CheckerTwo's Patch10 OBJ Extension Tool
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CheckerTwo's Patch10 OBJ Extension Tool
OK gang,
Patch10 is available for your downloading pleasure.
I have it on my site right HERE!
PS - Please don't ask how to use it...if you don't know, you need to spend some time and come up to speed with X2 modding. In the wrong hands, this is a very dangerous tool...in the right hands, it makes for some very kewl mods. I'm not being nasty, and you can of course do whatever you like. However this utility alters your X2 OBJ files, so play nice...OK
Please note that there is a hard limitation in X2 at 32 missiles or weapons. This means you can add 7 more weapons (there are already 24...base 0), and 23 more missiles.
The good news is that all the missiles (and weapons) are selectable from the standard X2 keyboard shortcuts.
Patch10 is available for your downloading pleasure.
I have it on my site right HERE!
PS - Please don't ask how to use it...if you don't know, you need to spend some time and come up to speed with X2 modding. In the wrong hands, this is a very dangerous tool...in the right hands, it makes for some very kewl mods. I'm not being nasty, and you can of course do whatever you like. However this utility alters your X2 OBJ files, so play nice...OK
Please note that there is a hard limitation in X2 at 32 missiles or weapons. This means you can add 7 more weapons (there are already 24...base 0), and 23 more missiles.
The good news is that all the missiles (and weapons) are selectable from the standard X2 keyboard shortcuts.
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*Stuffs Red Spot (Formerly G5 wasn't it?) into a small box and mails it to Alaska... To be precise, Point Barrow.*
"SHHHHH... Don't let Egosoft hear you."
"SHHHHH... Don't let Egosoft hear you."
Get some Space Music:
https://samuraipenguinstudios.bandcamp.com/
https://samuraipenguinstudios.bandcamp.com/
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?
I'm already up to date with X2 modding! But that doesn't mean I know how to get my bullets to work!DeadlyDa wrote:PS - Please don't ask how to use it...if you don't know, you need to spend some time and come up to speed with X2 modding...
10,000 Lightyears of awesomeness
This is awesome!
I'm quite sure one of these numbers identifies current TLASER weapon number and other one current TBULLETS weapon number(0 being first in the second line of the file).
27;299;0.1;0.1;0;24;1210003;200;960;24;8000;0.01;100;40000;1;1;4;SS_LASER_TEMP1;Galaxy613 wrote: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?
I'm quite sure one of these numbers identifies current TLASER weapon number and other one current TBULLETS weapon number(0 being first in the second line of the file).
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 modified files so I tried again and got same error message. I tried also modifying anything else but extra lasers, and it worked! So the problem had to be in laser count or in ship count.
Then I though: what if I reduce ship count...
Reduced 1(to 313) with one extra weapon (25):
"Range check error"
Reduced 2(to 312) with one extra weapon (25):
no errors!
it worked!
And rest was crystal clear to me: 2 ship lines must be unused per 1 laser line, meaning you can have 300 lines for ships if you want to use all 7 extra weapons.
There are more than enough empty ship slots so it's not a big deal
Is this a bug?
Then I tried adding those extra weapons to original files and it worked!
I wasn't ready to give up on my already modified files so I tried again and got same error message. I tried also modifying anything else but extra lasers, and it worked! So the problem had to be in laser count or in ship count.
Then I though: what if I reduce ship count...
Reduced 1(to 313) with one extra weapon (25):
"Range check error"
Reduced 2(to 312) with one extra weapon (25):
no errors!
it worked!
And rest was crystal clear to me: 2 ship lines must be unused per 1 laser line, meaning you can have 300 lines for ships if you want to use all 7 extra weapons.
There are more than enough empty ship slots so it's not a big deal
Is this a bug?