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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-

Completed Pioneer Models

Page 22 / 25
(@marcel)
Noble Member

I just noticed an error in the placement of the ads in the mushroom stations. Here it is with the correction.

multi_advert(1, pos+v(0,-65,-50),v(1,0,0),v(0,1,0),20, 1)

multi_advert(33, pos+v(0,-65,50),v(-1,0,0),v(0,1,0),20, 1)

--multi_advert(33, pos+v(0,-65,50),v(1,0,0),v(0,1,0),20, 1)

multi_advert(5, pos+v(50,-65,0),v(0,0,1),v(0,1,0),20, 1)

--multi_advert(5, pos+v(50,-65,0),v(1,0,0),v(0,1,0),20, 1)

multi_advert(3, pos+v(-49.999,-65,0),v(0,0,-1),v(0,1,0),20, 1)

--multi_advert(3, pos+v(-49.999,-65,0),v(1,0,0),v(0,1,0),20, 1)

ReplyQuote
Topic starter Posted : June 22, 2012 15:40
(@potsmoke66)
Noble Member

could be, i didn't checked them, ahh, yes i see... wrong horizontal vector.

well often i disable them, somewhere i must have a alternative textured one, i didn't like the "alien metal" (orig. name) to much, especially because i added back then a "artificial light" since we haven't had "local lighting" then.

but feel free to use whatever you like 😉

btw, using two times the same generic seed isn't recommended (maybe may fault to), since this number, the generic seed, will produce the seed generated from game time for the random generator. if two have the same seed they will show 100% the same stuff.

that happens often enough with different numbers, since the amount of adverts is limited, so if you enter 1 as seed it's possible it produces the same as 14.

i used once string.len('hullabaloo') instead of a number, just a gag, nothing more, i already replaced it with a number.

also is to think of that close numbers will produce close results. there is a limit for a seed i guess (i'm not sure, for pioneer there is one, if it's relevant for C++ i don't know), anyway 9 cyphers should be enough.

perhaps i'm able to give once each advert you call a unique seed (not time dependant, resp. os.clock, which i shouldn't use, will generate once a seed for each at start of the function and keep it in a table) by which the selection is controlled, so no advert will show the same stuff even when the generic seed is the same (would mean in fact won't be needed then). but that won't be to soon, i'm actually satisfied with how it works.

here's the alternative mushroom station i made once by using the textures from my "sport hostile", i made this because "sport hostile" was left a long time unfinished.

has needed some time to re-fit for alpha23. (e.g. a complete change of the lift model, since i'm not allowed* (anymore) to use a glowmap in a dynamic section of a model.

*has worked before, it was a working model. not allowed, means i don't know why, it returns "field 1 is missing a name string", very strange ( a built in lock? ).

anyway i know it's not good using any texture in the dynamic section, but for stations it can be essential to do so, they have a lot of dynamic geometry.

but on the other hand, hmm, if you don't go to the forest you can't cut wood...

and marcel, your "tv screens" are super, i guess i implement them to my models, they make a real difference.

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Posted : June 22, 2012 19:11
(@spazeman)
Eminent Member

Does anyone know what became of this? Ever finished? Looks flippin' cool, shame it's not in...

http://www.youtube.com/watch?feature=en ... IkPes&NR=1

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Posted : June 24, 2012 15:56
(@potsmoke66)
Noble Member

it's s2odans model, he must have "trashed" it, but yes looks cool, unfortunatly i haven't a a model left of that on the mac. but if i'm able to resurrect my old drive i can get it back to reality. (except s2odan would, or would say no, no), it never found the way to pioneer? i don't know, i guess he wasn't satisfied and it's a framerate killer if i remember right.

best is ask himself, he's present here on SSC (havn't heard since long of him and think already, "is he angry with me?" shouldn't be, i'm not).

nah, can't think of being angry with him, i like him and do love his work (terrain)! perhaps he's just very busy with refinig the terrain...

you can send him a PM check for s2odan on the members chart.

can you read backwards?

i read even mirrored like nothing 😆 had impressed some typesetters once

yeah looks really flippin' cool, havn't seen that one, i remember a far less detailed one, the terrain inside is super, typical for him.

but like i said i remenber he delayed all modelling because of terrain, i guess he's addicted to it :mrgreen:

that's ok, it has to be that way, my drug are spaceships...

ERM , S2ODAN I COULD NEED SOME TERRAIN, TEXTURED PLEASE FOR MY LARGE WHEEL STATION 😆

PATCHES SHOULD BE... no that was not serious ment.

have made some myself, but i got stuck a little with texturing it, besides it's a giant project maybe my biggest ever, not only because of the size of the station, no i like to make it as good as possible and that needs patience (me, patience who likes to finish his models in one try... even when it costs me 48hrs continous work without sleep).

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Posted : June 25, 2012 11:52
(@s2odan)
Noble Member

Hello! 🙂

I still have that station, It just lacks a proper docking animation and docking area... ( a place to park your ship ). If anyone wants it I'm more than happy to put it up, bear in mind that it would likely need its .lua file rewritten since its from 2010 😉

Potsmoke66, your right I pretty much stopped modelling and worked on the terrain in 2011. But lately I have been very busy with RL stuff (I'm moving into and renovating a house in most of my free time) and haven't had much time for Pioneer this year 🙁

Quote:
"is he angry with me?" shouldn't be, i'm not).

Hehe, nah don't be silly 😉 Just been busy, and I don't really tend to post here unless I have been writing some code too.


Quote:
ERM , S2ODAN I COULD NEED SOME TERRAIN, TEXTURED PLEASE FOR MY LARGE WHEEL STATION 😆

PATCHES SHOULD BE... no that was not serious ment.

have made some myself, but i got stuck a little with texturing it, besides it's a giant project maybe my biggest ever, not only because of the size of the station, no i like to make it as good as possible and that needs patience

😆 Are you making it full 3d terrain then? On my sphere station its just a simple texture applied to a rectangle surface and some lighting baked into the texture, which makes it look like there are contours.

With your large hoop station, I think just have some flat rectangles and texture them with your terrain.

Quote:
(me, patience who likes to finish his models in one try... even when it costs me 48hrs continous work without sleep).

Hehe, at least that way you won't end up with unfinished models like me though. 🙂

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Posted : June 25, 2012 12:58
(@spazeman)
Eminent Member

Hi,

I'd love to finish it for you but unfortunately I'm an idiot. I've got blender and I'm tentatively fumbling with it. It would add a bit of variety but it'll be years before i can make anything decent! (Maybe I could start off making space trash!)

Anyway, kudos on the station.

And Potty, cheers for the lua for beginners stuff, I've been too busy lately to get stuck in but I'm looking forward to learning.

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Posted : June 25, 2012 13:18
(@potsmoke66)
Noble Member

hey spazeman, shouldn't take so long.

i promised i will roll up my "tutorials", but would need the right kick in the ass to do so 😀

and s2odan, lifesigns! 😎

renovating a building, wow i would like to be envolved (one can notice i didn't worked to long, "i would like..." i really would like, physical work is good)

mountains in a spacestation 😉

[attachment=1292:Bildschirmfoto 2012-06-26 um 01.15.22.png]

the terrain is segmented the same as the "tube". a little bit to "crumbled" i feel it is, god i would like a river in midst, at least that was my imagination.

but i dont' know if i can achieve that with blender, you can generate terrain but i guess rivers you can't have (continously). the problem is i have to make it in patches and unfortunately the patches must be quadratic else it don't works, i streched them a bit later to fit to the tube section and kept polycount as low as possible.

i hope i can manage it to give it a useful LOD, each segment should only appear when you are close enough to see something detailed, else it will be a projection of a rendering of the terrain plus buildings. perhaps i can add a lower detailed terrain to, you won't notice when it's "bad" polyreduced simply. or i have to do it again and write down the settings i used for each patch and generate lower detailed patches. but it was already horrible to make this one.

create the patches, join them, smooth the overlap, break it all up again to segments fitting to the tube segment and sealed them again to make half a circle.

if you look at it attentive, you can see that it's streched, but i fear the polycount i get if i don't do so.

i know the terrain is a bit extreme for a spacestation, mountains, ts...

yeah, about 100 meter high only, like a "mini" world, i don't know if i will really use it. they are i bit too steep imo. but it's really a lot of work to make them.

not the generating of the terrain, that's easy and takes a few minutes, but all the rest of the procedure, like finding a section where they can be joined and making the ends fitting and all that.

oh i forgot, and "force" the strip to become a circle of course (one beloved tool of blender i have, BEZIER curves, respectively a circle in this case on which the strip is applied with a modifier "to curve").

ok real cool would be if it would be generated each time new...

but i guess that goes a little to far.

it misses only a good texture and the right idea to "unfold" the mesh or project the texture in a nice way, that's why it's delayed.

i could do it simply from the side, that would at least allow to have diiferent colors for the heights, but it will get smeared and i guess that didn't looks good when you are close. actually i think about "coloring" a greyscale height map from the patches, the height map can be done in blender.

but on the other hand i would like a texture i can re-use for all segments.

i know i promised not to show it before it's finished (patience, me?). i did it nonetheless now 🙄

maybe it forces me do work more on it (it's delayed since a month now) if some say "hey what is that? looks stunning".

if it's only the docking sequence i guess i should be able to handle it, has even cost me some time to get warm with, but now i guess i got it.

i guess after the crazy docking sequence for the sealed spaceport there should be no more hurdles.

ReplyQuote
Posted : June 25, 2012 15:34
(@spazeman)
Eminent Member

Saw the picture and thought would make a great sort of 'debris shield'.

I thought you'd lost the plot there! Mountains? wha? Yo mean I could do something like this? silentrunning1.jpg

00089_1.jpg

With terrain inside? I think that will be my second project after 'untextured box in space' 😥

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Posted : June 26, 2012 11:33
(@marcel)
Noble Member

Gernot (aka potsmoke66) has shown me that I made an error in my spacestations.lua and ground_stations.lua upgrades, so I've corrected it and packaged them both up together for you. This also includes my latest upgrade to the nice_spacestation.

[attachment=1296:nice_spacestation windows.jpg]

To install, extract the included data folder into your Pioneer alpha 23 folder.

[attachment=1295:spacestations16_alpha23.zip]

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Topic starter Posted : June 26, 2012 13:39
(@s2odan)
Noble Member
Quote:
i know the terrain is a bit extreme for a spacestation, mountains, ts...

I think it looks pretty awesome.

You could say that the natural/terrain area is used as a recreational facility for humans and to aid in the conversion of CO2 to O2.

I look forward to seeing some more progress on the station 🙂

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Posted : June 27, 2012 06:02
(@potsmoke66)
Noble Member

00089_1.jpg

yep that covers my imagination, or wait i know one which has fantasized me

spacestation.jpg

thanks "stevobhave", i haven't forgot that picture, and knew where to find it, yeah!

it's burned into my mind.

ok, now i screwed up expectations to maximum.

s2odan,

i think we need not only oxygene, we need patches of green, else you get a bunkerkoller.

i know it from experience, when you only work every day in a building without sunlight, you get that already, you slowly get crazy.

you start to booze, start to eat to much, start to get agressive, get bad in bed and so on.

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Posted : June 27, 2012 07:37
(@marcel)
Noble Member

I see what you mean. It seems that I don't have permission either.

Ok, let's see if this works. It's an updated version with my latest additions.

[attachment=1301:spacestations16a_alpha23.zip]

This should work. I was able to download it. I hope you'll enjoy it. <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />

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Topic starter Posted : July 3, 2012 10:30
(@marcel)
Noble Member

I'm pleased to inform you that my ground stations update mod for alpha 25 has been posted and approved. It's a visual enhancement for the basic pad stations and you can get it here.

http://spacesimcentral.com/forum/files/file/945-ground-station-update-alpha25-modzip/

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Topic starter Posted : August 13, 2012 18:18
(@marcel)
Noble Member

I've just had a new mod approved. Here's the text from the readme.

"This is a compilation of work by potsmoke66, Marcel, Vuzz and spazeman

in mod format. This has been tested in alpha26 dev build 4ee86a7-win32.

This contains all the add-ons I use except for the hometowns add-on, which works

together with this.

Included in this file from potsmoke66;

New buildings, corrected window size for Vlastan's buildings, new sub models

cycling advertisement function, Sport Outdoor and Sport Hostile ground stations,

and an alternate "Big Crappy" spacestation.

From Marcel;

Detailing of Philbywhizz's pads, the "Mushroom" ground stations, the "Big Crappy", "Nice"

and "Hoop" spacestations.

From Vuzz;

Alternate details on the "Nice" spacestation and potsmoke66's

"Big Crappy" spacestation and an "Elite" station splash advert.

From spazeman;

Many new adverts.

Note: this mod includes my ground_station_update_alpha25_mod, so you should

probably remove it if you have it installed.

This package will give you much more variety in the places where you dock.

To use this, place this .zip file in your Pioneer mods folder."

One disclaimer that I didn't state above, the stations will of course change if you use this. If you have a saved game where you or an AI ship is docked in a station with an ELITE-type core, (the Nice or Hoop stations) and it changes to a Big Crappy type, you or the AI ship could be trapped in the Crappy's tube and unable to get out. If you're saved in a ground station the position may be wrong but the game will adjust when you unpause, but sometimes you have to pay an extra docking fee. Once you enter a new system things should work normally. Anyway, here's the link.

http://spacesimcentral.com/forum/files/file/948-stations-buildings-ads-marcel-p66-vuzz-spazeman-alpha25-26-modzip/

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Topic starter Posted : September 4, 2012 18:38
(@marcel)
Noble Member

The stations_buildings_ads mod for alpha 26 is ready for download. The previous version doesn't work with alpha 26, so if you want it, here it is.

http://spacesimcentral.com/forum/files/file/948-stations-buildings-ads-marcel-p66-vuzz-spazeman-alpha26-modzip/

ReplyQuote
Topic starter Posted : September 14, 2012 20:58
(@potsmoke66)
Noble Member

new stuff to fiddle around with

Bildschirmfoto%202012-09-19%20um%2012.54_zps2563253f.jpg

Bildschirmfoto%202012-09-18%20um%2023.18_zpscba2041c.jpg

but i enciuntered a "new" (or never seen before alpha25/26, or maybe never happened before) issue

Bildschirmfoto%202012-09-19%20um%2011.04_zps0f86538d.jpg

actually this is a shot from alpha25 but this persists even in alpha26

i have no idea to what this is related, the billboard function is used as recommended and i see no reason why they are displaced sometimes.

on this picture you see all three billboard lights in the building on the same wrong position.

Bildschirmfoto%202012-09-19%20um%2011.05_zpse952ba3c.jpg

after deleting the model cache it's fine, but it could be next run it will be wrong again.

---

some hints to the model:

it needs my alpha 25(+) sub-models (will work for alpha26), but can be changed back. i left the call for the old adverts and probably you have to disable the little robot which crawls around here.

it's designed as replacement mod for the existing groundstations, if you like to keep the existing ones rename this models (all model names, not only the scripts name as example you could name it the same as the "mushroom_station(s)", so it will override them if used as a mod).

contains only two versions, 2 landing pads and 4 landing pads.

you can adjust the scale (1 = padsize 300m*300m), level over ground (actuallly 30m) of the station and the speed of the robot (actually 350m/sec * 3) in a simple way, i localized the values on top of the script.

yes, 30m over ground is low! but it works fine, due to the size of the landing pad you will find always (i hope so...) a little patch to land (probably manually) on the landingpad without any damage (tested at tomm's sanctuary and phobos base).

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Posted : September 19, 2012 03:17
(@marcel)
Noble Member

Wow! It looks like you could land just about anything there. I have one criticism. I think the textures are stretched much too much for a pad of that size. It doesn't give the right sense of scale. Imagine what it would look like if you were walking on those pads.

I've seen the billboard problem on the stations too. For the past couple of alphas I've been in the habit of deleting the model cache every time I run the game. I remember that someone has mentioned this before. I haven't seen it in alpha 26, yet. I'll post if I do.

Update - The issue is still there in alpha 26.

ReplyQuote
Topic starter Posted : September 19, 2012 16:31
(@potsmoke66)
Noble Member

true, the panel texture is streched, i guess you will fall in the gaps, if i look at the size. <img src="' http://spacesimcentral.com/forum/public/style_emoticons//biggrin.gi f"' class='bbc_emoticon' alt=':biggrin:' />

anyway the size looks wrong due to the giant gates in the building, but the 8m robot needs this large entry, i could have made it 2m, but the you would hardly see that thing.

likewise the adverts, they give a wrong idea of the scale, but smaller you won't see them from the ships view, but that's the reason why they stand there.

well, feel free to change it, since it's a scripted model, everything can be changed "easy". the tower is a separate model and can be scaled to, i.e. i scaled it down to 75%, because i felt it was to large, the buildings are also sub-models and can be placed different, but you have to keep in mind that the robot rests 20secs in the building.

and a little mistake of mine, i guess with the present submodel for the robot, it wil be buried into the ground, sorry my fault, unfortunately i changed the submodel, and its now centered at the manipulators ends and due to this 0.5 m higher (resp. finally in the station model your is 4m lower).

i would upload the new ones, but i changed also the centering of the pilot (dammit, why?!), the reason is i liked to make some model easier scalable, i.e. the constrictor or the eagle, you can enter now a scale at top of the script, but the pilot and the missiles will keep scale 1:1.

this leads to a problem with the existing pilot which is centered at ther back, if you scale the model down the pilot "grows" and he will sit to much in front, if you scale up th pilot "shrinks" and will be to far in the back, to counter this i centered the pilot now between the tips of the hands, no matter how you scale now, the hands will never leave the desk.

besides i'm still working on updating all my ships to this change and fix the thruster issue for all if it's to see, i have to say that it is hard only to do the little fixes and each time i open a model the "fix" grows to a complete overhaul.

Bildschirmfoto2012-09-20um0726_zpsc2002e71.jpg

Bildschirmfoto2012-09-20um0733_zps0edb998e.jpg

Bildschirmfoto2012-09-20um0734_zps53ddef31.jpg

something wen't wrong here...

Bildschirmfoto2012-09-20um0737_zps31b5ada1.jpg

or not... i don't know, looks like my ship is oriented proper (nose heads in the same direction as text, strangewisely the other ships are oriented wrong)

and don't ask me why the conny is placed proper on ground of the pad, that's a trick and i'm not sure if i should use it for all ships now, i still have some hope it will be solved in a intelligent way once (i made the collision mesh dynamic which isn't very good, but this allows to exchange it for the states of "DOCKING" and "DOCKED"/"LANDED", which has allowed it then to me to use a simple quad as collision mesh for a docked ship, placed proper and because the quad has no "y" dimension, the ship will rest on the double of the quads "-y" position, i really dislike the idea of using the diameter of the ship for the resting position, that might work for the eagle, because the ship is rather "thin" and the undercarriage is lowered exactly double of the radius, but for any other design it won't work this way, i'm still longing for a checking of the lowest y when the gear is lowered, or as a alternative a value to enter in ship the specs.

"what about a flagged geometry for the resting position?"

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Posted : September 19, 2012 20:13
(@potsmoke66)
Noble Member

[media]

yes, the top thrusters, i know, but i havn't noticed it before i watched the clip.

also i encountered a new issue with this ship, the local lighting is handled a little different as before i guess, at least now i had to place the local lit lod3 only cockpit to the end of the section, else the local lit command won't get terminated and has lit all following parts locally (still it doesn't gets terminated and the window which has to follow as last because of hierarchy will be still local lit above lod2, but you won't notice this very good), wrong somehow and i remember it was ok in alpha25.

a way to workaround that for me is to make the cockpit to a submodel, then the local lit command get's terminated anyway.

---

something different,

[attachment=1432:mod_modules_bodyshop.zip]

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Posted : September 20, 2012 03:03
(@potsmoke66)
Noble Member

ok, i'm already curious what issue that will be...

(perhaps i'm not busy enough, so i need something to fiddle around with, lol)

 

---

 

next week, probably, i see the mac build isn't ready yet.

but i can run the windows build with wine :drinks:  just to see what has changed, or how it has changed.

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Posted : December 14, 2012 12:01
(@loki999)
Estimable Member

Oh, goody! Ill be adding these!

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Posted : December 16, 2012 08:18
(@potsmoke66)
Noble Member

the walrus is... a walrus. good! (am i responsible for this by implementing it to the minimal pioneer?)

 

last dance? (with the LMR).

 

 

some old (or odd?) alpha11 models...

 

http://sdrv.ms/UqIuAm

 

they need a general overhaul...

contains some buildings from greyoxide (probably they will work in this state),

greyoxides, "Large Galactical Cruiser" (originally planned by him as a modular ship)

s2odans "Imperial Explorer" (let's see if you remember THIS SHIP)

a "mini Suprosa" (SW-XWA model),

"Planet Express",

"Orion",

"Defender" (sort of a "Galaxian Shoot 'em Up" style Ship),

 

Bildschirmfoto2012-10-23um0019.jpg

 

have Phun

 

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Posted : December 16, 2012 11:18
(@potsmoke66)
Noble Member

and there is this "mysterious" script named merlin.lua?

 

[attachment=1606:merlin.zip]

 

somehow i must have lost patience with it...

 

in fact it was my last attempt to transscript a FFE geometry, it's nearly "finished", at least the basic parts of the original geometry are present.

if i remember right i got stuck with positioning the undercarriage and the wings have to be attached and animated for landing. the uc should be complete and works already, you "only" have to position it proper.

(you can take the undercarriage of this ship or of my rapier as a template for a little nicer looking default undercarriage sub-model for your conversions of Tomm's ships, even the "gunboat" uses a similar undercarriage script, it's based on something i did once, but the scalable default uc failed under certain conditions, but as a template or example it's still useful. i will dig it out probably to, because i noticed i still used it in alpha11 for the cobra1, but i forgot to port the alpha11 sub-models to the mac. well, well, once i had this crazy idea to create a lot of such "default" parts, to build something like a "spaceship kit"... of course, it still could be done, only not with the LMR. wouldn't that be a cool thing, i get at start of the game a amount of credits and have to build my ship myself... sorry i'm a LEGO addicted, i always was).

texture and anything else is missing.

 

but it's a sleek designed ship and worth to take a look at, maybe i try it myself.

 

---

 

vuzz

now i understand why you posted once this comment to the vanishing of the LMR...

 

right now you started to get interested in it and make some progress with it and it will be removed, in fact that's sad.

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Posted : December 16, 2012 11:41
(@baobobafet)
Estimable Member

Vuzz, Glad you updated the MF ...was waiting for that one  :nyam:  - btw, nice ramp option.  (I just hope all these great mods are getting the visibility they deserve - If I didn't think to look at the 29 page here...hmmm)

 

Edit: I forgot to mention you need to repack your MF and Walrus mod (to many nested dirs) - No worries I make the same ez mistake too   🙂

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Posted : December 16, 2012 20:50
(@marcel)
Noble Member

Vuzz,

The Ladybird has a special place in my heart because putting the textures on her was the first thing I did for Pioneer. With your work she's actually looking rather good! I originally intended to texture the rest of those ships but got a little bit distracted. Glad you did!

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Topic starter Posted : December 17, 2012 05:22
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