[Discussion] Generic Galaxy Editing Questions
Moderators: Moderators for English X Forum, Scripting / Modding Moderators, Moderators for the X3:FL Forums
-
- Moderator (Script&Mod)
- Posts: 22239
- Joined: Sun, 14. Nov 04, 23:26
[Discussion] Generic Galaxy Editing Questions
Please post any questions regarding galaxy editing here
-
- Posts: 42
- Joined: Sat, 24. Aug 13, 22:20
Re: [Discussion] Generic Galaxy Editing Questions
Is the addition of sectors in the in-game-editor still reliant on 00749.bod? Can the game generate the file autonomously?
-
- EGOSOFT
- Posts: 11869
- Joined: Fri, 21. May 04, 17:15
Re: [Discussion] Generic Galaxy Editing Questions
No the 00749.bod is a separate file and needs to exist prior to adding sectors.
I had made a Flatt Map Bod that would include all sectors. In the post there is a link to the tool I used to make it. That tool allows you to make a bod from a map file with all the connections. It also allows you to manually arrange the position of the sectors in the bod to make it look more interesting ingame. Though it will always be in a grid and flat. If you want to add depth or position sectors so they are not in a grid, you would need to manually edit the bod and change the coordinates to fit your liking. Its rather tedious to do manually tbh, so I don't think its worth doing.
So basically you could use the full map bod I linked, create your map to your liking and then use that map file to create your own bod file with the Map Tool, pretty straight forward.
MFG
Ketraar
I had made a Flatt Map Bod that would include all sectors. In the post there is a link to the tool I used to make it. That tool allows you to make a bod from a map file with all the connections. It also allows you to manually arrange the position of the sectors in the bod to make it look more interesting ingame. Though it will always be in a grid and flat. If you want to add depth or position sectors so they are not in a grid, you would need to manually edit the bod and change the coordinates to fit your liking. Its rather tedious to do manually tbh, so I don't think its worth doing.
So basically you could use the full map bod I linked, create your map to your liking and then use that map file to create your own bod file with the Map Tool, pretty straight forward.
MFG
Ketraar
-
- Posts: 21
- Joined: Thu, 23. Dec 10, 20:03
Re: [Discussion] Generic Galaxy Editing Questions
So I'm a total beginner, but what I'd love to be able to do is edit the existing universe without having to start from scratch. I love the universe, but I'd like to personalize it a bit... Is this possible without having to rebuild from scratch?
-
- EGOSOFT
- Posts: 11869
- Joined: Fri, 21. May 04, 17:15
Re: [Discussion] Generic Galaxy Editing Questions
You can add things to an existing map, but its tricky and requires some MD abuse. Depending on what you want it can be simple and easy or very tricky.
The most difficult thing about changing existing map is adjusting planets, moons and suns, its not possible as far as I know and if its possible its by using some SE hacks which I would not know how to do it. Adding things is rather simple though, as map files can be "patched" in, you just need to be carful that the things being added dont collide with exiting things and it should be safe.
MFG
Ketraar
The most difficult thing about changing existing map is adjusting planets, moons and suns, its not possible as far as I know and if its possible its by using some SE hacks which I would not know how to do it. Adding things is rather simple though, as map files can be "patched" in, you just need to be carful that the things being added dont collide with exiting things and it should be safe.
MFG
Ketraar
-
- Posts: 21
- Joined: Thu, 23. Dec 10, 20:03
Re: [Discussion] Generic Galaxy Editing Questions
Thank you, I think I'll hold off for now, I'm just not confident enough in my abilities!
-
- Posts: 30
- Joined: Wed, 7. Jan 04, 00:34
Re: [Discussion] Generic Galaxy Editing Questions
Hello,Ketraar wrote: ↑Sat, 24. Apr 21, 17:41No the 00749.bod is a separate file and needs to exist prior to adding sectors.
I had made a Flatt Map Bod that would include all sectors. I
for a completely new user/modder, can you link to a tutorial that explains how to use that file, or how to add new sectors to an existing map?
I haven't found any tutorial or post that explains the how-to unfortunately.
-
- EGOSOFT
- Posts: 11869
- Joined: Fri, 21. May 04, 17:15
Re: [Discussion] Generic Galaxy Editing Questions
I'll try and create a tutorial video soon™
MFG
Ketraar
MFG
Ketraar
-
- Posts: 1401
- Joined: Wed, 15. Nov 06, 10:21
Re: [Discussion] Generic Galaxy Editing Questions
I am working on a significant modification of the map by following the vanilla approach, adding close sectors (beta, gamma etc.). Made a lot of new custom planets each specific for any cluster, enlarged the space and changed the logic of station placenent. No problem up to now but...how to make Betty say the right name after you change it in the T file?? F.i. "Herron's nebula beta" instead of "Power circle"? The name shows but Betty keeps saying the old
Am close to relasing this mod except for this issue.
Thanks
Am close to relasing this mod except for this issue.
Thanks
-
- Posts: 1831
- Joined: Fri, 18. Jul 14, 05:28
Re: [Discussion] Generic Galaxy Editing Questions
1) Make changes to the T file.Realspace wrote: ↑Fri, 12. Nov 21, 09:11I am working on a significant modification of the map by following the vanilla approach, adding close sectors (beta, gamma etc.). Made a lot of new custom planets each specific for any cluster, enlarged the space and changed the logic of station placenent. No problem up to now but...how to make Betty say the right name after you change it in the T file?? F.i. "Herron's nebula beta" instead of "Power circle"? The name shows but Betty keeps saying the old
Am close to relasing this mod except for this issue.
Thanks
2) Do voice acting of sectors wav format 16 or 32 bit stereo / mono.
3) Each voice-over file must be added to the general audio track at the end, the addon2 \ mov \ 00344.dat file, and the start / end / length time in milliseconds must be entered in the 00044.xml time table.
If you find a tool for this from someone, it will be great. Otherwise, you will have to do everything manually.
-
- EGOSOFT
- Posts: 11869
- Joined: Fri, 21. May 04, 17:15
Re: [Discussion] Generic Galaxy Editing Questions
In the map file change the text ID for the sector name.Realspace wrote: ↑Fri, 12. Nov 21, 09:11I am working on a significant modification of the map by following the vanilla approach, adding close sectors (beta, gamma etc.). Made a lot of new custom planets each specific for any cluster, enlarged the space and changed the logic of station placenent. No problem up to now but...how to make Betty say the right name after you change it in the T file?? F.i. "Herron's nebula beta" instead of "Power circle"? The name shows but Betty keeps saying the old
Am close to relasing this mod except for this issue.
Thanks
Code: Select all
nameid="102xxxx" descid="103xxxx"
MFG
Ketraar
-
- Posts: 1401
- Joined: Wed, 15. Nov 06, 10:21
Re: [Discussion] Generic Galaxy Editing Questions
Ok I think I got how it works. Btw looking at the 0001-L044 at the custom names to be pointed in the map, I saw these lines that are probably a typo error
In conclusion, say I want to make a new sector called "Menelaus' Frontier beta" I make a new unique id number at the bottom, like this example:
where '1024093' is the next number possible after the last (Xenon hub) and '102104' the id of Menelaus' Frontier in vanilla and '101' the id for 'beta'
then in the map I use the '1024093' as custom name
Code: Select all
<t id="1023929">{7,1020419} {12,100}(Oscean of Fanasy alpha)</t>
<t id="1023930">{7,1020419} {12,101}(Oscean of Fanasy beta)</t>
<t id="1023931">{7,1020419} {12,102}(Oscean of Fanasy gamma)</t>
<t id="1023932">{7,1020419} {12,103}(Oscean of Fanasy delta)</t>
Code: Select all
<t id="1024093">{7,1020104} {12,101}(Menelaus' Frontier beta)</t>
then in the map I use the '1024093' as custom name
Last edited by Realspace on Sat, 13. Nov 21, 15:43, edited 1 time in total.
-
- Posts: 1831
- Joined: Fri, 18. Jul 14, 05:28
Re: [Discussion] Generic Galaxy Editing Questions
<page id="7" title="Boardcomp. Sectornames" descr="Names of all sectors (spoken by Boardcomputer)" voice="yes">
<page id="12" title="Boardcomp. greek" descr="Spoken greek letters" voice="yes">
and displayed on the map as:
There is no mistake. In this form, the name of the sector from line identifiers. Of course, if you didn't mean something else.
In brackets, just information, hints, etc. in the game are not visible.
Code: Select all
<t id="1020419">Ocean of Fantasy</t>
Code: Select all
<t id="1023929">{7,1020419} {12,100}(Oscean of Fanasy alpha)</t>
<t id="1023930">{7,1020419} {12,101}(Oscean of Fanasy beta)</t>
<t id="1023931">{7,1020419} {12,102}(Oscean of Fanasy gamma)</t>
<t id="1023932">{7,1020419} {12,103}(Oscean of Fanasy delta)</t>
Code: Select all
<t id="100">alpha</t>
<t id="101">beta</t>
<t id="102">gamma</t>
<t id="103">delta</t>
Code: Select all
<t id="1023930">Oscean of Fanasy beta</t>
<t id="1023931">Oscean of Fanasy gamma</t>
<t id="1023932">Oscean of Fanasy delta</t>
Code: Select all
(Oscean of Fanasy delta)
-
- Posts: 1401
- Joined: Wed, 15. Nov 06, 10:21
Re: [Discussion] Generic Galaxy Editing Questions
right right, they are not shown, as in the example of my names, now I got it.
Is it right my example for Menelaus Frontier beta?
Sorry for the dummy question (I never edited the T file) but.. do I simply make a new 0001-L044 with the new lines and put in my mod or do I have to make a kind of patch that adds those lines?
-
- Moderator (Script&Mod)
- Posts: 22239
- Joined: Sun, 14. Nov 04, 23:26
Re: [Discussion] Generic Galaxy Editing Questions
i suggest not using the id 102XXXX.
any ID will work as long as its in page 7.
you could pick something lime 10000 (or the next free number)
The reason for this, is that normally the sector texts are 102YYXX using the sector coordinates. The original texts use those because they were added before the map was able to override the text id. Now you can manually set the id to anything, best to use a different range
any ID will work as long as its in page 7.
you could pick something lime 10000 (or the next free number)
The reason for this, is that normally the sector texts are 102YYXX using the sector coordinates. The original texts use those because they were added before the map was able to override the text id. Now you can manually set the id to anything, best to use a different range
-
- Posts: 1831
- Joined: Fri, 18. Jul 14, 05:28
Re: [Discussion] Generic Galaxy Editing Questions
And it is better to use not the main text file, but your own, so that all your changes are in one text file and pilots could easily find and translate them into another language if necessary.
For example call the file 9800.xml or 6000.xml
Specify new identifiers for your sectors, etc.
For example call the file 9800.xml or 6000.xml
Specify new identifiers for your sectors, etc.
Last edited by alexalsp on Sun, 14. Nov 21, 08:17, edited 1 time in total.
-
- EGOSOFT
- Posts: 11869
- Joined: Fri, 21. May 04, 17:15
Re: [Discussion] Generic Galaxy Editing Questions
Correct. Would advise to create pairings with sector descriptions so that you have then always grouped, thus you would add 1034093 in page 19 even if its just a reference ( as in {19,whatever number}) to an existing description ID.Realspace wrote: ↑Sat, 13. Nov 21, 14:56In conclusion, say I want to make a new sector called "Menelaus' Frontier beta" I make a new unique id number at the bottom, like this example:where '1024093' is the next number possible after the last (Xenon hub) and '102104' the id of Menelaus' Frontier in vanilla and '101' the id for 'beta'Code: Select all
<t id="1024093">{7,1020104} {12,101}(Menelaus' Frontier beta)</t>
then in the map I use the '1024093' as custom name
While this is true, its important to note that any text file with own number would require a script to load it for the text to work ingame.
MFG
Ketraar
-
- Posts: 1401
- Joined: Wed, 15. Nov 06, 10:21
Re: [Discussion] Generic Galaxy Editing Questions
Thank you guys, I think I want to follow the added file route, to keep max compatibility, since I just want to add sectors so I'll only touch the page 390007 for sector names and the page 390019 for Sector descriptions. I'll recall the new names in the X3_universe.xml so I just have to ADD names, not change existing ones
Could you please provide a line of code to create such a script?
(suppose it's quite standard, but I never implemented scripts for x3)
Could you please provide a line of code to create such a script?
(suppose it's quite standard, but I never implemented scripts for x3)
-
- Moderator (Script&Mod)
- Posts: 22239
- Joined: Sun, 14. Nov 04, 23:26
Re: [Discussion] Generic Galaxy Editing Questions
you can load a text file via either the MD or a script.
to do it from a script, just create a new script, name it setup.* (IE setup.realspace). Any script starting with .setup are automatically run when loading a modified game
then add the command, load text: id:={fileid}
the fileid being the 4 digit id of your filename, which would be XXXX-L044.xml (for english). XXXX being the fileid
to do it from a script, just create a new script, name it setup.* (IE setup.realspace). Any script starting with .setup are automatically run when loading a modified game
then add the command, load text: id:={fileid}
the fileid being the 4 digit id of your filename, which would be XXXX-L044.xml (for english). XXXX being the fileid
-
- Posts: 1401
- Joined: Wed, 15. Nov 06, 10:21
Re: [Discussion] Generic Galaxy Editing Questions
Thank you it works perfectly. Also it allows to turn on/off the new names by loading the script or not. Only I had to create it in-game, since it does not recognize a file made externally (by me).
Another naive question. I noticed some sectors have no planets in the vanilla map. I know stations etc. can be added by scripts, are you adding planets dynamically in some sector too? Also, are you adding sectors that are not in the map? Mean not even in the x3_universe.xml not the 749? Just to be sure, I am aiming at max vanilla compatibility
Another naive question. I noticed some sectors have no planets in the vanilla map. I know stations etc. can be added by scripts, are you adding planets dynamically in some sector too? Also, are you adding sectors that are not in the map? Mean not even in the x3_universe.xml not the 749? Just to be sure, I am aiming at max vanilla compatibility