You need only notepad to do that.
First open 04145.bod from x2\cut\ folder and add a cockpit in it, and if needed some gun bodies(also remove the -1 line from it).
Then save it to another file(for example: 22222.bod) and configure one Tships line for it.
Search found 173 matches
- Sat, 15. Oct 05, 21:45
- Forum: X²: The Threat - Scripts and Modding
- Topic: That infamous UFO
- Replies: 11
- Views: 3620
- Fri, 7. Oct 05, 15:51
- Forum: X²: The Threat - Scripts and Modding
- Topic: Changing the colors of bullets and such? TBullets
- Replies: 1
- Views: 679
To change the color of the beam you must change the texture file of the weapon body. First number in TBullets tells which body is used and those bodies are found from x2\v\ folder. When you open the body file in the text editor, in the this case lasertower weapon's body 10385, you'll see this: /====...
- Thu, 6. Oct 05, 16:21
- Forum: X²: The Threat - Scripts and Modding
- Topic: How does ship energy work? TShips TLaser TBullets
- Replies: 7
- Views: 1870
- Sun, 2. Oct 05, 02:33
- Forum: X²: The Threat - Scripts and Modding
- Topic: Problem with edited TBullets/Tlaser files
- Replies: 22
- Views: 2190
I have had couple of times problems like this, which is: things work out to certain item number(first in this case) and then weird things occur. The fact that MD and IOND had similar problems(although you hadn't change them) gives me the reason to suspect that there are probably additional or missin...
- Wed, 28. Sep 05, 16:12
- Forum: X²: The Threat - Scripts and Modding
- Topic: BEAM mod 2.01b(incl.13 c. ships)[UPDATED:21.5.2005]Dloadable
- Replies: 90
- Views: 38921
Hi, I installed the mod but I got only Readtext everywhere. In the startmenu where I select a new game or load, all readtext. I use the german version, can anybody help me? ALBE2910 Hi ALBE2910, I probably found the error, which is located in the 490001.xml(german text strings) file. EDITED---I can...
- Sun, 25. Sep 05, 12:00
- Forum: X²: The Threat - Scripts and Modding
- Topic: BEAM mod 2.01b(incl.13 c. ships)[UPDATED:21.5.2005]Dloadable
- Replies: 90
- Views: 38921
Thanks for the replies! Gunnery crew problem has not been solved. As Steelrush said the stats affect the crew, and the other problem are probably the main guns of capital ships since when I tested crew/AEGIS in the ship I was in it worked fine(me being in the main cockpit). x2alien: Do the gunnery c...
- Sat, 17. Sep 05, 17:42
- Forum: X²: The Threat - Scripts and Modding
- Topic: Docking an M6 on your capital ship
- Replies: 14
- Views: 2175
Re: M6 docking
What all this sounds like is someone placing an M6 ship in the game as technically an M3 or smaller class and of course then it looks like an M6 is docking when it really isn't unless you guys have managed to actually get a real M6 class ship to dock with an M1 class ship? Yes, the ship is technica...
- Sat, 17. Sep 05, 16:39
- Forum: X²: The Threat - Scripts and Modding
- Topic: Docking an M6 on your capital ship
- Replies: 14
- Views: 2175
Look here for some information regarding M6 docking. I have tried using body no. 370 in many occasions and it works fine with M6 sized objects. And you can easily make even bigger ships to be able to dock externally, probably internally(body no. 370 maybe works with bigger objects but I haven't trie...
- Tue, 12. Jul 05, 22:19
- Forum: X²: The Threat - Scripts and Modding
- Topic: Piercing weapon
- Replies: 4
- Views: 967
I have conducted several tests with various bullet types some time ago, but it seems that the usefulness of "expander"(bullet type 8 ) is very limited. You can create fancy effects like for example if you use projectile weapon body with bt 8 you get a flamer like weapon, with no damage of course. I ...
- Thu, 7. Jul 05, 16:47
- Forum: X²: The Threat - Scripts and Modding
- Topic: Can I Do What I Wanna Do ?
- Replies: 5
- Views: 850
Re: Can I Do What I Wanna Do ?
If you give enough cargo space and ability to mount GHepts, AI will use them(note: ships created or spawned after changing).grumman wrote:It would apply to all ships, but the AI again would not take advantage of it.
- Sat, 2. Jul 05, 18:18
- Forum: X²: The Threat - Scripts and Modding
- Topic: Modding M1 Carrier Ship
- Replies: 14
- Views: 2379
You can make M2s or any ships dockable to M1 or any other ship class with no problem. What you need to do to make M2 dockable to M1: -change M2 class ship classification to M5(or M4 or M3), you can't anymore dock to that M2 though -make a M1 class ship(or alter existing ones) and create external doc...
- Mon, 20. Jun 05, 16:32
- Forum: X²: The Threat - Scripts and Modding
- Topic: strange player logo
- Replies: 12
- Views: 1236
I have had this once, under different conditions though: I used custom image file for player logo and then I had deleted it, which means that I had a logo which don't exist. Images that are displayed as player logo are taken from tex\true folder, they're various game texture files, I identified coup...
- Tue, 14. Jun 05, 23:25
- Forum: X²: The Threat - Scripts and Modding
- Topic: question about changing existing ships
- Replies: 13
- Views: 1364
940;0;0.40000;0.33333;0.40000;7;3151;99900;8436;105;1;5;89;150;168; 202;14169;4511;16777219;3;0;3;0;5;2;5;15;50;109;2;0;0;0;0;0;0;0;0;0 ;0;0;1;1;750;35;36;1;2;1;0;915;0;2;1;91;2;2;1;2;1;2;1;1;106;3;111;1; 2;1;106;3;111;1;3;1;2;1;3;1;91;16;89; 1 ;26;400;25;1;0;SS_SH_A_M5; Did it work ok? I spotted a...
- Mon, 13. Jun 05, 20:20
- Forum: X²: The Threat - Scripts and Modding
- Topic: question about changing existing ships
- Replies: 13
- Views: 1364
I guess .bob files cannot be converted to .bod. You can probably edit them with hex editor but you can also remake that ship from scratch. Since discoverer doesn't contain too many v-bodies it is quite easy to make it with current knowledge of text-editor ship making. If you haven't modified any shi...
- Fri, 10. Jun 05, 18:13
- Forum: X²: The Threat - Scripts and Modding
- Topic: what am i doing wrong?
- Replies: 8
- Views: 1040
I guess the problem isn't in the procedure then. Did you unpack 01-04.cats .dats in right order: 1,2,3,4 and overwrited all files? 04 has newest T-files so it must definetily be unpacked last. And are running the game in RAW mode (using +r commandline parameter) or do you compile new .cats and .dats...
- Fri, 10. Jun 05, 17:31
- Forum: X²: The Threat - Scripts and Modding
- Topic: what am i doing wrong?
- Replies: 8
- Views: 1040
Did you remember to name the output file when unpacking? like this(if x2tool is in x2\types\ directory): x2tool -unpack TLaser.pck TLaser.txt if your x2tool is in the x2 root directory use: x2tool -unpack types\TLaser.pck types\TLaser.txt Also when packing you must first compress, then crypt the fil...
- Tue, 7. Jun 05, 21:46
- Forum: X²: The Threat - Scripts and Modding
- Topic: BEAM mod 2.01b(incl.13 c. ships)[UPDATED:21.5.2005]Dloadable
- Replies: 90
- Views: 38921
No probs m8!carrier wrote:well.. I reinstalled X2... once again.... and now all behaves as it should.
looks like this incident will be a case for "unsolved mysteries"
I´ll do some testing later, now i have to earn some money.
i´m sorry if I have stirred some trouble.
It's good that you got it working
- Tue, 7. Jun 05, 21:43
- Forum: X²: The Threat - Scripts and Modding
- Topic: CheckerTwo's Patch10 OBJ Extension Tool
- Replies: 9
- Views: 3302
I tried adding those extra weapons to my already modified x2story.obj and x2galedit.obj files which had 314 tships lines, and the program kept giving error message: "Range check error.". Then I tried adding those extra weapons to original files and it worked! I wasn't ready to give up on my already ...
- Tue, 7. Jun 05, 19:21
- Forum: X²: The Threat - Scripts and Modding
- Topic: CheckerTwo's Patch10 OBJ Extension Tool
- Replies: 9
- Views: 3302
This is awesome! How are you suppost to get bullets working? I got the weapon itself to be seen and mountable but how do I assocaite the Bullet to the weapon? 27;299;0.1;0.1;0; 24 ;1210003;200;960; 24 ;8000;0.01;100;40000;1;1;4;SS_LASER_TEMP1; I'm quite sure one of these numbers identifies current T...
- Sun, 5. Jun 05, 20:32
- Forum: X²: The Threat - Scripts and Modding
- Topic: BEAM mod 2.01b(incl.13 c. ships)[UPDATED:21.5.2005]Dloadable
- Replies: 90
- Views: 38921
carrier: Tested couple of times with story/without story and didn't find any readtextxxx:s in Argon Prime ship warf. I have bonus pack installed without gunnery crews. This mod doesn't alter any argon ships or stations currently. This is quite odd also because I haven't added anything on any the wha...