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New Ship Pics

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 Anonymous
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New Falcon model, currently in Beta stage...

Falcon.jpg


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Potsmoke66
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Geraldine
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It's nice to see work on FFE3D is still ongoing! 😎


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Potsmoke66
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a re- re- release, done by request, the updated courier for FFED3D

[hsimg] http://i790.photobucket.com/albums/yy187/potsmoke66/sshots/FFED3D/2011-04-20_203808.jpg [/hsimg][hsimg] http://i790.photobucket.com/albums/yy187/potsmoke66/sshots/FFED3D/2011-04-20_203343.jp g" target="_blank">http://i790.photobucket.com/albums/yy187/potsmoke66/sshots/FFED3D/2011-04-20_203808.jpg [/hsimg][hsimg] http://i790.photobucket.com/albums/yy187/potsmoke66/sshots/FFED3D/2011-04-20_203343.jp g"/> [/hsimg]

the file is in the FFED3D download area

courier_ffed3d_p66_2011-04-b.zip

edit: i've made a mistake, i've overseen a small failure, that's why i uploaded a second version, sorry.

there is a small transparency issue i can't get rid off, because the rotating engine part is a different model and has a lower position in hierarchy.

i could have implement the engines to the main model but only with loss of the version for the trader. the engine part is the only thing that varies from the courier, the rotating tip is used for both models.


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Potsmoke66
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FFE - Eagle Long Range Fighter

2011-05-08_071913.jpg

th_2011-05-08_084630.jpg th_2011-05-08_084440.jpg th_2011-05-08_084218.jpg

2011-05-08_084749.jpg


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 Anonymous
Joined: 53 years ago
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Looking very nice, better than the one I have installed at the moment.

Anywhere to download it from? (And the WIP buildings)


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Potsmoke66
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it would be ready, but actually i'm working on the .exe to make the model fit better to the game.

i've encountered a strange behave, while i was checking why sometimes the submodels and text get drawn and sometimes not.

first i'm pretty shure "notdrawtext=1" and "notdrawsubmodels=1" has NO influence, it's neither listed in the accepted parameters for tris.ini in the program, so i guess it can't have any function, further i can set to whatever i want, the text or submodels get drawn or not related to other conditions.

first of those is that all submodels including text only get drawn when the missile model is loaded, in the original model any else will follow then usually.

the pictures will show that

[attachment=683:2011-05-08_201729.jpg]

as you can see i activated the first missile slot and all submodels get drawn properly (new models that will possibly cover the original vectors of a submodel will disable the submodel at the same location, e.g. "198 - scanner", will cover the scanner model and unfortunately the text to).

[attachment=684:2011-05-08_201757.jpg]

now i've "removed" the missile and all submodels are missing!

that's very strange and i havn't any idea to solve that, any suggestions?

i'm assuming it's related somewhat to the script type of original models and that they got processed like a batch.

---

also i'm working again to make all three eagles possible...

but that's a quite difficult task.

---

the buildings arn't ready yet, i have 4 other buildings i made once for a racing track, but i have to retexture them first, since the original buildings use many small textures instead of one large. i joined all textures and have to remap the models. the whole group will replace the small house and use the space that is left for it, you can see that allready on the preview i posted for which i used four times the same building.

i guess if all is finished it will result into a nice suburban town (i made also the pool 10 times smaller, looks much better now, else it looks like a small lake, which is to think about, but would need another model for that, with lakeside trees and bushes).

---

for the "unpatiantly waiting" ones 😎

it's not yet complete, i'm still working on the 3 eagles and hope i find a solution.

i can use spline.x perhaps for the pods, this is like you would only extend a model.

this will use original material and textures, but maybe that can be fixed to, effect.fx would give some "tools" to assign a new texture to a spline.

further this would re-enable the random material (colors) for some models ( imagine a eagle in the basic 8 colors from red to violet 😎 ).

---

2011-05-08_211931.jpg

original FFE Eagle in FFED3D

btw, the eagle is of course a "stiff" conversion of my scripted model for i've made for pioneer, which is based on the original vectors and commands from FFE.

a quarter of the body is drawn from a single "draw poly" command, but winding order is different to FFE so it's not quite the same to draw such a polygon and the result is even a bit different. i left away the covering quads which was only made to add a texture to the wings (three exhausts), i guess because orthogonal texture mapping won't work on polygons (flats from bezier curves and lines). further normals in FFE are "flat" (unidirectional) for the surface of the polygon, while a "solid" model will have it's own true normals.


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Potsmoke66
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this is the "fix" i use for the eagle right now, it's even not yet finished.

it removes the cockpit model remnants (if no dummy model is installed to replace it, i like to get rid of the call, because i can use the empty model slots perhaps in future).

and it lifts the ECM position that it fit's better to the eagle.

further it fixes the closest zoom for the eagle, so you can zoom as close as i did for the screenshots.

Code:
start eagle lrf 0x103e60 -

00 00 00 00 54 02 8F 10 13 02 8F 00 7D C1 8F 44
5D C1 C1 04 BD C1 C1 45 13 01 C1 00 09 00 EE 20
2A 30 B0 04 09 00 EE 20 2B 31 B0 04 13 02 8F 10
1D C1 40 8F 5D C1 C1 04 BD C1 C1 45 13 01 C1 00
09 00 EE 20 42 48 20 03 09 00 EE 20 43 49 20 03
8B 08 8A 08 95 06 94 01 8E 10 53 01 8E 00 5D C1
8E 04 BD C1 C1 45 93 00 C1 00 09 00 EE 20 36 3C
10 04 13 01 81 00 5B 17 32 00 00 F0 66 06 5B 17
33 00 00 F0 66 06 CB 00 04 80 93 00 9D 10 4D C1
9D 08 6E 00 3E 00 4B 02 05 80 93 00 9D 08 4D C1
9D 40 6E 00 3F 00 93 00 97 04 9B 18 40 70 00 F0
00 20 93 00 97 08 BB 18 41 70 00 F0 00 20 15 F0
8B 01 02 80 53 01 97 03 5D C3 80 09 06 E4 E1 FF
3C 00 C3 00 DB 18 22 06 00 F0 00 20 E6 FF 1A 00
40 20 00 82 00 24 40 20 44 24 00 20 40 24 20 24
04 20 05 00 15 50 02 0C 00 02 0A 00 06 08 0E 06
02 06 00 00 05 00 15 50 03 0C 00 02 0B 00 07 09
0F 06 02 06 00 00 08 00 15 50 52 0E 06 50 02 00
1A 00 00 20 00 82 00 24 44 20 00 20 00 20 00 20
00 20 44 24 EB 02 0C 03 08 00 00 00 1E 20 1C 22
02 00 9C 12 7E 00 3C 83 7C 00 0A 00 88 08 02 06
4C 46 16 30 9C 06 02 00 3C 83 7C 00 0A 00 88 08
03 06 4E 46 16 30 05 00 15 50 04 0C 00 02 0A 00
06 08 18 06 04 06 00 00 05 00 15 50 05 0C 00 02
0B 00 07 09 19 06 04 06 00 00 8B 00 02 80 4B 00
96 01 FF FF FF FF 33 02 81 10 F3 01 80 06 B3 01
80 05 06 00 93 00 80 04 01 00 E0 20 01 E0 80 10
94 00 80 04 01 00 00 2E 01 E0 80 11 86 E6 FD FF
08 00 17 40 04 0E 02 18 06 00 0B 00 92 04 07 00
EE 20 26 24 06 28 B4 05 C0 00 46 49 04 00 17 40
12 14 0C 16 0A 00 03 00 17 40 10 0C 0C 12 03 00
17 40 12 10 0E 16 03 00 17 40 10 0C 10 14 03 00
17 40 14 10 08 16 66 49 04 00 17 40 13 15 0D 17
0B 00 03 00 17 40 11 0D 0D 13 03 00 17 40 13 11
0F 17 03 00 17 40 11 0D 11 15 03 00 17 40 15 11
09 17 00 00 74 01 C2 00 07 00 17 40 0E 06 16 18
02 00 17 40 0C 06 02 00 17 40 0D 07 00 00 46 49
11 00 15 50 0C 16 92 02 94 02 EE 20 17 40 66 49
11 00 15 50 0D 17 92 02 94 02 EE 20 17 40 00 00
B0 04 40 1F B1 04 40 1F 10 80 02 03 04 05 06 07
00 00 01 00 00 00 28 00 01 00 00 06 E7 00 01 00
00 FA E7 00 01 00 1F 00 09 00 01 00 03 00 F4 00
01 00 09 00 25 00 01 00 1F 00 19 00 01 00 1F 01
F7 00 01 00 22 00 00 00 01 00 1F 06 FD 00 01 00
1F FA FD 00 01 00 1F 00 EE 00 01 00 1F FF F7 00
01 00 00 01 19 00 01 00 01 05 EF 00 01 00 06 04
F1 00 01 00 01 04 FC 00 01 00 06 03 FE 00 01 00
0F 00 EF 00 01 00 03 02 E9 00 01 00 03 FD E9 00
01 00 07 00 DE 00 01 00 07 00 83 00 07 00 15 00
2C 00 13 00 C1 2A 2E 00 01 00 07 FD FA 00 01 00
00 FC 00 00 01 00 00 F7 00 00 01 00 00 B9 00 00
07 00 15 00 38 00 13 00 C1 36 3A 00 01 00 0F FA
FA 00 01 00 06 FF 06 00 01 00 1F 00 1F 00 01 00
1F 00 3E 00 07 00 16 00 44 00 13 00 C1 42 46 00
01 00 1F 00 00 00 01 00 09 04 ED 00 01 00 F7 01
09 00 0B 00 01 02 0E 00 01 00 0F 00 01 00 02 00
0C 7D 0B 00 04 00 0C 83 0B 00 02 00 38 00 8F 00
10 00 73 D0 ED 00 0C 00 81 00 00 00 0C 00 6E 3D
0D 00 10 00 73 30 ED 00 0C 00 6E C3 0D 00 0C 00
00 00 7F 00 16 00 00 00 81 00 06 00 7F 00 00 00
39 35 B6 EA 01 00 19 00 14 00 26 00 34 00 14 40
01 00 02 00 02 0B 00 01 DC 05 1E 00 0C FE FA 00
14 05 00 00 20 03 00 00 24 00 1E 00 40 00 22 00
64 3E 50 00 E2 40 50 00 54 00 00 00 DE 41 50 00
18 00 00 00 08 00 00 00 00 00 00 00 50 00 00 00
13 00 00 00 06 06 06 00 0A 00 00 00 A0 28 00 00
50 14 00 00 D8 40 50 00 20 42 50 00 00 00 00 00 - end eagle lrf 0x10428F

changes i've made,

0x103FF2 - 0x103FF5: FFFF FFFF (0E17 1A03, calls eagle cockpit)

0x1041A5: FF (FD, = vector 64 y = -3 units, now y = -1 units)

0x10426C: 50 (7D, = model radius, similar to pioneers model radius, controls lod and closest zoom)

i guess that's actually the most interesting one and suits to all eagle models, because you are simply able to zoom a little closer, that's all (i like to see the pilot, if i made one).

you can get a little closer, but it will cut off the tip of the ship when zoomed to max, so i took the next value close to that.

usually radius in FFE encompasses the thruster flames to, so it's often very far from the ship (eagle thrusters are about the size of the ship and makes with the ship a diameter of ~125 units, it's explained as radius, but ment the diameter of the model).

the ship measures from "tip to toe" 65 units.

eagle scale factor = units * 0.261 = meters (maybe not 100% precise, it's evaluated from model export)

eagle length in meters 65*0.261=16.965m

---

you might wonder why my ship is 10 times ovesized (scale=0.0255), the reason is pioneer meters are 10 times ffe meters, further it's exported from the modelviewer using OGLE and i forgot to rescale to 1, so i scaled it up in blender to find the original vectors better, due to that it's now original scale * ~10.

but the model is "finished" and i won't change that, because it doesn't matters as long as you can scale the model with tris.ini.

colorvariable material in FFED3D 😉

th_2011-05-08_220711.jpg th_2011-05-08_220715.jpg th_2011-05-08_220726.jpg

mixed version,

[attachment=686:2011-05-08_224954.jpg]

unfortunately the spline get's rendered previous to the model, so all transparent layers that should cut the hull won't work.

further i didn't found out yet how to assign a texture to a spline, but who knows...


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Potsmoke66
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not shown submodels,

are a matter of the hierarchy in the original model, notdrawtext and notdrawsubmodels has no influence (didn't exists).

somehow all submodels drawn depend on missiles or landing gear anim, when i remove (padding) the landing gear in the game, then sometimes they get darwn without missiles but only when the landing gear is lowered.

another very strange behaviour is that when i use effect.fx on a spline.x, it affects also transformation of the model, means the model comes completely oversized and y & z is flipped.

that's something i don't understand, HOW CAN A SHADER SCRIPT AFFECT TRANSFORMATION 😕

but i seem to get deeper to the core of FFED3D and allready i'm assuming XNA Gamestudio is used to build it, at least specifications in tris.ini and the shader script gives a hint in this direction.

well i might not be able (right now) to make my own FFED3D (which would be great, we frontierheads from old europe build our own FFED3D 😎 ), but at least it could help to solve some problems...

imagine what could be done instead that models would be simply loaded you could bind them in with a script that allows to override the original model functions!

btw, i hope my model has a proper dash in the cockpit, usually it's hard to see (especially without the fixed zoom and even still with, it's very tiny and nearly not to see at all), but i recognized it because i set the radius to 0 for testing purpose and while i was looking if i can see the cockpit from behind (pilots view) i noticed that the dash is missing in my actual model (but i changed it since the upload, so i simply might forgot to implement it, usually my models are "constructions" i made with hand editing. saves some time when making a new version and leaves some extras up to me).

further if one is reading this who likes to make models for FFED3D

setup a minimum FFED3D as "modelviewer", just only use the standard textures and panel (the panel is a MUST, without FFED3D won't work, but i'm working on a minimum (original) panel, won't be no big deal, it only uses a quad as "screen" for the original panel texture and icons. it will be also useful as template if one likes to make it's own panel), leave away any other models except the one you like to check (keep maybe skybox 315 and galaxy background 316. it even looks nice without the skybox 315, ever played FFED3D without the blueish sky and nebula things? looks definatly good to me).

it will load now as fast as a "modelviewer" with the advantage that you can see the model how it looks definatly in the game.

but if you like the skybox but perhaps feel that the blue backgrond is simply to bright, use this textures,

[attachment=687:TEXTURES - skybox black P66.7z]

when i finished my "diet" for FFED3D, i will upload the crap here, for anyone to use.

it will be a basic installation where all models (sets) and textures have to be installed first by GME.

1st it allows smaller files for downloading without to make partfiles.

2nd you can install or remove things as you like or run the game in a "high-res original FFE" mode. i guess such a slimmed FFED3D will run also on any laptop or notebook which hasn't very high specs (almost like a GLFFE, only DirectX driven).

but there are still many fixes ahead for this, so i'm still working on the missing atmospheres for the gas giants, i'm able now to place one in the respecting models folder, but it will show off a bit weird and scaling by the program isn't possible yet, maybe i find a way to override that internally, i will see.

---

i didn't expected that and was assuming FFE should show gas giants the same as FE2, but it didn't do so

it looks like the original games atmosphere layer is beyond the surface at least for the medium to large gas giants.

2011-05-09_072643.jpg

2011-05-09_072616.jpg


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Potsmoke66
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does this look familiar?

Code:
uniform extern float4x4 WorldViewProj : WORLDVIEWPROJECTION;

struct VS_OUTPUT
{
float4 position : POSITION;
float4 color : COLOR0;
};

VS_OUTPUT Transform(
float4 Pos : POSITION,
float4 Color : COLOR0 )
{
VS_OUTPUT Out = (VS_OUTPUT)0;

Out.position = mul(Pos, WorldViewProj);
Out.color = Color;

return Out;
}

float4 PixelShader( VS_OUTPUT vsout ) : COLOR
{
return vsout.color;
}

technique TransformTechnique
{
pass P0
{
vertexShader = compile vs_2_0 Transform();
pixelShader = compile ps_1_1 PixelShader();
}
}

yes it do looks familiar to me and it's the effect template from XNA Gamestudio express 😉

i was suspecting such since a long time, now i'm pretty shure and it might be the reason for a missing source code, there is simply none.

everything looks like FFED3D is based on JJFFE's source code implemented in a XNA project.

anyway, actually i'm satisfied to have a reference for effect.fx in FFED3D.

---

further, i'm not shure if i should degrade from VisualStudio8 to VS5 only for the purpose of a "redo", but once i understand what and how he did it, it should be portable to a newer version of VS.

---

i decided to post here the unfinished building to, it will replace the old small house (372) and the church (369) on which i fixed the clock (it was showing seconds instead of minutes, sorry, still it's not precise and shows only the time passed since you started the game, else i would have to hack the original animation to show off "real" gametime, it's bound somewhat to the cpu clock and it's "1000times" to fast even when i play ffe under DOS-Box), the factory (i placed it to folder 270), a new "base plate" for the suburban tiles (248), the trees for the suburban tiles (unchanged), a biodome model (oversized but fits to stations like sirocco or new rossyth), a set of graves (459) and some empty folders for me so i won't forget what models they should replace.

[attachment=688:MODELS_-_Buildings_P66_various_suburban_-_incomplete.7z]

i did this, because it might take a few days until i have mapped all buildings new.

when it's complete i will upload it all to the FFED3D files repository.

---

could it be the non functioning clock is a bug of FFE? when i start FE2 via dosbox the clock shows the proper game time.

any experiences?

---

tm's footprints you find everywhere 😆


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Potsmoke66
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not really new...

i enhanced the model somewhat, not only exchanged the "little dragon" with a eagle (i found a second nice looking one, who's sharpening his claws with a rasp 😉 i might wanna use it for the MK2 or MK3).

it was annoying me that so much gaps had left because i used flat quads to cutout the cockpit and landing gear, further the recess box was overlapping the lower bodypart.

so i used a boolean operation to generate a new mesh fo the recess which fits now exactly to the lower bodypart. the "cutting" quad i used is also based then on this new recess and covers now the curves exactly. the inside of the cockpit and the front "cutting" quad is even made from such a boolean operation and also fits now almost exactly.

some small gaps have left, i had to "lift" the overlaying parts a bit, else it starts to "flicker" due to the "z-fighting" surfaces, because to specify a z-bias isn't possible in FFED3D.

i hope no more changes are needed now, thats why i uploded it now to the FFED3D download page.

except i find once a way to texture the spline.x this would change a lot.

further there might come a update when i fixed the three eagles issue, which was the main task to convert my model from Pioneer.

the scripted model allows me to let parts fit exactly to the original shape and size.

Eagle LRF P66 v1-1

2011-05-10_044941.jpg

do you noticed the sharp tip on the original model i posted prev.?

this is because mr. braben didn't took to long to find a fiiting winding order for the "flat" polygon, anyway in the original games you won't see that because the underlaying proper curved part will have it's normals facing upwards when the ships top faces to vie direction, he played around a lot with changing normals for the single sided material. it has saved also some additional polys that would have be needed else.

i have to say that it was (and still is) a difficult thing to find a proper winding for such a large shape of one polygon, i even had to use a all my knowledge to make both halfes appearing as the same shape, because the lower right shape and upper left are wound the same while i had to use for the complement parts a different order.

i had generated a lot of funny looking shapes before i found the right point to start the poly, further FE2/FFE models have a clockwise winding order (polys drawn from vector to vector in clockwise order have the surface in view direction) which is in the nature of things for a lefthanded model like the originals are.

pioneer uses a righthanded coordinate system and this ends into a counterclockwise winding order and large polys have to be drawn completely different due to that (that's why top left and top right arn't the same, because you can imagine that when i started the rightside in a CCW order the left won't work that way or the poly will face "downwards".

it's sometimes nearly impossible to create the same shape on both sides, that's why i simply used the "xref_" prefix, instead to draw them with a new vector order.

DB used a complete different style all his vectors was allready mirrored by default, there are some advanteges to that, first you only have to specify the even (rightside) vectors all odd vectors are simply mirrored on x. but the problem of the different order persists and that's why the topside tip of the eagle is pointed while the lower side is round like mine even when all shapes are drawn generally in the same way.

weird shape:

[attachment=691:2011-05-10_072325.jpg]

you won't believe, accidentially i found te right order for the left side i havn't found before? while i was checking if i can repeat what i've done last year.

therefore i didn't find the order that produces the same shape with a different sectioning, it's strange sometimes.


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