To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
Postmoke. You are crazy cool. 😆 I would like to see more of their models in Pioneer. 😉
the ship is far to small, 10 times or more, somekind of "micromachines" scale
have fun 😎
I see you have retro fitted an improbability drive 😆
There's a plausible explanation for that ship in Pioneer. You're a rich nostalgic hobbyist obsessed with that ancient TV show. Kind of like a 33rd century equivalent of this guy.
[attachment=1156:Nautilus004.jpg]
That's a working minisub! Here's the link.
Very cool. 😎 It just goes to show that with enough effort, anything is possible. 🙂
That's a working minisub!
I want one!
looks fantastic
i like that late 19th - early 20th century style, even when it's a interpretation of a interpretation 😉 ,
this guy really made his dream come true, fascinating to see how he bypassed all doubts.
"nonetheless" is the right word for it.
and it shows again HOW MUCH we are all influenced by disney and entertainment industry in general, for good and for bad
...but i like it...
hey what about that steam train at the end of back ot the future wonder if we could create a space train or a space whale always wanted moby dick
I found these in Google 3D Warehouse. With a little bit of lua...
http://sketchup.google.com/3dwarehouse/details?mid=221b25f1faf1586aff26a3c025fbb9f6
http://sketchup.google.com/3dwarehouse/details?mid=7eb774699157f936cbd136beb5ed0f50
http://sketchup.google.com/3dwarehouse/details?mid=8b594f75a2ce2a0bcc28716b678e1b6a
I might try it if I ever get around to finishing that pad station. 🙄
Here's a cool site for steampunk Vernean inspiration.
the ship has been named
Roomba D Type 😀
edit: actually i think it isn't a good idea to take a name of a brand, even if i like the name
expect changes
Rhoombha will do the trick i guess
It was meant in jest! I promise! 😀
It's a good looking ship, in the video, how did you do the radar and other things appearing? ❓
it's "moving images", simply cut together, i didn't changed the view angle and bought one upgrade after the other (and forgot the scoop and the missiles 🙁 ).
💡
just because,
for this clip i tricked a little more, to make the equipment appear i hacked the savegame and reloaded the altered files, one state after the other.
edit: i fixed those little things, included the scanner model and made a different named version,
now you can decide if you like Rhoombha or Typhoon as name for the ship
btw, since the models are scripts (.lua), you can open them with any texteditor and enter a name of your choice in the ship specs.
it won't make no difference how the model is named, only the name in the ship specs will appear in the game and only by this the ships are identified.
nonetheless, i seperated both into two different named folders/models.
note: changing this name will prevent from loading previously saved games with the former name model.
the directories "typhoon" resp. "rhoombha" belong to ".../pioneer/data/models/ships/", either one or the other.
50 seconds Bloodrunner WIP
Flash Gordon is back!
this time as a "original" P66 model
needs only a few more details (pilots,scanner,missiles) and away we go.
it's not ment as a reproduction of the ship from the series, rather a loose interpretation of it.
music: http://archive.org/details/blpsq020Va-Waveforms - 2 years of blpsq mix.ogg (50secs of 1:20hrs)
a promise,
in the near future i will pack my models in a selfextracting zip file, as i did in the very beginning (has nothing to do with the ongoing).
the reason is offens it is comfortable for you and especially the actual changes make this unavoidable to prevent mistakes.
further, i often make models which aren't ment to be in a official release and will be posted only here, to be accsessable to the community.
to make it as easy as possible all needed stuff will be included, perhaps sometimes duplicates, but even this to make it possible to install each seperately if you like to.
that could perhaps produce errors, i can't foresee every possibility, but i'm depending on thee.
perhaps i open a new thread or put them in a blog, though comments won't pollute the access and you can easy find any model i ever posted.
i will revive also all old SW-XWA conversions i guess at least some will like them.
This is a work in progress addon for Pioneer alpha 21. It adds textures and details to the ground stations and updates the coriolis station a little bit. The stations aren't yet fully optimized, but the pad station is working much better than before thanks to potsmoke66. I've also taken the liberty of including his groundstations. I haven't asked his permission, but I'm sure he won't mind. His are the really cool ones. 😉 This, plus my hometowns addon is the setup for Pioneer that I'm currently using. I think it adds a lot of rather nicer looking places to go to than before, so I thought I'd share. Frankly, it pains me a bit to see that naked pad station in people's pictures and videos. I understand that this whole scripted modeling thing is going to be tossed out in favor of more efficient .obj objects eventually. I hope this will provide at least some temporary enjoyment. To install drag the included data folder into your main Pioneer folder and allow it to overwrite.
Edit: Oops! potsmoke mentioned below that I left out a submodel. 😳 If you installed spacestations 14 then add his model posted below. If not, here's a revised version with the submodel included.
[attachment=1168:spacestations 14a.zip]
"I hope this will provide at least some temporary enjoyment."
It was a good idea, is great as it changes.
These are the things that delight the eye.
Hopefully there is more. 😛
a little homework 😉
to all that are interested and have some power left on their machines, plus have the patience to do so.
i disabled one of the animations for the "sport_outdoor_p66".
it's a "tube train" which draws a wide circle around (through) the city.
the reason to disable it was mainly the additional performance hit it produces perhaps.
if you search for the keyword "crazy_track" in "sport_outdoor.lua" (folder, "sport_outdoor_p66")
you will find 4 instances of "--call_model('crazy_track',v(0,0,0),v(1,0,0),v(0,1,0),1)"
just remove the comment markers "--" and you got the train running.
fortunately me or marcel uncommented the submodel already and it will work with this little modification.
disadvantage:
the tube crosses buildings sometimes, that will look a bit weird.
this because it has no collision mesh, else the whole radius of 1000m would be empty (no buildings).
any animation costs some frames per second. (vice versa, if you have performance problems, you would have to disable more of the animations)
for a little more advanced "modders" this means, you could also change the radius of the "crazy_track", to let the track circle around a wider radius, so it won't cross any buildings.
i.e.
open "crazytrain.lua" (folder, "sport_outdoor_p66" too),
edit: sorry, "bullshit" 🙄
we've made a little mistake (both marcel & me, i will fix it) there is a submodel missing 😯 , you didn't noticed it marcel, so it's in your sub-models folder already.
anyway i got this error msg returned
[attachment=1164:Bildschirmfoto 2012-04-20 um 12.47.17.png]
let's see what i decide, perhaps i pack all to a selfextracting zip, and it will be placed to sub-models, who knows maybe someone finds them useful for whatever.
i will also add the "robot_mf" script, it's not used yet, but for interested modders it can be nice to have it, i use it in some ships, but usually disabled it in my uploads.
because it's alittle high poly for a small little robot, even when i reduced the polycount already a lot, but a curved tube needs some polygons. (i wished i could zoom better in/out in the MV, it's hard to impossible to catch a small model, i.e. slow down instead speed up with shift, or smaller increments)
as a quick fix
it's very tiny and ok to attach it here, but in future you will find the selfextracting zip's in the download area under "spacesimcentral.com/downloads/Pioneer/Potsmoke66_Files"
due to the many changes that will be ahead, i will let D1 erase the folder from alpha to alpha, and i hope that in this way my models will be always up to date (that depends also on if i'm able to update all in the rather short timespan we have from one to the next release).
this one goes to your sub_models directory:
i found a second small error in the stations script 😮
"sport_hostile" has more then one instance, because the name has been used for the "sport_outdoor" too in the script.
no big thing, i guess it won't halt pioneer.
i put the "sports" as soon as possible in the download section (i guess it needs further little approvements).
i guess i have a affinity to bugs 😉
they seem to like me
no, i only watch always the terminals output when starting a game.
once i was watching it such attentive, i missed that i ran the wrong version 😆 (has produced a big confusion)
first update ready, it's to find in the download section pioneer/potsmoke66_files
it includes updates for three of the existing ships (incl. ship specs),
- Imperial Courier / Imperial Trader
- Viper X
- Adder
plus
all the submodels needed to make them work
it changes,
- the appearance of the models,
- adds some additional sub-models like the "0_robot" or "0_cargo", actually these are not needed by the ships, but i will include them always, so you won't miss them.
- changes some submodels, which have been set on a diet 😉 or adds some enhancements to others e.g. the "imperial sign".
new texture for the courier
fixed mirrored texture for the adder
[attachment=1170:Bildschirmfoto 2012-04-20 um 17.27.52.png]
fixed "lost body" for the "viper x"
[attachment=1171:Bildschirmfoto 2012-04-20 um 17.32.55.png]
[/hr]
i need some echo of thee,
means i had the plan to make a selfextracting.zip, but since i use a mac now, it will turn to a .app and that's shitty for win users. likewise vice versa the .exe is shitty for the mac.
it includes the complete folder structure and it SHOULD unpack at the right place if you drop the zip into your pioneer directory and unpack it.
BUT i can't test this because the mac acts a bit different as windows, he refuses to overwrite in all cases and copies the data always to a new directory (costs me nerves, such).
i would appreciate it a lot, if one of the win users could test it for me and report issues as quick as possible (in this thread).
windows users might feel that the "viper x" hasn't changed (i don't know, i havn't installed alpha21 win build to "Wine" yet)
at least the mac users should see a difference.
[/hr]
That seems to have worked. I now have the textures that were missing on the Viper X, the Adder textures look right and I see the new textures on the Imperial Trader. I do see a draw depth issue in the shipyard and ship info rotating image, but it looks fine in 'real life'. 😉
[attachment=1172:Imperial Trader draw depth01.jpg]
yes, looks weird, i noticed similar problems in the modelviewer (alpha20 windows build), but only in closeups.
i have no idea where's that from, additionally it seems the third engine is positioned wrong? (perhaps done willingly by me)
i will check that soon. but if it looks good in "real life", it has no priority and can be fixed with the next release.
i assume with shaders on, i won't see the depth issue.
perhaps it's a issue with the bounding radius?
thanks, for the quick reply, good to know it works.
[/hr]
just as info for the mac users,
there is some strange behave in the mac build still with semi-transparent layers.
i changed the textures a bit for that and that helps somewhat, but the textures turn to somekind like 8bit depth. you can see that on the shot of the viper.
a little tech info,
strangewisely, the sub-models like the decals don't show this issue, means i didn't had to change them the result is as i expected or remembered.
to precise it, i changed the textures alpha channel so they won't use the full scale of the 8bit alpha channel, i experienced if there is no 0 it works (ergo i use from ~10 to 255 only, that leaks a bit, because the overlayed texture has a little darker shade you can see that sometimes).
the viper didn't get's covered fully by a semi-transparent layer, only the polys that contain the "chrome" textured parts are overlayed/doubled.
still the whole model shows only the quasi 8bit textures.
i will experiment with that info a bit, i mean it's interesting that the issue didn't appears when i take a sub-model from the sub_models folder, they show no wrong transparency neither that the rest will turn to quasi 8bit.
i assume now if i split those parts from the model and put them in a sub-model (in the same script) the issue should vanish completely.
as a further possibility i can change the model and use a boolean operation to separate the "chrome" parts in the "legal" way from the random material.
adds only a few polys for this model, but leaves perhaps some ugly creases on the hull.
some parts i can overlay even opaque, that will be the simpliest solution.
but all this wil be delayed to the next release, there is more ahead especially some (old) new ships, like the "ADC-44", the "Typhoon", the nearly finished "Bloodrunner",
the "Atomic", the "Shift", the "Gunboat" and the "Hullcutter". (can't you make some more?)
ok, yes i can revive the SW-XWA conversions too 🙄
yes, style is inconsistent of my models, personally i don't care to much about that - different races, different manufacturers, different styles.
korean cars even didn't look the same as american, german or italian oh, erm and not to forget british (sports) cars (i like best).
yes TODAY they look very similar, but that's only because of the "CW value" (right term?), back when style was more important, what a difference, what wide range of cool looking cars we had. TO ME they look today all like cut from a piece of soap (which is true).
when i started with making models i only made a lot of conversions of cars i downloaded for NFS4 or SCGT (my biggest love, cool real racetracks, cool sports cars, cool mods, thanks even to all the aussies who worked hard to keep SCGT alive, respect! love!) unfortunatly they are all in "shangri la" and actually this is the only screenshot available if you take a very close look you can see it's George Harrison driving a E-Type 😉 Ringo was driving a Aston Martin DB2, and John the Ferrari Testa Rossa (if i remember right) i'm by myself was driving a '66 corvette (of course what else). a little tech info to the cars (meshes) for NFS4, they use(d) a own mesh file format, semitransparency for windows is set by a polygon flag instead of the alpha channel, that leaves the opportunity to take the alpha channel for the, for cars unevitable, color variations, means the alpha channel was split to 4 sections/ranges (0-63,64-127,128-191,192-255) and used one for the cars body, one alternate body color, one for the drivers dress, one for the helmet. since my drivers have no helmets or colored dresses i used all to spice up the variations of body colors, just as a hint/example
these will be the next stuff i upload as a bundle too i guess (without SW-XWA of course that's a complete different setup for all even the submodels).
or do you like them to install separately?
Hmm...you've got me wondering what Paul was driving. So anyway I went back to my regular game and noticed that my scanner had been upgraded, which gave me an excuse to post this beautiful picture. This is what I'm driving. 😀
[attachment=1173:Fortress Chandler01.jpg]
...a ugly old hay wagon 😆
cool scanner no? sweeps over all 3 extensions
i always had planned to make a scripted geometry for the scanner, this is the result.
if all fails 🙄 i would have to convert it.
i like the brown camouflage eagles best, besides of the all silver MKII
but needs a better texture, i feel it's abit odd and one can see that i really was a bloody beginner when i made this texture (i feel).
but actually on the mac with gimp i can't make good handcrafted textures, it's really not suitable for such.
i have none of tools i need to make textures like i made for the "shift" or the "hullcutter" in gimp.
that might sound strange that a 15 years old paint program does it better, but the name tells it already PAINT not photo or image manipulator.
i don't manipulate pictures or photos, i paint textures.
if all fails, i will paint them on a paper sheet and scan them 🙄
actually, there are three new scanner models.
the one you recognized, a "old military style" grill and a saucer type which is also the basic model for my terrestrial radio antenna model.
the actual, by you presented one, i hope will made it once to the release, for the others i'm not to sure about, because both the "military" (i even don't know how it appears now, because i had to remove the matlib from it and now everything is "wrong" textured) and the "big saucer" have a rather high polycount, the "military" because it's a grill made with a boolean operation, the "big saucer" simply because it's big and has a lot of details like a little receiver at the thorn a "whatever" unit on bottom of the thorn (i would have liked also some cables on it, but i guess this definatly goes to far), but also this one uses the LOD as far as possible to keep it lowpoly from far.
but if i remove the textures from the "military" it will help, actually i removed textures for many of my sub-models, because i felt you won't recognize a big difference, they are only small parts and texture isn't really needed, they look quite good without, imo (missiles, "insect antenna" and ECM models).
the "military" type is used for the retro style ships, the "big saucer" was ment once for the "modern" ships, but i replaced it with what you discovered.
so it's reserved now for multiple use as terrestrial or scanner on spacestations or whatever one thinks a scanner will look good on (the model differs a bit for the terrestrial and the ships, actually i removed the terrestrial scanner model from the sub-models and it's used exclusive for the big radio antenna, while the smaller lowpoly one, is actually used for the smaller companion of it).
finally, i like to get rid of the scripted pilot, if i can manage to get all in shape, all models will use only the latest pilot model i made.
the sub-models are a mess actually, but as long as it works it's ok. when all is running with the latest "crap", the remnants can be removed and it will look quite neat then in the sub-models directory.
if possible i will leave the new "ships specs" untouched, so the specs won't change, anyway they will always be included in the uploads, it makes it a little safer i guess.
the scale i will perhaps fit for some to my intention actually the eagle respectively the unscaled old pilot looks like a giant, he must be 4m tall, i estimate.
well maybe he's a "Haluter" or some other race of giants.
nothing new, only a updated sidewinder
has jaws now (for all ships actually), some small fixes
http://spacesimcentral.com/downloads/Pi ... -04-20.zip
i missed the folder for the sidewinder (data/models/ships/sidewinder), take care 😉
flash gordon is back again 😀
[attachment=1175:Bildschirmfoto 2012-04-23 um 16.55.13.png]