December 11, 2016 at 11:55 pm #61582
here i will post my updated ships and other models for FFED3D AJ
(do you like the “stud city shuttle”?)
i guess i have to index the content of the following post,
– screenshots of the new models
– screenshots of the alternative models (models which exist already in FFED3D).
– links to download the new models from my onedrive account
i split them into three posts for two reasons;
first i have only limited time to edit a published post and i hope i can manage to upload all the stuff until monday morning,
second if all screenshots are in one post it will take maybe a little long to load them.
**new FFED3D models**
for what reason ever in FFE this ship is split into 5 sub-models!
you won’t get a proper model dump since model 22 is only calling the sub-models
i recreated the shape based on the original coordinates with help of theunis de jong’s “frontier meshview”, scaled the model to the dumps of the sub-models for this ship.
i used model no. 193 (engine submodel) for a permanently rotating engine-part.
besides, all (new) ships use multiple skins.
i like this tiny ship, not very useful but true frontier style like the cobras and the rest of amphibia and preybirds (which they left for FFE).
Cobra MK I:
(re-release of my Cobra for Pioneer Space Sim, but i guess FFED3D still leaks of a Cobra MK I)
my odd cobra mk I
the ship doesn’t fits exactly to FFED3D (not yet), thruster and positionlights locations vary.
for this ship i created also a turret submodel, yes it needs a better skin and yes it’s primitive – but at least somewhat better as the original one.December 12, 2016 at 12:49 am #110005
**alternative FFED3D models**
Eagle Long Range Fighter
Eagle MK II
Eagle MK III
i know there are three eagle models for ffed3d,
that’s why they are titled “alternative”.
at least this is a quite colorful version.
needs some work on the model to fix thruster positions.
this ship also needs to be reviewed, but i guess until it’s a good alternative to the existing Conny.
leaks still of a proper skin and can’t challange the recent Merlin (not yet 😉 )
Imperial Courier and Trader
my most aged model – still a beautiful ship imho.
so far for the “new & old ships”
i even started a “Lion Transporter” but it’s still in a very primitive state.December 12, 2016 at 1:42 am #110006
new ship models:
link to folder containing models (.7zip format):
link to folder containing alternative models:
[https://1drv.ms/f/s!AhX1Ed1178sOg3jJGh8tJWaRJhAo](https://1drv.ms/f/s!AhX1Ed1178sOg3jJGh8tJWaRJhAo “https://1drv.ms/f/s!AhX1Ed1178sOg3jJGh8tJWaRJhAo”)December 12, 2016 at 7:12 pm #110010
I’m liking these a lot Gernot! Using the new Kestrel, Krait and Transporter immediately, as I didn’t have D3D replacements for those.
Now I’m going to go through the others you’ve provided to see if they’re an improvement on what I’ve got (I think they will be!)
Great to see FFED3D getting some love 🙂December 12, 2016 at 10:57 pm #110013
Wonderful work Gernot, thank you so much for these! 🙂December 15, 2016 at 7:04 pm #110020
Really hoping you’ll be able to something with the ships which haven’t had any work done on them since FFE.
By my reckoning they are:-
Ok, ok, that’s a long list! But IMHO it would be great if they got the attention, rather than the others which have already had improvements made to them.December 17, 2016 at 7:50 pm #110027
you can remove the “Hawk” from the list,
it was a easy one since i re-used the parts from the “Kestrel” for it (likewise the original).
“Lion Transport” is already in the dock, still very basic though
“Gyr” i started once for Pioneer as a conversion of the original “basic” (vector) model
it can be used as a starting point.
a “Python” or “Anaconda” (i’m not certain which one right now) should exist,
i know this because i fixed once something on it’s animation.
**ANYTHING ELSE AS NEW**
not on your wish list, it exists but it’s missing in “FFED3D AJ” (?)
i’m not certain but i guess it’s from “Sparks”.
The Viper MK II had wrong normals on certain parts of its surface.
model with corrected normals
in the game the change will look like this
because FFED3D uses double-sided material this glitch isn’t to recognize easy.
wrong normals will result in wrong lighting.
(besides i really wonder what’s the purpose of the cullmode, because it didn’t changes anything on “culling”,
wherefore a “clockwise wund” or “counterclockwise wund” material will should be single-sided and either one side should be culled, like the single sided material in the mesh-viewer).
further i know some models have little glitches in the animation, that’s mostly because of wrong normals and a matrix which forces the part to align with the matrix which results in a constant flipping of the parts alignment to it’s normals, by choosing a extremly high animation speed and many-thousend frames these glitches aren’t well to notice but still exist.
just for completness:
i slightly overhauled “Lanner I” , i will add some more color variations soon.
i don’t know eactly ehich one is in “FFED3D AJ”, but this one has a overhauled landing gear.
nothing new here, i’ve uploaded this version several times.
i was amazed to see the stud-city shuttle in the mods folder of FFED3DAJ (with full sight to the pilot).
i know we have one – but i rather like a std. FE2 shuttle,
most of all i like to violate FFED3D and use my “Maneuverable Cargo Unit” as shuttle and upgrade this to 10/40 tons, thruster power and needs to be hacked that’s why i didn’t show off this alternative.
i would like to keep track of more values of the original ship specs;
– thruster positions are independant from the geometry and accessable like the turret pos.
– position and scale of submodels, would be really helpful.
usually in FFE the sub-models are called unscaled though this would be a sort of hack,
position of sub-models is mostly independant from geometry.
– it would be possible as well to reorient / scale the ship-labels (or any else labels)
– bounding-radius, scale and scaler (the line in the ship preview) are editable to
only the position-lights are usually just a vertex of the geometry,
but on the other hand i’m not sure if the original geometry has a use at all,
i always assumed it’s used as collision mesh – but i don’t know.
but as well i know the ship has a bounding-radius and with a high chance this is the “bounding size” of the geometry
(you touch something or get touched as soon as the bounding-radius is crossed by the path of the object) .
if i make a hack no one else has much profit of it,
if it would be possible to control all via ship-specs it would enhance FFED3D a lot i guess.
mainly it’s to give exactly this ship and the “Lifter” a proper use in the game – a unarmed shuttle ship but with cargo space enough to make some use of it.
some alternative models out of the bag (i’m up to make new ones, patience please 😉
the never seriously ment “Viper MK II” replacement,
i’ve also fixed a few invisible things on my “Adder” – i had problems converting it into a binary-mesh (instead of the text format output)
now i found with help of “DX-mesh viewer” some so called “bow-ties” (joined vertices which are in fact physically displaced), the mesh viewer can help to get aware of certain misuses in the mesh.
under construction are the “Lion Transport” and “Gecko”
next will be maybe the “Tiger Trader” just because i liked to own this ship in old FE2.December 18, 2016 at 1:49 am #110029
the links to all the models i uploaded so far.
i changed the folders somewhat,
now each model is stored together with at least one screenshot to identify the content of the folders
and a short description (sort a version history also).
i will keep to update the models (probably add a version #) in these folders.
[**alternative models**](https://1drv.ms/f/s!AhX1Ed1178sOg3jJGh8tJWaRJhAo “https://1drv.ms/f/s!AhX1Ed1178sOg3jJGh8tJWaRJhAo”)
buildings, buildings, buildings….
i noticed a lot of building are missing in “FFED3D AJ”
any specific reason?
a link to the good old “Direct X MeshView” program.
it’s a extremly handy tool for converting / validating or simply to explore FFED3D models.
it was part of the DX8 developement environment but has never been replaced by something useful as this one.
two handy tools made by “Theunis de Jong”:
FrontierMeshes and ShowMesh
FrontierMeshes shows the FFE primitive models and their linked sub-models, vertices and other object data.
ShowMesh exports the Objects of FFE in “plain text” with explanations, i use this often.
[FrontierMeshes and ShowMesh](https://1drv.ms/u/s!AhX1Ed1178sOhF2vG2VS2sPRHYt9 “https://1drv.ms/u/s!AhX1Ed1178sOhF2vG2VS2sPRHYt9”)December 18, 2016 at 8:02 pm #110038
Mmmm, so much to look at!
Thanks for the Hawk, nice work.
The Falcon I already had, from Elite Games Russia I suspect. (Ok, now I see it’s slightly different to yours!)
The Lanner I is very nice; I’ve added some colour variants.
I have a different shuttle…
which also has a nice landing gear animation (LGA), although the thrusters don’t produce the blue “exhaust”.
Ha! I’ve gone for your “Viper X”. Looks much better than the other Viper 2, which was a bit weedy and didn’t have an LGA either.
Yeah, lots of buildings missing, but quite a lot there as well, which gives the game a nice feel when you land at a starport.
I’ve built up my “models” folder over many years; I had a space port docking animation that even AndyJ had never seen before. The downloads are pretty fragmented across teh interweb and I don’t know what’s in the SSC download for FFED3D-AJ as I can’t find it! 😀
Can’t wait for the Lion, Gecko and Tiger! B)December 18, 2016 at 8:16 pm #110039
in no way we can have thruster flames for the IP Shuttle and a few others, they simply have no thruster vectors in the geometry and of course no calls for the thruster at such a vector, thus well maybe under certain conditions, maybe if you would override the original data.
yes, the falcon was once presented on elite-games, made soon after i showed them how to make windows, respectively that it is a model hirachy issue.
ha, ha, yeah i had some troubles downloading “FFED3D AJ” because of SpaceSimCentral.
i downloaded it from the alternative link:
it’s presented here:
damned i have to take the bus else…
until next weekend.
edit: i missed the bus 🙁
ok that means just i stay in my mothers house 🙂
and i used this (dropbox) link to download the package:
spaceport anim? you make me curious!
it’s something i was always annoyed about and on my old version of FFED3D i simply used only the basic models for the entries because i hate this steady moving gates.
yes i already made myself a blown-up head if this would be to solve from the models side (not for the first time) – it isn’t.
it’s bound to the way FFE animates things and the possibility of a dynamic geometry to move some vectors.
the gates (with a single exception) are just a quad and the gate doesn’t “opens” in fact it’s “shrinking and growing” while the text (the //// marks)
is moved together with the vectors.
animations in FFE, one could say, only have two states, this allows to animate something by moving vectors from pos.1 to pos.2,
but it also allows to have TWO independant states of a model which is the case for the spaceport entries and that’s why it moves one time up and by the next call of the animation down and so on….
helpful to understand this is (again) “Frontier MeshView”.
you can check the models needed for a spacestation entry and it will be obvious how it works.
it uses only 2 stages gate open or gate closed.
stage 1, request permission (open)
wait until “collision” and release stage 2 if
stage 2, perform entry animation
at end of stage 2 animation we enter the station
one has to write this down – dammit – only two stages, (30 years later it’s still surprising with what tricks DB worked).
two stages and two positions – so simple it’s mean
i asked this myself because it would be great if we didn’t had to depend on the way the stations are animated in FFE and could use the stages.
it’s possible to have different animation sets for a .x mesh
thus it would be possible to release the animation sets by a number (stage).
maybe we could even leave the standard geometry behind and would be able to create specific entries for the several station types.
but having really only two stages, one and a alternative, makes it impossible
this is almost as to have only a single one,
because to have state 1 we need state 0 and this is 2 (states).
very funny is also the fact that for a “hostile spaceport” the spaceport is secondary to the dock, the dock is the main model which has different companions depending on the seed.
ok that was some tech stuff mainly to make it aware myself.December 18, 2016 at 9:18 pm #110040
Sorry if I caused you to miss your bus :/
Thanks for the tech stuff. I need a bigger brain!
When I mentioned docking animation I misdescribed it somewhat; it’s actually after you’ve docked and there’s a Lifter buzzing around and a tiny man waving at you from a gangway. Well, he probably isn’t tiny, he’s a long way away :pDecember 18, 2016 at 9:19 pm #110041
“ich schmücke mich nicht gern mit fremden Loorbeeren”
just in case: the “Lanner 1” belongs to “Uncle Bob”, just in case someone get’s a wrong idea and i get again entitled as plagiator 🙂
i always felt free to fix certain models and that’s why i uploaded them here and there for the use in this or that game.
i mean if i see ia broken animation (or in the case for the Lanner one of which even the modeller thinks it’s weak)
i could fix such only for myself… but…December 19, 2016 at 12:10 am #110044
in a spacestation dock?
could be my idea, but isn’t
i mean yes
i remembered that i posted once, as a sort of provocation, that i would like robots flying around in a spacedock or whatever….
the topic was always the same “to much dynamic parts in your models – gernot”.
surprising – of course
but well i thought you talked about a entry or a dock this was obvious, it’s just that i really thought about the problems and you just reminded me of that.
in fact i like such “useless” stuff like a lifter buzzing around or ppl waving with their hands,
but really i like to see the gates open and close proper such has priority.
nonetheless – amazing – a humunculus 🙂
and why not?
since it’s a single player game and there is nothing going on as long as you are in the station, such a animation won’t harm.
the dock will be only “drawn” as long as you stay in the station.December 24, 2016 at 10:09 pm #110059December 24, 2016 at 11:43 pm #110060
[**download: Gecko**](https://1drv.ms/f/s!AhX1Ed1178sOhGMGebxhLkF9wzaF “https://1drv.ms/f/s!AhX1Ed1178sOhGMGebxhLkF9wzaF”)
i feel the window and the whole cockpit is a little to large on this ship, i magined it in this way when i started out, even when i published the model now i started it quiet a while ago right after i finished the transporter and got a little disappointed with my “Lion”. i’m not really satisfied with it, the slot like Window of the Krait is much better, nonetheless i left it in this size. it’s still difficult to imagine a proper size for the window and cockpit even when i use the pilot as a sort of scale (i’m also not sure if the size of the ships in FFED3D is really proper, somehow i get the feeling it isn’t. the reason is that i created now a couple of ships based on the original vectors, obviousely the scale for the object in FFE varies, the reason is the original data of the ships are always integer numbers and especially smaller ships are very large by original vectors, thus you have to scale the models different. but if i scale the result to the export of FFED3D i always get the same scale as result. i said i’m not sure and have to make this proof with a wider range of ships).
besides, i thought about to make “lightweight” versions of my ships (no cockpit, no transperent set parts, 8bit textures), just for the case someone dislikes my pilots or likes to keep the models in a compliant style to the rest of the ship models. it will remarkably reduce the polycount of my models.
the scale i use for my ships is 1:10.
i used a different one in the past based on the “wheel-spacestation”s entry, if you scale the height to 50m you get a little more as 10 times as result, but i decided to exchange the exactness for a simpler scale.
also “normals fix 2” for the standard Viper MK II
unfortunately i missed last time exactly two triangles 🙁
the updated version of this “normals fix” will be on my “OneDrive”.
as i re-opened the model i got the feeling it desires a cockpit.
as a result we have now a modified “Viper MK II” with a cockpit and a pilot.
[**download: Viper MK II – fixed normals (fix2)**](https://1drv.ms/f/s!AhX1Ed1178sOhAwB1FWCWEkriESS “https://1drv.ms/f/s!AhX1Ed1178sOhAwB1FWCWEkriESS”)
[**download: Viper MK II – modified standard model**](https://1drv.ms/f/s!AhX1Ed1178sOhF5668mgN83QyXPj “https://1drv.ms/f/s!AhX1Ed1178sOhF5668mgN83QyXPj”)
[new models](https://1drv.ms/f/s!AhX1Ed1178sOg3LduGeTnWbar85J “https://1drv.ms/f/s!AhX1Ed1178sOg3LduGeTnWbar85J”)
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