Modding Ships and Missing a Step...

Blender to Max and ...

Ok so I locate some meshes for 3d from either Link or Link

I picked one that was in a Blender format to begin with, so I exported to 3ds.. (now that I have python and the export script working). After I saved with the .3ds format I exit blender and IMPORT it in 3ds Max.. I then use the panda exporter to export to a .X file since blender wont, after making some needed fixes Top Frame only, and picture in .PNG format.

So I have a ship file in a .X format. Move to My Docs\My Games\Galciv 2\ships folder.. and then what? It doesn't appear in the game.

I want to know how to get it in the game from that point. Any help appreciated, thanks.




9,738 views 9 replies
Reply #1 Top
no, you need to replace an existing ship file from \GalCiv2\Gfx\Models. the folder you used is for ship designs (ingame ones), not for ship models.

my Blender exports X just fine btw
Reply #2 Top
I just noticed that.. will have to try both ( I noticed I can export .X with Blender after checking again )


...er I can't IMPORT .X in blender though

And thanks!! I knew I was missing something just didn't know what it was.
Reply #3 Top
You can add S99_ to the begining of the model to make it available for all ship styles (or S0_ - S5_ for specific ship styles). Then you add it to GC2types.xml to get it ingame. You can make a new entry using an one as a template for what you need to enter, or just replace what model get's pointed to in the item you want to change. I haven't tested replacing the model target, so style specific models may override generic models.
Reply #4 Top
On a side note: I did find an import/export script for 3ds max versions 4thru 8 so I can eliminate blender as the middle man if I want. I was hoping I could with Blender but it only exports atm till i find another script.. Why would I want to or why do I need to? Call it second guessing myself. But I think it's important to SEE what I've done (or what the export process did to it before I fire up the game )


I may go the 3ds max route since I can definitely load the existing Stardock made models.
Well I suppose I could stay with Blender, once it saves it theres a directx viewer ...
Reply #5 Top
my problem with Blender was I didnt know what I was doing (lol) I have barely used either program. I just have a strong desire to mod/see certain ships in the game. There was two options and apparently I did the wrong one till I tried the other export option.
Reply #6 Top
So if I go the S99 route.. I notice the other files are for structures... so I need to use Kryo's Hull Mod for ingame? I'd choose one of his hulls and then the ship I modded in as a component ? Sorta like that ?
Reply #7 Top
sorry for double post... had forum error
Reply #8 Top
so did yo ufinally managed to enter one of those ships in the game? I'm asking you this because im trying right noe the exact same thing as you and i could use some pointers....
Reply #9 Top
so I need to use Kryo's Hull Mod for ingame?


Wow, sorry I missed replying for a week. Must've been bumped way back pretty fast, because I try to check on replies to things that happen while I sleep/work.
I haven't used Kryo's hull mod, so I can't tell you how you add anything to it. Pretty tired atm, but I can give you a link to a ship I've added to the game. I think you need to register to download, but it's a great modding site so you should register anyway http://www.gc2builder.com/viewtopic.php?t=58
I think you'll want to adjust the gc2types.xml to better match an existing hull, because I haven't had a chance to get with the admin on updating the included instructions.