December 25, 2016 at 10:29 am #110061
Thanks for the Gecko! Straight into my FFED3D folder B)December 26, 2016 at 4:14 pm #110065January 2, 2017 at 7:10 pm #110081
a base with a animated lifter?
not animated but i found in FFE a stationtype (which i can’t remember to have ever seen this, on the other hand often you play and don’t take a single look at the environment.
on this airport-like station are placed two shuttles, they do nothing except to lurk around there.
but at least they put two ships as models onto this station.
as one can see the idea isn’t new
disregarding this fact (i discovered it later) i picked up the idea from steve and put a few vehicles in two cities / stations / quarters of cities how you like to name this sub-models ever which combine the various station and city tiles.
this “angled house” is rotated wrong in FFE (as well in FFED3D), took me until i had installed my own model to notice this,
it’s very offending because it’s to see on “old blackelk” which is the default starting location.
another mistake as i guess, in the same city-type
this church is definately covered by the skyscraper, in the game you can only see a few graves.
besides i fixed both little mistakes with a hack
there is a unused vector in the layout for the tile with the church and the rotation of the angled house can be edited.
as i was taken a journey through FFE’s objects (once more) i stumbled over more funny things.
the hanger models would be animated and the above named station type “old blackelk” would have sliding gates.
but they aren’t to see in the game there is nothing resp. the animation doesn’t works.
for the hangers i’m not so sure i didn’t checked the appearynce in FFE, but for “old blackelk” i’m sure that these sliding gates aren’t there even if they are coded.
BUT what gave me headakes is this objekt,
the ***** dome!
it’s combined of two submodels while the latter is called by the city-models.
there are some trees in the dome which get enabled / disabled with a global value (e.g. trees in dome or city)
the problem is
the geometry is scalable and will be scaled fit when it’s called.
but ffed3d doesn’t do that with the solid models, it leads to various problems with the scalable submodels
(i.e. the scanner dish)
if this could be solved and sub.models would get scaled like in FFE i would be grateful.
the problem with the dome is it can’t be replaced we have to live with that shitty line geometry and the bright green
untextured patch (except….).
i can disable the dome of course but that’s not what i like
i can disable it and replace it where needed – works but not for the “trees in dome” sort of dome,
because if i disable it this model will have no dome and i can’t replace the model for “trees in dome” because it’s also
used by various cities (what a idea to make the trees in the dome depending on which model is calling it, but in this way it turned out “one dome fits for all purposes”).
why all this mess?
i took the challange to create some buildings and a animated vessel of some sort, the city tile i chose was what is to see on “scirocco station”
this tile is sometimes placed in a dome (e.g. “scirocco station”), combined with other tiles in a dome or
on a outdoor city.
and that’s the simple reason why i fiddled around with the “dome”.
the skyscrapers and commercial/industrial buildings are seperate sub-models, model 251 is only the street cross
and calls the buildings depending on the number for this system build.
thus i replaced the buildings except one for which i took resp. left wandours “radio station” (this model has now a slightly
smaller radar dish but therefore it’s rotating).
what turned out is this
you can still see my own dome model but i removed it because the shit doesn’t works for all cases as long as
the model won’t be scaled the original geometry.
the buildings are primitive
but first i like to get results in a reasonable timespan
second one shouldn’t waste to much with the buildings, high-poly models make no sense neither large textures
for things you usually only see from far away.
i feel i wasted already to much processor time with the animations.
some previews on hoe “old blackelk” and similar cities will look with my new buildings
IF SOMEONE FEELS THERE IS THIS OR THAT MODEL IS MISSING PLEASE LET ME KNOW IT!
thus pleas download the crap i collected it would be a help to gather as much as possible and
prob. to give possible doubled buildings a chance to get a different slot (model #)
like i did with the “honeycomb style” bulding and the “tower of tard” which replaced both the same model
but anyway the “honeycomb” suits better to what it replaces now.
on the following shot you see how my hack works out in FFED3D – a church where it was hidden before from the builing behind
next how the “tower of tard” looks and my replacement for the watertower which certainly preserves no water.
a overview which shows the next problem, it’s in the upper right corner and this city tile isn’t made of submodels it has randomly placed geometry which means if you like to replace the tile the buildings won’t be placed randomly.January 2, 2017 at 8:52 pm #110082
limited amount of pictures – i forgot
that’s the “tower of tard”
another issue with the complete “FFED3D AJ” installation.
the texture for the skyscraper which is to see on back of the church
has a broken texture and 3/4 of the building are invisible due to the parts of the texture which are transparent set by alpha channel.
i have no idea how this happened because what i downloaded once hasn’t such a broken texture.
(ok therefore you had free sight to the else covered church – but i didn’t think this was the reason)
i guess i have to post this (and other) issue under a different thread.
the “fixed” buildings texture is in my “models default installation” which will i upload and link here.
to my models
i decided to upload them as packages, that’s the reason for the “models default installation”
it will contain all models which are unique incl. my new ship models in a “light” version (without cockpit)
as well as my new buildings.
again i appreciate help much to collect at this time foremost all available buildings though we have a basic install
in which we can place new models instead to have a 100 MOD’s for each model one, if one isn’t unique resp.
a alternative model its ok to keep it as a MOD but even here i prefere MOD packages,
e.g. potsmokes alternatives or whatever.
still i wil keep the single MOD’s updated but not as quick as the package.
the contents of each pack is listed in the download folder as well as in the zipped folder
the rest will be in a MOD for
– new ships (full version)
– alternative ship models
– alternative buildings
new ships in “light” (or standard) version and new buildings i will place in the “default install”,
but there are even seperate packs for the new stuff, just if one likes to choose which he likes or disklikes.
the links will follow as soon as the stuff is uploaded.
i put now a “*.jsgme” description to the new mod packs
(i wasn’t sure before how to do this best the recent ones are numbered and i thought that won’t be good if one has a similar number,
but you can name them by the mods name and this will be unique).
which is a simple text file, but shows up in JSGME as description to the MOD.
if your’e not sure which number is which model,
take “Frontier MeshView” as help 🙂
no, i started to give them a name by which they can be identified e.g. “tower of tard” or simply the name i found in “MeshView” (if).
a skyscraper is a skyscraper and a commercial / industrial something which looks like a bunker of some sort.
i’ve updated my church as well and removed the z-fighting problem – funny how it shows your machines local time.January 2, 2017 at 10:38 pm #110083
yet another preview to my “default installation”
it includes some fixed models like the “swimming pool”
occasionally i’ve read (i guess on Elite-Games) that Andy had a problem to proper fix the wrong rotation of the object.
that’s like i expected bound to the nature of the objects in FFE.
however – it was a sneeze to fix it.
one reason is rooted in the kartesian coordinate systems.
blender or most CAD are oriented righthanded
FE2 resp. FFE is oriented lefthanded,
further use most CAD the Z axis pointing upwards while FFE and DX models use Y is up.
one, the “hand” causes that models are mirrored from one coordinate system to the other
and the second rotating over X axis displaces the centre of a object
because the height Z becomes depth and Y is height.
use your hands like like i did on my photo to understand this better.
however if you rotate and center the object proper (centered exactly like the original*) and clear all transforming data
like scale and rotation it should work out right.
*centered like the original, the swimming pool is fortunately on height 0 (Y = 0),
but many models aren’t.
many objects in the game are out of center,
some the offices are extremly displaced.
FFE uses ALWAYS the center of the geometry as center no matter how you center your replacement object.
thus if a building is build 40 units below 0 then the center is below 0 and center is always vector 0
which obviousely isn’t X = 0, Y = 0, Z = 0 as usual.
logically if you think about how such a geometry like in this game is build.
i guess but i’m not sure that FFE uses a issue which we encountered once in pioneer.
if you displace a models geometry by its vectors (not moving the whole object only displace the verticles
plus the object mustn’t be reoriented when called as sub-model)
you move the object out of the light source and get a different shading as result.
the result are two similar white buildings which appear in a slightly different shading.
i see only this for a practical reason why some buildings geometry is displaced this extreme.
i’m aware there is a lot of water in london, but the case is proper oriented pools and not london
further i removed the cross from my church, it shouldn’t represent a specific religion, it has now a weathercock on top.
neither i like this church much, i don’t like religion at all and would feel more comforatable with something modern
as such a church.
also because it’s the same church for a wide range of the galaxy….
this is the overview to “old blackelk” – sorryJanuary 3, 2017 at 2:09 am #110087
DEFAULT MODELS INSTALLATION
until the tard is uploaded i post here the content list of the “default model folder” and what’s in the other packages
which should help to keep track of the models for FFED3D
in this way you don’t have to download it to see what’s the content.
i hope i can stay to this sytem and keep the packages updated, especially the default models folder.
no fear it doesn’t lists all models of FFED3D only the differences to the “FFED3D AJ” build i downloaded.
the purpose of this folder is to update all models with the latest crap i gathered
this leaves a better overview to what is definately a “MOD” (replacing a existing object)
if you update your FFED3D or FFED3DAJ “MODELS” folder with this it will add or change;
– all new buildings included in “MODELS new buildings”
– changes a few existing models
– adds many of what was included in the “MODS” folder of “FFED3DAJ complete install”
– adds my new ships in a “light” version (no cockpit & pilot, no transparent set areas)
i decided to include the “light” versions in the default install
– changes most of the models textures to 8bit wherever possible
(sorry or not so sorry, you won’t notice this easy,
personally i also changed all textures to 8bit or greyscale wherever possible)
MODS (or missing Models) included:
3 Missile by Arn (just because, it’s already there. however only model #3 works)
20 Falcon by Jahell
30 Viper Defense Craft by “Coolhand” SteveT
74, 77, 238 Axeblade Station by Arn
162 Crater by Jahell
32, 201 Saker MKIII by Jahell
14 Escape Pod by Krim
19, 32, 185, 186, 187 Osprey and Osprey-X by Krim
233 New Hanger by Jahell
288 Landing Pad by Wandour
302 Terminal Hanger by Wandour
41 Lanner by Uncle Bob (recently only one skin, it’s bookmarked)
edit: wrong i’ve added a new model (the latest version i’ve made) with multiple skins the description is already obsolate
26 Sidewinder by unknown
33 Merlin Attack Fighter by Jahell
23, 24, 25 Eagle LRF, MKII, MKIII by Arn
96, 97 ECM Antenna by Arn
fixes 34 Viper MKII (flipped normals)
fixes 61 Boa Freighter (to fast animated)
fixes 39 Constrictor (no landing gear animation)
fixes 371 Pool (wrong orientation)
adds following new ships (by potsmoke):
21 Hawk (light = no cockpit & pilot, no transparent set areas)
22, 193 Kestrel (light)
27 Krait (light)
28 Gecko (light)
36 Cobra MK I (light)
53 Transporter (light)
changes following building:
392 changed to 403 (model suits better and to leave space for the new 392)
adds following missing buildings:
392 “tower of tard”
370 “commercial” (radio station) by wandour
(this is a overhauled model with a smaller but therefore rotating dish)
adds following buildings (by potsmoke):
86 base with 2 landing pads 2 (animated model)
251 “city commercials” (animated model)
263 “skyscraper” (vintage pioneer)
369 church (revisited model, no z-fighting)
372 small house
373 three sided (small) obelisk (replaced with a statue)
377 commercial bld
378 commercial bld
i’m open for suggestions
if you feel “hey – this bld looks shit” feel free to tell me (i will for sure have a stupid excuse ready).
that’s already a start to fill the project with models and fix the remaining issues.
i will see this game complete (unlike pioneer 🙂 ).
recently only the link to the top level folder,
you will have to browse through the folders to find the files, sorry but i’m tired and have to wqork tomorow.
[https://1drv.ms/f/s!AhX1Ed1178sOg2bLIO8zUIkdF3Pl](https://1drv.ms/f/s!AhX1Ed1178sOg2bLIO8zUIkdF3Pl “https://1drv.ms/f/s!AhX1Ed1178sOg2bLIO8zUIkdF3Pl”)January 3, 2017 at 5:12 pm #110088
Love the new buildings! This is what I want to see in FFED3D B)
Just a couple of things though…
Model 370, base of the building/adverts is slightly borked
and I don’t know what happened to the gravestones next to the church!
The other new buildings are brilliant though 🙂January 22, 2017 at 12:45 am #110127
i’m aware of the “cutout” transperency
this can’t be solved in this way and the trees was a experimental version i still had on my drive,
usually you won’t go that close to the buildings….
but yes it annoyed me to
and i changed the trees and and graveyard
the problem is the polygon count
possibility 1 “tricked” trees and bushes,
need only a few quads and a small texture but if not sorted e.g. by a geometry flag
the transperent set models will be rendered sometimes before and cutout
or sometimes after another geometry (mesh, object, model).
the same problem appeared with my “vintage tower” which is more a placeholder,
i guess recently i solved simply by removing the transparent dome.
but anyway i doesn’t like the model in this game
or it needs to be changed.
it’s to small, not by scale but by floors, the entiere building is to small compared to the rest of buildings.
it’s anyway a bit a problem, especially for the city type “old blackelk”, some buildings are gigantic
and would have about 200 floors.
should i keep this gigantic size or make smaller buildings which look a little more reasonable?
some sub-models use variable geometry and this can’t be replaced with a solid model,
means it will look always the same instead of changing the look depending on use.
i made one – it’s suitable but not really good, a bit to large and to dense if all buildings
are used instead of randomly a couple.
i created a path on base of some trees and made also 2 dimensional cheated trees,
it worked out well but the polygon count is far to high for such a heavy repetive used model.
finally i made some “Broccoli” which looks best,
they doesn’t show this problem and have a acceptable polycount.
while i tweaked the trees, i recognized that if a models normals are set “solid”
(have no smoothing therefore soft shading isn’t possible and every face has it’s genuine normals direction,
or is “flat shaded” in other words),
i can save some frames per second especially if the model is used repetively,
of course texture and shading is what costs most.
it’s wise to use rather small textures for repetive used models which usually only decorate the scenery.
“old blackelk”s spaceport has a little bit to much polygons imho,
it looks very nice but eats up all for itself
and it get’s problematic to add the rest of buildings for the city.
to wandours model nr. 370, i replaced it in my standard installation with one of mine
but also i fixed the wrong rotated model, changed it a bit and moved the texture so it fit’s now exactly,
it’s now a MOD, because if you use this model cities of the paris and london type
will look a bit weird with 100’s scanner dishes.
a simple commercial building looks more reasonable,
if then it should be used as a replacement for a model which isn’t used that often,
2 or 3 per city would look fine – but not 100.
“quenisset” shows well how the radar-dishes look compared to a simple commercial bld.January 22, 2017 at 1:18 am #110128
i have no idea in what state the shader scripts now are.
i missed last time to download the latest version of FFED3DAJ.
i had this idea to get at least what we had in beginning in pioneer.
less glossy surfaces and at least a little control over glossy / matte.
i really would have liked to present here a good solution which uses a specularity map
a specularity map would give control over it and imho it makes even a bump-map unnecessary.
you can reach a good depth for structures using the specularity.
but i guess i’m better in making models as in tweaking shader scripts.
thus i only abused the texture itself to influence the specularity,
at least black and very dark textured stuff will be matte and only near to white will have the glossy specularity.
it isn’t a really good solution
because especially you like to have a black or marine coloured window glossy,
while maybe on a building a matte white surface.
nonetheless it gives a idea of how it could look.
both pictures in former post are made with such shader scripts,
but because there isn’t much to see of the glossy surfaces this to compare,
only what is very bright will be really glossy
finally a small ship update
better said a fix
i found out (by accident 🙂 ) that the escape capsule has a landing gear
or would have
it’s just not animated…
it is now
and it’s a quite unexpected landing gear.
i didn’t added a single bolt it was all there.
i guess that covers most of the changes i made in the last two weeks.
recently i can’t show you a screenhot of the few new buildings i made,
but they are in the “standard model installation”January 22, 2017 at 11:00 am #110129
really a 100 (or close to)January 22, 2017 at 1:46 pm #110131
I’m very keen to download all these new updates, but I can’t find them in your OneDrive :'(January 22, 2017 at 7:49 pm #110133
pardon me my friend
i have to upload them
you will need to have patience until monday morning.
the upload speed my mom has (and even i would have caused by old telephone wires) is lousy.
but anyway the free OneDrive account is very slow in uploading (recently i’m waiting for a large file to be uploaded, the rotten soundtracker modules i offered yerars ago only a new compilation and played back resp. converted with a diff. software).
apart from the space there must be a difference, else you would feel deceived as paying customer.
i guess that’s ok especially because they don’t pester you with advertises or even worse, popups.
to be fair – it’s almost social, the paying customer pays the server space for the “free rider” and this from a company named microsoft, it really surprised me, but it’s a gift to every registered “ms works” / “ms office” user, even if i registered a works version from 2000, a sort of service i really appreciate.
of course they can expect that a lot of “gifted” users will open a payed account, but you don’t have to if you’re satisfied with
15 GB space and a lower upload speed (while i started with 5 GB the rest was a “loyal bonus” for my trust in MS (caugh – ms-doze? i even don’t trust in that the sun will rise tomorrow)).
but it’s neat made after they changed the product from “SkyDrive” to “OneDrive”
you can place a picture in a folder and it’s been showed on the folders icon by default and they are large enough that you can figure out what it is.
besides i don’t know but it seems they even never peeped in my files,
a couple years ago i had for a quite long time, some years some classical music on my onedrive for public download
“Holst – the Planets” this would be copyrighted material and yes it would be reason enough to cancel my account.
it is a abuse, no question.
but either no robot visited my files or he was blind on one eye.
no i received a “loyality bonus” 😉 (everyone does after five years i guess)
fortunately microsoft has no idea how often i cursed them.
but anyway ms isn’t that bad as i sometimes thought and said,
the customer support is good
and they offer many software in a useful state for free
guess of the free “visual c” and you’re allowed to really use it
as long as it’s a free product you made with it.
of course it’s erm how it’s called a “win win” situation…. caugh (again)
and they do have their profit of supporting open source.
a friend sended me a good article about what’s the deal with open source.
i guess devs. like him just like to say it isn’t bad to take money for software and if you develop open source
you are really a open source for the big companies.
just like a giant laboratory but none of the “alchemists” earns money with his work.
and big companies can start to reap if the saw has brought fruits 😉
one must say you better wouldn’t.
i just wrote this because many may think open source is a sort of rebellion,
or they see themself maybe as a sort of pirates,
at least free in what sort ever,
but this idea can’t stand a close analysis,
the summary of open source is that the ones you liked to fight
the big companies
are the real winners in the end
but that shouldn’t keep us from developing a wrapper and whatever for this old game
neither i believe it should keep someone from developing pioneer or whatever game.
the argument is right
but i guess for many it’s rather a matter of heart & soul as a matter of hardware.
you would do it anyway
and already to think about if rather i get fraudulated or not, p***** me off.
well if that works like hand-cream and helps them – then alright.January 22, 2017 at 7:55 pm #110134
No worries Gernot, so that’s why I couldn’t find them! 🙂January 23, 2017 at 12:29 am #110135
the files are uploaded
i created a new folder for the “updates january 2017”,
[**updates jJanuary 23, 2017 at 12:45 am #110136
the files are uploaded
i created a new folder for the “updates january 2017”,
[**updates january 2017**](https://1drv.ms/f/s!AhX1Ed1178sOhRqKZQcb4snWNKFo “https://1drv.ms/f/s!AhX1Ed1178sOhRqKZQcb4snWNKFo”)
i hope it covers all
the complete models folder i even updated
some changes like turning all of my buildings into flat shaded models i didn’t respected for the “single files”.
updated models are
the “radio station” proper rotated as mod to a common nr.370 office/commercial bld.
the “new” graveyard (with old clients)
the escape capsule incl. a animated lg
the statue resp. “small triangular obelisk” (even if there hasn’t changed much to it)
the city quarter to overload “old blackelk” with buildings
the “standard” commercial bld for nr.370
the church, even here not much changed except to flat shade all
the Long Range Cruiser, in a cheap version just because if you installed wandours factory quarter
the LRC will look a little funny with the factories on it’s back/belly
i recreated the original factories and simply put them on a recreated LRC
very basic very cheap but ok as a placeholder for a while.
and other vegetables
but some music
recently a conversion of the original soundtrack by mike cook, they sound really nice (36MB).
and the old soundtracker modules plus “mike cook remix” in mp2 at 22kHz (394MB).
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