Very nice, like th hangars and tube station alot. 🙂
that's a cool one
[attachment=1707:2013-02-17_143744.jpg]
but stations i'm not sure if i can get them to pioneer so easy.
we have due to the change rarely animated stations and i also can't see how such will be solved.
a cutscene? 😉
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but i'm up to converting your entire repository, except stations.
edit: dammit, lost a entire article, have to start new.
i will keep it short this time
the conversions will be "cheap",
that means they will have only one material, no patterns, no glow-map, no specularity-map or only a simple one.
but use of different skins under the same ShipName
probably no collision mesh, i will have to see.
what would be helpful for me,
i remember that you have a collection of all the exported splines of FFED3D.
that would be really helpful for proper collision meshes.
i have one model ready for the SGM besides of "uncle bobs" Lanner,
it's "sparks" Cobra MK-III, but probably you have this one already downloaded, i don't know.
it's a "idea" how to convert them for pioneers SGM.
while the model went to many changes, though it differs slightly from the original.
but a good example, also to give you the possibility to say:
"hey gernot, we like this idea, or we dislike this one"
ok, the file is uploaded, it could take a day or so until it's reviewed.
unfortunately some more differences between alpha30 and alpha31,
the texture looks quite shitty, it wasn't planned this way, but turned out this way in alpha31,
something with the specularity map is not quite as i expected and the whole texture looks
like a low-resolution, but i guess it's really only the specularity map which produces this unwanted effect.
i will have to check this at home.
the MACbook is a quite nice machine, but it can't replace my PC,
working with the MACbook is slow, small screen and whatever hinders you from working really productive.
thus it could be a MAC issue even, because it's different, and foremost the implemented ATI GFX chip
produces sometimes different results as my NVIDIA card
(ATI is good, i owned several over the years, but actually NV suits better, of course you can't compare a build in with a card, never.
my PC is a rather cheap "Medion" would have also a built in ATI, which also comes not close to the NVIDIA card).
but as a little entertainment, "cheap yes, but phew i was surprised how silent a computer can be, when i first switched it on
i really wasn't sure if it's running or not, compared to that is my "old" PC a coffee grinder".
http://spacesimcentral.com/ssc/files/file/998-mod-cobra-mk-iii-sparksova/
[attachment=1708:Bildschirmfoto 2013-02-27 um 02.06.30.png]
That remain me something ... why search about ? we have already this one :

Hello. I want to propose a model of the ship for this game. You can lay on her texture and to change the form of the model to your liking.
Sweet ship ! It reminds me of something but I can't put my finger on it.
its a clone of the millfalc ? ^^

It has a certain resemblance. It's like the cars of the 21st century, all look alike, but are different. 🙂
If someone could help to prepare a model of the game, I can make a few more models.
There are several guides for getting models into the game on the wiki here: http://pioneerwiki.com/wiki/Model_system
Unfortunately I don't work in Blender.(
It has a certain resemblance. It's like the cars of the 21st century, all look alike, but are different. 🙂
i guess this model come from the corellian industry corporation like the YT-1300 ^^
Neither do I 🙂 but you can still follow the advice like exporting it in certain formats (Collada DAE) and setting up the definition files so that you can see it ingame.
The basic SGModel file ".model" only needs to have one line in it to get started - it will use a placeholder texture/material.
So if you exported your model and called it "sapogtest.dae" then the ".model" file could be called "sapogtest.model" and inside it could just have one line like:
mesh sapogtest.dae
Then you create the Lua definition file - I usually copy another ships definition, something similar to what I'm going to make - and that's it, it should be in the game.
After that you can add thrusters etc in the modelling program you use. What program are you using?
3dmax9 🙂
There are modelling tips on the wiki for 3DsMAX as well, a few people use that including me 🙂
why not picking up a existing concept? (the bitten hamburger i.e.)
it's nice.
while, hmm... i would like to see more ships with proper placed thrusters, i know anything would be to imagine and neither i build all my ships with visible thrusters.
but i guess it's part of pioneer to use such.
try to texturize it yourself?
i know it's a long process to get a suitable texture, always.
often i invest far more time in the texture wether in the model.
that's why even some of mine are still untextured.
also, who could know what you had in mind except you?
some critics allowed?
i feel the saucer section could be a little more divided, except you planned with little divisions,
but then i wouldn't smooth the surface for it, this would let it look more like large panels or arrangements of panels.