said:
I suggest using a program called LithUnwrap. You can open x files with it and then convert them to 3ds format for example. Then you can simply import the 3ds object to almost any 3D program and edit the models with it. Then when you're done you save the model in 3ds format again and open it in lithunwrap to convert it back to x format. Set the convert mode to text and turn of compressed when converting to x format. Works nicely.

There, like I said before. Try LithUnwrap. I'm not sure if it's shareware or not. The Version I downloaded from internet has worked fine so far.

As for hardpoints (firing points and engine glow points) load the model first in Lithunwrap. Then save it as 3ds. You'll propably have to rename the group names and the texturemap names since 3ds format has it's limits. Then shut down lithunwrap and open Anim8or for example. Import the model there and then create a sphere with 1 radius. Then simply move the sphere around. When it's in place you want to put weapon point take the coordinates up and put them in the SpaceObjects_XFiles. This method works fine.
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  #15  
Old September 17th, 2004, 06:21 AM
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Default Re: Floating Point Crash

Quote:
Exan said:
Like Phoenix said. You don't need to edit the x file if you want to edit the existing mesh. Just copy the ship data you want to modify in the SpaceObjects_XFiles and edit that.
Okay... that's what I did.
Now, in the ship xfile that I was tinkering with: Abbidon_destroyer.x It points to the mesh it wants to use. I changed that in notepad, since that particular xfile did not seem to be much more than text. It seemed to work.

The only editing I wanted to do in the xfile is that, changing what mesh it referred to before changing its name to whatever as a new file.
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  #16  
Old September 17th, 2004, 08:41 AM

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Default Re: Floating Point Crash

The x files are text but they also have all the model coordinates etc. So basically the .x files are the meshes.

If you want to create a new ship using the existing mesh/model just copy the abbidon destroyer settings in the SpaceObject_XFiles.txt and rename the design. And if you only want to affect it's components etc. you don't even have to edit the SpaceObjects_XFiles at all. All it contains are the ship's size and hardpoints.

You can edit the Main_StartingPlayerShip.txt and copy the Terran Destroyer and edit the copy. Just change the XFile part to Abbidon Destroyer. Then you can change how big the ship is (how many kT) and what components it has. Also change the ShieldLayout, ShipPortrait and ShipPortraitProfile parts from Terran destroyer to Abbidon destroyer so the game uses proper bitmaps for the design.
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  #17  
Old September 19th, 2004, 05:25 PM

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Default Re: Floating Point Crash

You don't need to change the .x file at all in this case. Just change the pointer is spaceobjects_files.txt. You don't have to change any identifying information in the .x file itself because the player NEVER sees it.

Actually if you aren't going to be changing the mesh you don't even need to copy/rename the .x file..ships can share the same mesh just fine.
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  #18  
Old October 19th, 2004, 03:43 PM
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Default Re: Floating Point Crash

OK..now what is the biggest reason to get a floating point error! [img]/threads/images/Graemlins/Grenade.gif[/img] [img]/threads/images/Graemlins/Lightning.gif[/img] [img]/threads/images/Graemlins/Hammer.gif[/img] [img]/threads/images/Graemlins/icon13.gif[/img]
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