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  #1  
Old September 15th, 2004, 03:32 AM

Exan Exan is offline
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Default Re: Floating Point Crash

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.

As for slots, open the slot configuration in the SlotModder. You can easily see if somethings wrong from there. Then check your ship data in the StartingPlayerShip or PurchaseShipPlayer and check that the slot layout is set right. Besides that I don't know why doesn't it work. I've made over 20 models for starfury and they've all worked with no big problems.
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Old September 15th, 2004, 10:15 AM
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Sundansyr Sundansyr is offline
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Default Re: Floating Point Crash

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.
3D program such as what? They're huge and not particularly gentle on the learning curve, or so I've seen. I have not found any small, simple ones yet... but then, I have not looked. Generally I just use PS7.

For this single ship I made a single line adjustment to the abbidon_destroyer.X file, which when I opened it in notepad did not come up a hash. Instead of pointing it to the abbidon destroyer mesh, I put in another mesh name and saved as another x file. This shows up just fine in game, so I don't think the X-file was the problem.

To check that I'm going to adjust the abbidon destroyer to use the new x file and mesh, see what happens.
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Old September 17th, 2004, 12:53 AM

Exan Exan is offline
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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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Old September 17th, 2004, 06:21 AM
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Default Re: Floating Point Crash

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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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Old September 17th, 2004, 08:41 AM

Exan Exan is offline
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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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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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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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