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Marcel
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Well, the windows didn't take very long to do.

[attachment=1345:hoop station windows.jpg]

I'm going to tweak that scaffold model, then see if I can combine my stuff and Vuzz's into one big mess for people to play with.


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walterar
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@potsmoke66 <img src="' http://spacesimcentral.com/forum/public/style_emoticons//telephone.gi f"' class='bbc_emoticon' alt='' />

Gernot, I had some problems with the landing gear antigravity "Impertial Shuttle". Is it possible to add a conventional landing gear?

Another thing, the position lights are reversed. I solved this in my packaging mod. It is only to be considered. Same for Typhoon.

I'm focused on four of its latest models. Caiman (it is really a new concept that could be used for new missions modules), Typhoon (simple, modern and elegant), Imperial Shuttle (this I think would have to give it a different name to avoid confusion with the ship of the same name in Star Wars) and 0G. The latter could be used as "escape pod" if you can not think of a better idea. <img src="' http://spacesimcentral.com/forum/public/style_emoticons//drinks.gi f"' class='bbc_emoticon' alt='' />

But if for some personal reason you are not willing to continue the work, do not worry, we will see how to solve it. <img src="' http://spacesimcentral.com/forum/public/style_emoticons//moil.gi f"' class='bbc_emoticon' alt='' />


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Potsmoke66
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i have been off far to long, hm? to the issue of the "eye", i know i used "matrix.orient" in it, i removed it because it didn't exists anymore since alpha23. while i assume it should work.

please give me a day or two time to keep all in shape again, or at least to check all the models.

yes i know it's complicated to install the models as MOD's but you can still move them into the installation.

and i said it could give problems running both parallel, standard models and my updated ones.

or to say in other words, standard will run with the "new" alpha23 submodels, my updated won't run with standard submodels, confusing i know, but no way to get around that, except perhaps i wouldn't use the pilots as sub-models and place them exclusively into each model.

same goes to many new sub-models, unfortunately i changed some names, but on the other hand, the names are better structured now and more comprehensible.

this is a advance imo, because as modeler you will easier remember the names then.

i tested the alpha23 submodels back then with a standard installation, (but of course they have to be moved to the installation, mods won't override installed models or scripts at all, in no case) it should work or has worked fine for me, with some small backdraws, like always the same flightgroup color for all ships.

next time i make clips that will show a step by step installation(s), of how it can be solved smartest from my pov.

i really like the idea of the MOD's folder even when i had some reservations in the beginning if it's needed at all.

but, and i stated that before, best would be to move most to it, so the problem of not to override scripts won't appear.

or if the devs would find a way to give the mods priority over the installation, this would give you most freedom.

download a standard release and put into MODS whatever you like, the MOD will override (replace) the installed same named script.

actually it's vice versa and MODS are indeed loaded first but get overridden (which is somehow logical to me. mod scripts loaded first will be overridden by any same named later loaded script).

though i have a lot of work ahead in fact.


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'potsmoke66' wrote:

but, and i stated that before, best would be to move most to it, so the problem of not to override scripts won't appear.

or if the devs would find a way to give the mods priority over the installation, this would give you most freedom.

download a standard release and put into MODS whatever you like, the MOD will override (replace) the installed same named script.

actually it's vice versa and MODS are indeed loaded first but get overridden (which is somehow logical to me. mod scripts loaded first will be overridden by any same named later loaded script).

Mods do override installed files. They didn't originally, but that was a bug (#1356), which was fixed (#1359) in alpha 24.

John B


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Potsmoke66
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@walterar

Quote:
But if for some personal reason you are not willing to continue the work, do not worry, we will see how to solve it.

you know already that this isn't the reason, but i really needed some distance to everything, i'm sorry.

landing gears on "imperial shuttle".

besides i see no reason to change the name, even if i'm not sure if we will have a imperial faction like in FE2, i stand to this, but i can't decide it my own and will have to follow what comes out of "factions and background story", it's a bit problematic for me, i dislike the idea of a fixed background story somehow, i never was interested in such neither in FE2, i played the game following to my own impression of a "background story", i think personally this freedom should be still given. it limits to many things imo, but i can speak only for myself.

again,

landing gears on "imperial shuttle". yes, i havn't made some, i guess i simply haven't had the right idea yet. already i know some dislike the tiny sledge on the "imperial courier". i'm not sure how to solve that problem. i've seen a nice "courier" on youtube i guess, at least the landing gear was mounted to the body and not to the engine pods, looks somehow even good to me.

edit: usually i don't delete post, have done it not to insult anyone unwillingly.

should care goddammit about my problems, there are enough of them, in real life and in pioneer, guess would be better to work on the "big wheel" instead.


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Potsmoke66
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ok, thanks John B <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />

i haven't run alpha25 more then once already to check the "Kestral", havn't "experimented" yet with the mods, so thanks i didn't knew this fact.

and SUPER! i see this as a real progress.

i guess this is the next thing to expect here, updating of the models or "mods". this seems important for me.

i like to allow all of you to get them run properly and in the most easy way as possible.

again, excuse me my "holidays", but i really needed them. besides as a excuse, it was extremely hot in july and august here in switzerland, not the right condition to do "braintwists". i was often on the lake zürich, outdoor at all, have spent time on concerts and distracted my mind with whatever.


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Marcel
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Have you checked out Metamartian's work on the downloads page? Every ship of yours that he converted seems to work in alpha 25 as a mod.


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Potsmoke66
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no not yet, ok that's very nice of him.

in general it's really SUPER that the mods will override the installation.

now i understand why no one has asked me to fix any broken models, i really was surprised.

today i was "off" to meet a old friend of mine on facebook (he contacted me), we haven't had contact since '98.

@geraldine, from him i bought my first miggy!

from him also i got my first copy of Frontier!

besides he never liked FE2 much, his game was lemmings, or a german soccer manager, which i liked also. i guess he was not little surprised to what sort of a geek i became, who's stll playing the same old crap

to say it right the CD32 version of Frontier (he used a A1200 with a tiny HD and a CDrom drive, how advanced!), it didn't took me long to buy the CD32, after it was, oh that was shit, reimported from GB. original the CD32 was very expensive here in switzerland, because of the kodak license if i remember right. a electronic discounter here reimported it from UK, and sold the shit for a third of the official price. unfortunately they didn't sold any software only the console. i still have the "communicator" for the CD32 and a unfortunatly broken CD32, my stepson helped that thing once over the jordan <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' /> how he did it is a complete riddle to me, he only played and "pht" it was gone, really, i was aside of him, but i know he has a special hand for electronics, lol. i wasn't too angry he was very young, i guess 6, how can you be angry with a child aged 6? ha, ha, i remember those days well, the first game he played was a "hitting groundhogs with a hammer", that was when he was 4. he surely has changed and likes things like WOW or GuildWars now. he has beaten me often in racing games, he could play, talk to his mom and watch TV, all at the same time - and has beaten me, damned!


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Potsmoke66
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@marcel & vuzz, you can if you like, make the antennas randomly appering, i know again another damned dynamic thing.

use the new selector function, i'm not sure if it works for stations labels to, if not write a similar function for your station(s).

you can limit it to the disired margin if you use it in the manner of

selector1() (draws numbers from 1 - 1000)

if select1 < 251 then

elseif select1 < 501 then

elseif select1 < 751 then

else

end

if you like to have four variations i.e.

the other 3 selector functions will draw numbers from 1 - 100

if you (have to) write a new one, then you can set the margin already in the function.

it's enough then to use i.e. only the first two letters to randomize a number, if the range is small like 1 - 4 (two charcters are enough for a range up to 100)

something like:

function my_rand_selection()

my_rand = util.hash_random(string.sub(get_label(), 1,2), 1, 4)

end

on the very top of the script

then call it in the models dynamic section with:

my_rand_selection()

if my_rand == 1 then

and so on

while i would replace "my_rand" with something more unique like "nice_station_rand" or "marcel_station_rand", this to avoid conflicts with possibly appearing similar named functions.

unique but should also make a little sense when you look at it <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />

---

i'm not sure but i assume the problems you had with my original "mod" models was because of the change in the selector function.

because, my fault, i used something completely new and different to that, more predetermined numbers instead of the 4 random generated numbers.

we better keep how it's made actually.

even if i really would like to determine once things like: gender, flightgroup color, alliance

for the player only, of course.

but i leave this better up to our devs i guess.

---

question to the devs:

actually something is getting on my mind.

we could (couldn't we?) determine already if a ship is used by player or AI no?

i just don't know how that will work, how to setup the selector function for this.

and replace the random stuff for gender and such, with something predetermined (in case for gender) or something game dependant (like alliance).

future music, i know, but would be good to think about at least, i guess.

but until then i'm satisfied with how it is now


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walterar
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Gernot, I adjusted a few things and I have your models running ok on alpha 26.

I would like you to tell me if these links work for you.

Caiman: http://db.tt/WiZ7EOKb

Imperial Hunter: http://db.tt/yqEO4KPC After seeing it in action Hunter seemed more appropriate, but if you do not like. Shuttle.

Typhoon: http://db.tt/iPvGo1Za

And to paint them any color you want <img src="' http://spacesimcentral.com/forum/public/style_emoticons//prankster.gi f"' class='bbc_emoticon' alt='' /> : http://db.tt/1E8sGNcz


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walterar
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Gernot, special attention to GitHub #1444

I'm testing #1454. May be included in a26 with some modification. In that case you have to adjust the cameras.


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Potsmoke66
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yeah, im looking forward to this implementation of a cockpit view, have noticed it already.

and imperial hunter sounds good to me...

hunter sounds at all good to me, imperial or not.

as my models run fine for most now, i won't spend time on them actually, i like to get the ncc-1701a get finished.

also i have to contact the "owner", i need his OK when she's finished.

any ideas, how to implement the read.me?

should i put it in the MOD's zip?

but then it's hidden for a common user.

or should i pack it both into a additional zip?

but that might confuse even some.

i guess i choose 7zip, then it's obvious you have to unpack it before you can use it.

because i want to make sure the read.me will be seen and possibly readed then, it's a sort of a must for this models.

i could name it: readme_not_trash.me <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' />


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walterar
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"...[background=rgb(33, 47, 58)]and imperial hunter sounds good to me..."[/background]

I happened to change the name after seeing this:

[background=rgb(33, 47, 58)]"any ideas, how to implement the read.me?"[/background]

You've seen the readme.txt that is inside of the mods?

I think it will be good to have a record of the evolution of mod through time.

I would like you to give me your expert opinion, and if something is missing or surplus.

[background=rgb(33, 47, 58)]"but that might confuse even some."[/background]

Yes, I think it can be confusing. We must spread the word that, in the mod/zip, there is a readme.txt and anyone can read it without decompressing.

"[background=rgb(33, 47, 58)]i could name it: readme_not_trash.me" [/background] <img src="' http://spacesimcentral.com/forum/public/style_emoticons//close_tema.gi f"' class='bbc_emoticon' alt='' /> <img src="' http://spacesimcentral.com/forum/public/style_emoticons//haha.gi f"' class='bbc_emoticon' alt='' />

Dropbox worked well for you?


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Potsmoke66
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[attachment=1376:eat_me.jpg]

dropbox was whatfor?

excuse me my confusion but maybe i stayed too long in a german forum and now i've lost my mind.


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walterar
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I started using Dropbox instead of Google Drive for file sharing, I think is best for this. Two years ago I had account there and had not used it. The latest links are in Dropbox.

[background=rgb(33, 47, 58)]" i stayed too long in a german forum and now i've lost my mind." [/background] <img src="' http://spacesimcentral.com/forum/public/style_emoticons//don-t_mention.gi f"' class='bbc_emoticon' alt='' />


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Potsmoke66
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2010-10-27_061240.jpg

we had a imperial shuttle once and a few more, but the ships are very "crappy" in some sort, X-Wing Alliance is a old game.

not to long ago i started to revive some, with the help of marcel who had even a few models left.

i know, another thing that has been delayed by me.

but they still lurk around on my HD.

also i had in mind to make better textures for them, but this costs time, the textures are really very low in resolution.

though, best would be to size them up and use them as a template to workout a new one on top of the original.

for certain models i would have liked to use "original" shots from the movies or wherever from.

nonetheless, i could revive some based on what i have already, it's just they look such cheap that i really start to dislike them each time i open them in blender.

of course there would exist better models, especially on darksabres XWA mod page, but i know he didn't likes them to be converted, he stated that it has happened some "stole" the models and sold them. that's why he decided to restrict re-use of his models. i've been already gone to far using his Millenium Falcon, have mailed him once but never got a reply from him. same for the modeler of the NCC-1701 (TOS), i mailed this guy already to say: "hey, i'm up to convert your model for a opensource game, i know you feel alright because you said, do something nice with it" but neither got any reply. well ok, he said: "do something nice with it, but keep the readme" that otherwise a clear statement.


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walterar
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Your version I like more. <img src="' http://spacesimcentral.com/forum/public/style_emoticons//don-t_mention.gi f"' class='bbc_emoticon' alt='' />


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walterar
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[background=rgb(255, 255, 255)]"do something nice with it, but keep the readme"[/background]

It is very important to the readme.

[background=rgb(33, 47, 58)] "he stated that it has happened some "stole" the models and sold them" [/background]

I have suffered these things. <img src="' http://spacesimcentral.com/forum/public/style_emoticons//big_boss.gi f"' class='bbc_emoticon' alt='' />


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Potsmoke66
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Quote:
Your version I like more. <img src="' http://spacesimcentral.com/forum/public/style_emoticons//don-t_mention.gi f"' class='bbc_emoticon' alt='' />

thanks, it's a different ship and it's foremost unique in PIONEER!

Quote:
I have suffered these things

da vero?

that's miserable, i think it's ok to copy, but to let yourself get payed for a work of another is nasty.

but yes i do remembered that i saw meshes of some ships once for which you had to pay a fee, but that's quite a few years ago.

also i thought always they didn't make a good deal, if you can download the "original" from the owner for free.

needs usually only a deeper search, but since a while i didn't saw a lot meshes sold for money, i guess they are banned or something.

i guess it's also a benefit of blender and that it has been spread quite more then a few years ago.

even i started out on 3dsMAX, but it was always far to expensive for me.

i understand somehow that some wnanted to have a little wage for the cost of the software.

on the other hand a problem, 3dsMAX didn't allows to sell work if you have a private licence (and that's expensive enough)

the business licence is unaffordable for a hobbyist.

but since there is blender, who needs 3dsMAX?

i remembered a few years ago that i told that to all on elite-games.ru

meanwhile it has gettin' real good, not different but i guess better to handle for migrators from MAX. besides i still use 2.49 and it works well for me, so i see no reason to change to 2.6 or following. i have to say i'm used to it that much that i have problems with 2.6, what annoys me also that i can't use many python scripts in 2.6 anymore.

but i'm familiar with some of them and also i changed a few to my needs, but they won't work proper in 2.6 and to work again on that costs me time for nothing. which i rather like to spend here or on a german forum where i can have fun and write in my motherly tongue. both tongues german and swiss, that's great.

remarkable that a forum from german has gained interest in switzerland, but i guess because it's a different forum, the name is a little confusing "allmystery", besides a lot of themes are ufo, religion, mystic, but the interest of most ppl is weighted on entertainment or knowledge. i guess (i felt it from the start) it was the founders idea to let clash both "worlds". wich ends up sometimes in threads like "why do have the know-it-all always to spoil the mystic threads?" - because we like to <img src="' http://spacesimcentral.com/forum/public/style_emoticons//elf.gi f"' class='bbc_emoticon' alt='' /> spoil!

and get easy distracted? ha, ha, should see what happens there sometimes, one starts a thread on earth and it ends on the moon.

you (imagine me!) really have to get them back to earth sometimes. all kinds of trolls and stalkers, but no one really plays bad.


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Potsmoke66
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ah yes, walterar and fluffyfreak, i noticed that lighting glitch now even ont the enterprise, it's somewhat new and different yes, changes a lot with view angle, really not nice.

very good to see on the enterprise because she's got no textures, i guess.

i hope the dudes can fix this soon.


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walterar
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"[background=rgb(33, 47, 58)]thanks, it's a different ship and it's foremost unique in PIONEER!"[/background]

This is really so. Along with Typhoon are most look in space. They look fantastic and, mainly, in tune with the century.

A very interesting concept introduced Caiman. Can make special missions.


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walterar
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"[background=rgb(33, 47, 58)]i can have fun and write in my motherly tongue."[/background]

I understand everything you say, but remember that my text editor is Google Translator. <img src="' http://spacesimcentral.com/forum/public/style_emoticons//mail1.gi f"' class='bbc_emoticon' alt='' />

I see you're relaxed, may be after finishing a job successfully? <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wizard.gi f"' class='bbc_emoticon' alt='' />


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Potsmoke66
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i guess beeing relaxed is a merit of "allmystery", i have had a good time there.

and perhaps caused by this

[media]

it's a clip (video) of the lighting glitch, how it appears on the enterprise.

unfortunately i choosed "medium quality" when i captured it, so it has a lot of jpeg artefacts right from the start.

but i thought let's see "medium allows a little higher framerate?" which neither has worked out well as you can see.

edit:

i thought when upload it to photobucket i would keep at least what i got, but they compress uploaded videos as well as youtube do.

next time i use skydrive i guess, let's see if i can upload clips there without loosing half of the quality.

i tried to upload the clip on youtube, it preserves a little better quality though.

quite interesting that some company claimed to have rights on the music, i already countered to that because:

http://archive.org/d...onsForOrchestra

it's CC Attribution-Noncommercial-Share Alike 3.0

i guess i selected the right avatar today <img src="' http://spacesimcentral.com/forum/public/style_emoticons//diablo.gi f"' class='bbc_emoticon' alt='' />

i have to say that i never have seen such before, i assumed before because of the screenshots of the station something different and common.

but this is not common and also it didn't looks good.

erm, to present someone this would be a visual degrading of pioneer.

but humans judge by the visual things, they do, don't they?

i hope it get's fixed in alpha26 or reverted to how it was before?

because no lie, i would have noticed it for sure if it would have existed before and in alpha23 (i had a pause inbetween).

---

addendum

i uploaded the clip to my skydrive, of course it won't be compressed on skydrive.

but to watch it on skydrive you need silverlight.

what does firefox have to say about the silverlight plugin?

risky! (disabled by default).

is there anything more you need to know?

if it's MS, i'ts a mess for sure.

should perhaps also watch what this guy has to say about IE...

https://www.youtube....85&feature=plcp

who is he?

http://www.youtube.c...r/RobertMfromLI

while he stated they can't, i assume they won't, it's willingly done by MS, or do you think they are less good as the developers of firefox i.e.

of course i dind't think so, so only one conclusion is left...

---

ah, yes for those who like to watch it on skydrive or like to download the clip

https://skydrive.liv...F75DD11F515!231


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walterar
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I see the same as you. But do not worry, I'm testing Luomu work in https://github.com/p...oneer/pull/1432 and see which solves this and other problems. How have you solved the 65,536 vertex limit?

[background=rgb(255, 255, 255)]"[/background]Where no man has gone before[background=rgb(255, 255, 255)]" [/background] <img src="' http://spacesimcentral.com/forum/public/style_emoticons//popcorm1.gi f"' class='bbc_emoticon' alt='' />


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Potsmoke66
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like john bartholomew explained it, use a sub-model, it's only limited to 65'536 verts per model.

so i simply splitted the complete model to two:

Code:
--[[
i used a scale on top of the script to grant the positionlights will be sized proper
no matter what scale you choose

scale 9 = 300m length (original 305m)
--]]

local model_scale = 3 -- ~100m length

define_model('ncc1701a_premodel', {
info = {
lod_pixels = { 1, 0 },
bounding_radius = 90,
materials = {'hull_b', 'hull_m', 'hull_d'},
tags = {'ship'},
},
static = function(lod)
set_material('hull_b', 0.7, 0.7, 0.65, 1, 0.4, 0.45, 0.5, 30)
set_material('hull_m', 0.6, 0.6, 0.55, 1, 0.4, 0.45, 0.5, 30)
set_material('hull_d', 0.15, 0.155, 0.165, 1, 0.3, 0.3, 0.3, 10)

use_material('hull_b')
load_obj('1701a_hull_b.obj')

use_material('hull_m')
load_obj('1701a_hull_m.obj')

use_material('hull_d')
load_obj('1701a_hull_d.obj')
end
})

define_model('ncc1701a', {
info = {
scale = model_scale,
lod_pixels = { 1, 0 },
bounding_radius = 90,
materials = {'black', 'red', 'bluelight', 'orange', 'white', 'e_glow', 'redlight', 'wins', 'posl_red', 'posl_blue', 'posl_white'},
tags = {'ship'},
},
static = function(lod)
if lod == 1 then
load_obj('1701a_coll.obj')
geomflag(0x100)
load_obj('1701a_scoop.obj')
geomflag(0)
else
set_material('black', 0.01, 0.01, 0.01, 1, 0.3, 0.3, 0.3, 10)
set_material('white', 0.9, 0.9, 0.9, 1, 0.5, 0.5, 0.5, 10)
set_material('red', 1, 0, 0, 1, 0.5, 0.5, 0.5, 30)
set_material('bluelight', 0, 0, 0, 1, 0, 0, 0, 10, 0.2, 0, 1.4)
set_material('orange', 0.8, 0.7, 0.1, 1, 0.5, 0.5, 0.5, 30)
set_material('wins', 0, 0, 0, 1, 1, 1, 1.5, 100, 1, 1, 1.05)
set_material('e_glow', 0, 0, 0, 1, 0, 0, 0, 10, 0, 1.2, 1.<img src="' http://spacesimcentral.com/forum/public/style_emoticons//dirol.gi f"' class='bbc_emoticon' alt='8)' />
set_material('redlight', 0, 0, 0, 1, 0, 0, 0, 10, 2, 0, 0)

call_model('ncc1701a_premodel',v(0,0,0),v(1,0,0),v(0,1,0),1)

use_material('wins')
load_obj('1701a_wins.obj')

use_material('e_glow')
load_obj('1701a_e_glow.obj')

zbias(1,v(0,0,0),v(0,0,0))

use_material('black')
load_obj('1701a_black.obj')

use_material('orange')
load_obj('1701a_orange.obj')

use_material('bluelight')
load_obj('1701a_blue.obj')

use_material('red')
load_obj('1701a_red.obj')

use_material('white')
load_obj('1701a_white.obj')

use_material('redlight')
load_obj('1701a_redlight.obj')

use_material('posl_red')
load_obj('1701a_posl_red.obj')

use_material('posl_blue')
load_obj('1701a_posl_blue.obj')

use_material('posl_white')
load_obj('1701a_posl_white.obj')

zbias(0)
end
end,

dynamic = function(lod)
if lod > 1 then
set_material('posl_red', 1,0,0, 1, 1,1,1,100)
set_material('posl_blue', 0,0,1, 1, 1,1,1,100)
set_material('posl_white', 0.9,0.9,1, 1, 1,1,1.5,100)

local lightphase = math.fmod(get_time('SECONDS'), 1)
if lightphase < .4 then
set_material('posl_red', 0,0,0, 1, 1,1,1,100, 2,0,0)
billboard('smoke.png', 2 / model_scale, v(2,0,0), { v(-7.467, 2.005, -8.785) })
elseif lightphase > .4 then
if lightphase < .7 then
set_material('posl_blue', 0,0,0, 1, 1,1,1,100, 0,0.5,1.5)
billboard('smoke.png', 2 / model_scale, v(0,0.5,1.5), { v(7.467, 2.005, -8.785) })
elseif lightphase > .7 then
set_material('posl_white', 0,0,0, 1, 1,1,1.5,100, 1.2,1.2,1.5)
billboard('smoke.png', 2 / model_scale, v(1.2,1.2,1.5), { v(7.273, 1.305, -8.785), v(-7.273, 1.305, -8.785) })
end
end

billboard('smoke.png', 2 / model_scale, v(1.2,1.2,1.5), { v(0,3.32,-9.68), v(0,0.6,-10.29) })
billboard('smoke.png', 2 / model_scale, v(2,0,0), { v(0.581,1.81,-0.856), v(-0.581,1.81,-0.856) })
end
end
})

[attachment=1378:ncc1701a_02.jpg]


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