Purpose and preparation#

Get Egosoft Blender Mod Tools from Bonus Material. Egosoft lists 0.7.0 for X4 9.00 and newer, and 0.6.8 for 8.00 and older. Use an eligible registered game account and the Blender version specified in that toolkit's readme.

First exercise#

  1. Read the toolkit readme and install its Blender extensions as instructed.
  2. Inspect an official sample asset for structure; save your own scene separately.
  3. Check part names, hierarchy, scale, materials, LODs and collisions. Change one clear detail for the first attempt.
  4. Export to a staging folder and connect the result to your own component/macro and extension indexes.
  5. Check visibility, materials, LOD distances and collisions in a test environment.

Expected result#

The result is exported assets plus the related XML in your extension. A valid .blend alone does not create a ready-to-use X4 ship.

Checks and limits#

Panels and export content depend on toolkit version; follow its readme. This article does not claim a completed export test. Next: ship models and macro/component.