View Full Version : How to edit .x files?
November 5th, 2003, 04:48 PM
I was trying out modding this game, but when I started looking at the .x files and using textpad to view them, I see binary data instead of human-readable data.
Is there any tool available to view these files? Also, where would you be able to change to speeds of ships?
Thanks in advance for any help.
November 5th, 2003, 05:38 PM
The .x files are the 3D models for the various ships, fighters, planets, etc. in the game. I don't know of any programs worth mentioning that can read in .x files, but there are a number of 3D modellers that produce .3ds files that can be converted to .x files with a converter (look for 3dsconv.exe); some of these modellers are Anim8or (http://www.anim8or.com/) and Wings 3D (http://www.wings3d.org) (which is currently down http://forum.shrapnelgames.com/images/icons/icon9.gif )
edit: oh yeah, the speeds of ships... in each ship definition in Main_PurchaseShipsPlayer.txt (or Main_PurchaseShipsEnemy.txt or Main_StartingPlayerShips.txt depending on which ships you want to modify) there should be an entry for the ship's max speed. This isn't the actual speed you'll get; you'll still need engines that can propel it that fast, though! To modify the engine components, go to Components.txt, remembering that the speeds in the text file are 1/1000 of those shown in the game, so to get a speed of 500, you'd put in 0.5 (like with the Ion Engine).
[ November 05, 2003, 16:40: Message edited by: Ed Kolis ]
November 5th, 2003, 07:34 PM
thanks! i was about to ask the same question, i didn't find a FREE plugin myself.
i'm using panda now for exporting from MAX to .x but unfortunately panda can't import .x files. is there another plugin to import them? would be easier to compare sizes and polycount instead of having to launch starfury after every change to the 3d-model.
November 5th, 2003, 08:16 PM
MAX doesn't have tools for polycount?
And once you have the model done, you can adjust its size if needed in the space objects text file.
EDIT: lithunwrap will convert to and from x and 3ds.
[ November 05, 2003, 19:17: Message edited by: Phoenix-D ]
November 5th, 2003, 09:51 PM
max has tools for polycount, i was more interested in the count for the original ships http://forum.shrapnelgames.com/images/icons/icon12.gif
November 6th, 2003, 02:16 PM
I think you either have to start a new game or buy a new ship for the changes to take effect...
November 7th, 2003, 12:35 AM
Existing ships have stats that are independent of the datafiles.
You need to purchase a new ship, or warp into a new system where the enemies are using that ship in order to see the changes take effect.
November 7th, 2003, 01:36 AM
Thanks for all the info you've provided. I've managed to open the .x files in readable mode now, forgot that my textpad was set in another mode for another project http://forum.shrapnelgames.com/images/icons/icon7.gif
Thanks for the info about the ship speed and the .x files info as well, Ed Kolis http://forum.shrapnelgames.com/images/icons/icon7.gif
Looks like modding this isn't going to be easy...but I'll see how I manage http://forum.shrapnelgames.com/images/icons/icon7.gif
November 7th, 2003, 01:48 AM
question concerning the spaceobjects_xfiles.txt:
i created a .x, works fine. then i tried scaling it by editing the spaceobjects file. but no matter what i do ( and i've checked, i'm editing the right set of numbers ), it doesn't affect the model in game. scaling, moving the engine-glow, rotating, nothing seems to have any effect.
is this file only read during creation of a new game, or are there other files i have to edit, too?
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