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-
Moving bridge.... 😮 Anyway I tested it out, I don't really notice any slow-down at all from the mesh. Even when docking and un-docking, but my computer is pretty fast so it might not effect it so much.
[attachment=557:2011-02-18_211749.jpg]
colorvariable?
the updated script for the Gul,
info = {
lod_pixels = {.1,50,100,0},
bounding_radius = 50,
materials = {'body', 'glow'},
},
static = function(lod)
local v0 = v(7,3.3,-1.7)
local v2 = v(4.1,2.8,2.4)
local v4 = v(4.1,2,4.8)
local v6 = v(1.6,.9,7.3)
local v8 = v(10.5,3.4,-2)
local v10 = v(15.6,1.4,-.1)
local v12 = v(15.6,1,2.4)
local v14 = v(3.1,.5,7.3)
local v16 = v(13.3,1.7,-2.5)
local v18 = v(24.9,.7,-3)
local v20 = v(24.9,.7,-.5)
local v22 = v(4.7,.2,7.3)
local v24 = v(15.5,0,-2.7)
local v26 = v(28.3,0,-4.6)
local v28 = v(28.3,0,-2.1)
local v30 = v(6.3,0,7.3)
local v40 = v(2.5,0,-5)
local v42 = v(4.5,1.7,-4.4)
local v44 = v(2,2.7,-3.2)
-- v46 = v0
local v48 = v(3,0,-12)
local v50 = v(5,1.7,-7.1)
local v52 = v(6.4,2.7,-5)
-- v54 = v8
local v56 = v(7.5,0,-8.7)
local v58 = v(7.5,1.7,-7.1)
local v60 = v(10.7,2.7,-5)
-- v62 = v16
local v64 = v(8.5,0,-8.2)
local v66 = v(10.2,0,-7.1)
local v68 = v(12,0,-5)
-- v70 = v24
local v80 = v(0,-2,-8.5)
local v82 = v(0,1.2,-7.5)
local v84 = v(0,2.4,-4.5)
local v86 = v(0,3,-2.5)
local v88 = v(.75,0,-5)
local v90 = v(.75,1.3,-5.3)
local v92 = v(1,2.5,-4.3)
local v94 = v(2.1,3,2.2)
local v96 = v(1.6,0,-5)
local v98 = v(1.6,1.5,-4.8)
local v100 = v(2,2.6,-4)
local v102 = v(4.6,3.2,-2)
-- v104 = v40, v106 = v42, v108 = v44, v110 = v0
-- v120 = v86
local v122 = v(0,2.8,1.5)
local v124 = v(0,2.1,6)
local v126 = v(0,1.7,7.3)
-- v128 = v94
local v130 = v(1.2,2.8,1.8)
local v132 = v(1.2,1.8,5.6)
local v134 = v(.5,1.5,7.3)
-- v136 = v102
local v138 = v(2.7,2.8,2)
local v140 = v(2.7,1.5,5.2)
local v142 = v(1,1.2,7.3)
-- v144 = v0 v146 = v2, v148 = v4, 150 = v6
-- v160 = v126
local v162 = v(0,1,10)
local v164 = v(0,.7,15.1)
local v166 = v(0,.4,22.1)
-- v168 = v134
local v170 = v(.2,.9,10)
local v172 = v(.1,.6,15.1)
local v174 = v(.1,.37,22.1)
-- v176 = v142
local v178 = v(.3,.8,10)
local v180 = v(.2,.6,15.1)
local v182 = v(.1,.36,22.1)
-- v184 = v6
local v186 = v(.4,.7,10)
local v188 = v(.3,.5,15.1)
local v190 = v(.2,.3,22.1)
-- v200 = v6, v202 = v186, v204 = v188, v206 = v190
-- v208 = v14
local v210 = v(.9,.5,10)
local v212 = v(.6,.4,15.1)
local v214 = v(.3,.3,22.1)
-- v216 = v22
local v218 = v(1.3,.2,10)
local v220 = v(.9,.2,15.1)
local v222 = v(.4,.3,22.1)
-- v224 = v30
local v226 = v(1.8,0,10)
local v228 = v(1.1,0,15.1)
local v230 = v(.4,0,22.1)
local v240 = v(0,0,22.1)
local v1000 = v(7,-3.3,-1.7)
local v1002 = v(4.1,-2.8,2.4)
local v1004 = v(4.1,-2,4.8)
local v1006 = v(1.6,-.9,7.3)
local v1008 = v(10.5,-3.4,-2)
local v1010 = v(15.6,-1.4,-.1)
local v1012 = v(15.6,-1,2.4)
local v1014 = v(3.1,-.5,7.3)
local v1016 = v(13.3,-1.7,-2.5)
local v1018 = v(24.9,-.7,-3)
local v1020 = v(24.9,-.7,-.5)
local v1022 = v(4.7,-.2,7.3)
-- v1024 = v24
-- v1040 = v40
local v1042 = v(4.5,-1.7,-4.4)
local v1044 = v(2,-2.7,-3.2)
-- v1046 = v1000
-- v1048 = v48
local v1050 = v(5,-1.7,-7.1)
local v1052 = v(6.4,-2.7,-5)
-- v1054 = v1008
-- v1056 = v56
local v1058 = v(7.5,-1.7,-7.1)
local v1060 = v(10.7,-2.7,-5)
-- v1062 = v1016
-- v1064 = v64
-- v1066 = v66
-- v1068 = v68
-- v1070 = v24
-- v1080 = v80
local v1082 = v(0,-1.2,-6.5)
local v1084 = v(0,-2.4,-4.5)
local v1086 = v(0,-3.5,0)
-- v1088 = v88
local v1090 = v(.75,-1.3,-5.3)
local v1092 = v(1,-2.5,-4.3)
local v1094 = v(2.1,-3,-2.2)
-- 1096 = v96
local v1098 = v(1.6,-1.5,-4.8)
local v1100 = v(2,-2.6,-4)
local v1102 = v(4.6,-3.2,-2)
-- v1104 = v1040, v1106 = v1042, v1108 = v1044, v1110 = v1000
-- v1120 = v1086
local v1122 = v(0,-3.5,1.5)
local v1124 = v(0,-4.5,6)
local v1126 = v(0,-1.7,7.3)
-- v1128 = v1094
local v1130 = v(1.2,-3.5,1.8)
local v1132 = v(1.2,-4.5,5.6)
local v1134 = v(.5,-1.5,7.3)
-- v1136 = v1102
local v1138 = v(2.7,-3.5,2)
local v1140 = v(2.7,-4.5,5.2)
local v1142 = v(1,-1.2,7.3)
-- v1144 = v1000 v1146 = v1002, v1148 = v1004, 1150 = v1006
-- v1160 = v1126
local v1162 = v(0,-1,10)
local v1164 = v(0,-.7,15.1)
local v1166 = v(0,-.4,22.1)
-- v1168 = v1134
local v1170 = v(.2,-.9,10)
local v1172 = v(.1,-.6,15.1)
local v1174 = v(.1,-.37,22.1)
-- v1176 = v1142
local v1178 = v(.3,-.8,10)
local v1180 = v(.2,-.6,15.1)
local v1182 = v(.1,-.36,22.1)
-- v1184 = v1006
local v1186 = v(.4,-.7,10)
local v1188 = v(.3,-.5,15.1)
local v1190 = v(.2,-.3,22.1)
-- v1200 = v1006, v1202 = v1186, v1204 = v1188, v1206 = v1190
-- v1208 = v1014
local v1210 = v(.9,-.5,10)
local v1212 = v(.6,-.4,15.1)
local v1214 = v(.3,-.3,22.1)
-- v1216 = v1022
local v1218 = v(1.3,-.2,10)
local v1220 = v(.9,-.2,15.1)
local v1222 = v(.4,-.3,22.1)
-- v224 = v30
-- v1226 = v226
-- v1228 = v228
-- v1230 = v230
-- v1240 = v240
if lod == 1 then
local divs = 3
xref_cubic_bezier_quad(divs,divs, v40,v42,v44,v0,
v48,v50,v52,v8,
v56,v58,v60,v16,
v64,v66,v68,v24)
xref_cubic_bezier_quad(divs,divs, v80,v82,v84,v86,
v88,v90,v92,v94,
v96,v98,v100,v102,
v40,v42,v44,v0)
xref_cubic_bezier_quad(divs,divs, v86,v122,v124,v126,
v94,v130,v132,v134,
v102,v138,v140,v142,
v0,v2,v4,v6)
xref_cubic_bezier_quad(divs,divs, v0,v2,v4,v6,
v8,v10,v12,v14,
v16,v18,v20,v22,
v24,v26,v28,v30)
xref_cubic_bezier_quad(divs,divs, v126,v162,v164,v166,
v134,v170,v172,v174,
v142,v178,v180,v182,
v6,v186,v188,v190)
xref_cubic_bezier_quad(divs,divs, v6,v186,v188,v190,
v14,v210,v212,v214,
v22,v218,v220,v222,
v30,v226,v228,v230)
xref_flat(divs,v(0,0,1), {v240},{v230},{v222,v214,v190},{v182,v174,v166})
xref_cubic_bezier_quad(divs,divs, v64,v66,v68,v24,
v56,v1058,v1060,v1016,
v48,v1050,v1052,v1008,
v40,v1042,v1044,v1000)
xref_cubic_bezier_quad(divs,divs, v40,v1042,v1044,v1000,
v96,v1098,v1100,v1102,
v88,v1090,v1092,v1094,
v80,v1082,v1084,v1086)
xref_cubic_bezier_quad(divs,divs, v1000,v1002,v1004,v1006,
v1102,v1138,v1140,v1142,
v1094,v1130,v1132,v1134,
v1086,v1122,v1124,v1126)
xref_cubic_bezier_quad(divs,divs, v24,v26,v28,v30,
v1016,v1018,v1020,v1022,
v1008,v1010,v1012,v1014,
v1000,v1002,v1004,v1006)
xref_cubic_bezier_quad(divs,divs, v1006,v1186,v1188,v1190,
v1142,v1178,v1180,v1182,
v1134,v1170,v1172,v1174,
v1126,v1162,v1164,v1166)
xref_cubic_bezier_quad(divs,divs, v30,v226,v228,v230,
v1022,v1218,v1220,v1222,
v1014,v1210,v1212,v1214,
v1006,v1186,v1188,v1190)
xref_flat(divs,v(0,0,1), {v240},{v1166},{v1174,v1182,v1190},{v1214,v1222,v230})
else
local divs = 4*lod
set_material('glow',0,0,0,1,1,1,1,100,1,1.5,1)
--set_material('body', .4,.42,.3,1,.5,.4,.35,20)
if lod > 3 then
texture('gul_eyes.png',v(.5,.8,0),v(.033,0,0),v(0,0,-3))
elseif lod > 2 then
texture('gul_eyes_m.png',v(.5,.8,0),v(.033,0,0),v(0,0,-3))
elseif lod > 1 then
texture('gul_eyes_s.png',v(.5,.8,0),v(.033,0,0),v(0,0,-3))
end
use_material('glow')
xref_cubic_bezier_quad(divs,divs, v40,v42,v44,v0,
v48,v50,v52,v8,
v56,v58,v60,v16,
v64,v66,v68,v24)
xref_cubic_bezier_quad(divs,divs, v64,v66,v68,v24,
v56,v1058,v1060,v1016,
v48,v1050,v1052,v1008,
v40,v1042,v1044,v1000)
if lod > 3 then
texture('gul.png',v(.5,.7,0),v(0.02,0,0),v(0,0,-1.25))
elseif lod > 2 then
texture('gul_m.png',v(.5,.7,0),v(0.02,0,0),v(0,0,-1.25))
elseif lod > 1 then
texture('gul_s.png',v(.5,.7,0),v(0.02,0,0),v(0,0,-1.25))
end
use_material('body')
xref_cubic_bezier_quad(divs,divs, v80,v82,v84,v86,
v88,v90,v92,v94,
v96,v98,v100,v102,
v40,v42,v44,v0)
xref_cubic_bezier_quad(divs,divs, v86,v122,v124,v126,
v94,v130,v132,v134,
v102,v138,v140,v142,
v0,v2,v4,v6)
xref_cubic_bezier_quad(divs,divs, v40,v1042,v1044,v1000,
v96,v1098,v1100,v1102,
v88,v1090,v1092,v1094,
v80,v1082,v1084,v1086)
xref_cubic_bezier_quad(divs,divs, v1000,v1002,v1004,v1006,
v1102,v1138,v1140,v1142,
v1094,v1130,v1132,v1134,
v1086,v1122,v1124,v1126)
end
end,
dynamic = function(lod)
if lod > 1 then
set_material('body', get_arg_material(0))
local freq = math.sin(os.clock()) + math.cos(-os.clock())
local wing = vlerp(freq,v(0,0,0),v(0,1,-1))
local tail = vlerp(freq,v(1.5,0,0),v(1,0,0))
local v0 = v(7,3.3,-1.7)
local v2 = v(4.1,2.8,2.4)
local v4 = v(4.1,2,4.8)
local v6 = v(1.6,.9,7.3)
local v8 = v(10.5,3.4,-2)
local v10 = v(15.6,1.4,-.1)
local v12 = v(15.6,1,2.4)
local v14 = v(3.1,.5,7.3)
local v16 = v(13.3,1.7,-2.5)
local v18 = v(24.9,.7,-3) +wing
local v20 = v(24.9,.7,-.5) +wing
local v22 = v(4.7,.2,7.3)
local v24 = v(15.5,0,-2.7)
local v26 = v(28.3,0,-4.6)+wing*2
local v28 = v(28.3,0,-2.1)+wing*2
local v30 = v(6.3,0,7.3)
local v126 = v(0,1.7,7.3)
local v134 = v(.5,1.5,7.3)
local v142 = v(1,1.2,7.3)
-- v160 = v126
local v162 = v(0,1,10)
local v164 = v(0,.7,15.1)
local v166 = v(0,.4,22.1) +wing*.5
-- v168 = v134
local v170 = v(.2,.9,10)
local v172 = v(.1,.6,15.1)
local v174 = v(.1,.37,22.1) +wing*.5 +tail
-- v176 = v142
local v178 = v(.3,.8,10)
local v180 = v(.2,.6,15.1)
local v182 = v(.1,.36,22.1) +wing*.5 +tail
-- v184 = v6
local v186 = v(.4,.7,10)
local v188 = v(.3,.5,15.1)
local v190 = v(.2,.3,22.1) +wing*.5 +tail
-- v200 = v6, v202 = v186, v204 = v188, v206 = v190
-- v208 = v14
local v210 = v(.9,.5,10)
local v212 = v(.6,.4,15.1)
local v214 = v(.3,.3,22.1) +wing*.5 +tail
-- v216 = v22
local v218 = v(1.3,.2,10)
local v220 = v(.9,.2,15.1)
local v222 = v(.4,.3,22.1) +wing*.5 +tail
-- v224 = v30
local v226 = v(1.8,0,10)
local v228 = v(1.1,0,15.1)
local v230 = v(.4,0,22.1) +wing*.5 +tail
local v240 = v(0,0,22.1) +wing*.5
local v1000 = v(7,-3.3,-1.7)
local v1002 = v(4.1,-2.8,2.4)
local v1004 = v(4.1,-2,4.8)
local v1006 = v(1.6,-.9,7.3)
local v1008 = v(10.5,-3.4,-2)
local v1010 = v(15.6,-1.4,-.1)
local v1012 = v(15.6,-1,2.4)
local v1014 = v(3.1,-.5,7.3)
local v1016 = v(13.3,-1.7,-2.5)
local v1018 = v(24.9,-.7,-3) +wing
local v1020 = v(24.9,-.7,-.5) +wing
local v1022 = v(4.7,-.2,7.3)
-- local v1024 = v24
-- local v1026 = v26
-- local v1028 = v28
-- local v1030 = v30
local v1126 = v(0,-1.7,7.3)
local v1134 = v(.5,-1.5,7.3)
local v1142 = v(1,-1.2,7.3)
-- v1160 = v1126
local v1162 = v(0,-1,10)
local v1164 = v(0,-.7,15.1)
local v1166 = v(0,-.4,22.1) +wing*.5
-- v1168 = v1134
local v1170 = v(.2,-.9,10)
local v1172 = v(.1,-.6,15.1)
local v1174 = v(.1,-.37,22.1) +wing*.5 +tail
-- v1176 = v1142
local v1178 = v(.3,-.8,10)
local v1180 = v(.2,-.6,15.1)
local v1182 = v(.1,-.36,22.1) +wing*.5 +tail
-- v1184 = v1006
local v1186 = v(.4,-.7,10)
local v1188 = v(.3,-.5,15.1)
local v1190 = v(.2,-.3,22.1) +wing*.5 +tail
-- v1200 = v1006, v1202 = v1186, v1204 = v1188, v1206 = v1190
-- v1208 = v1014
local v1210 = v(.9,-.5,10)
local v1212 = v(.6,-.4,15.1)
local v1214 = v(.3,-.3,22.1) +wing*.5 +tail
-- v1216 = v1022
local v1218 = v(1.3,-.2,10)
local v1220 = v(.9,-.2,15.1)
local v1222 = v(.4,-.3,22.1) +wing*.5 +tail
-- v224 = v30
-- v1226 = v226
-- v1228 = v228
-- v1230 = v230
-- v1240 = v240
local divs = 4*lod
if lod > 3 then
texture('models/ships/gul/gul.png',v(.5,.7,0),v(0.02,0,0),v(0,0,-1.25))
elseif lod > 2 then
texture('models/ships/gul/gul_m.png',v(.5,.7,0),v(0.02,0,0),v(0,0,-1.25))
elseif lod > 1 then
texture('models/ships/gul/gul_s.png',v(.5,.7,0),v(0.02,0,0),v(0,0,-1.25))
end
use_material('body')
xref_cubic_bezier_quad(divs,divs, v0,v2,v4,v6,
v8,v10,v12,v14,
v16,v18,v20,v22,
v24,v26,v28,v30)
xref_cubic_bezier_quad(divs,divs, v126,v162,v164,v166,
v134,v170,v172,v174,
v142,v178,v180,v182,
v6,v186,v188,v190)
xref_cubic_bezier_quad(divs,divs, v6,v186,v188,v190,
v14,v210,v212,v214,
v22,v218,v220,v222,
v30,v226,v228,v230)
xref_flat(divs,v(0,0,1), {v240},{v230},{v222,v214,v190},{v182,v174,v166})
xref_cubic_bezier_quad(divs,divs, v24,v26,v28,v30,
v1016,v1018,v1020,v1022,
v1008,v1010,v1012,v1014,
v1000,v1002,v1004,v1006)
xref_cubic_bezier_quad(divs,divs, v1006,v1186,v1188,v1190,
v1142,v1178,v1180,v1182,
v1134,v1170,v1172,v1174,
v1126,v1162,v1164,v1166)
xref_cubic_bezier_quad(divs,divs, v30,v226,v228,v230,
v1022,v1218,v1220,v1222,
v1014,v1210,v1212,v1214,
v1006,v1186,v1188,v1190)
xref_flat(divs,v(0,0,1), {v240},{v1166},{v1174,v1182,v1190},{v1214,v1222,v230})
end
end
})
define_model('gul_bridge', {
info = {
lod_pixels = {.1,50,100,0},
bounding_radius = 50,
materials = {'grey', 'p_glow', 'win'},
},
static = function(lod)
set_material('grey', .45,.5,.5,1,.3,.3,.3,10)
set_material('p_glow', 0,0,0,.99,0,0,0,1,1.5,1.5,1.5)
set_local_lighting(true)
set_light(1, 0.05, v(0,.4,-3.5), v(4,4,4))
set_light(2, 0.05, v(3.5,.4,0), v(4,4,4))
set_light(3, 0.05, v(0,.4,3.5), v(4,4,4))
set_light(4, 0.05, v(-3.5,.4,0), v(4,4,4))
use_light(1)
use_light(2)
use_light(3)
use_light(4)
texture('gul_pit.png')
use_material('grey')
load_obj('gul_bridge_in.obj')
use_material('p_glow')
zbias(1,v(0,0,0),v(0,0,0))
load_obj('gul_pit_glow.obj')
zbias(0)
set_local_lighting(false)
call_model('pilot_3_m',v(0,-.352,-2.771),v(1,0,0),v(0,1,0),.5)
call_model('pilot_4_m',v(2.4,-.352,1.385),v(-.333,0,1),v(0,1,0),.5)
call_model('pilot_5_m',v(-2.4,-.352,1.385),v(-.333,0,-1),v(0,1,0),.5)
end
})
define_model('gul', {
info = {
scale = 2,
lod_pixels = {.1,50,100,0},
bounding_radius = 40,
materials = {'body', 'chrome', 'steel', 'grey', 'win', 'e_glow', 'text'},
tags = {'ship'},
ship_defs = {
{
name = 'Gul',
forward_thrust = -4e7,
reverse_thrust = 2e7,
up_thrust = 2e7,
down_thrust = -2e7,
left_thrust = -2e7,
right_thrust = 2e7,
angular_thrust = 4e7,
gun_mounts =
{
{ v(0,0.6,-25), v(0,0,-1) },
{ v(0,0,16), v(0,0,1) },
},
max_cargo = 250,
max_laser = 2,
max_missile = 0,
capacity = 250,
hull_mass = 150,
price = 800000,
hyperdrive_class = 5,
}
}
},
static = function(lod)
call_model('gul_wing',v(0,0,0),v(1,0,0),v(0,1,0),1)
if lod == 1 then
load_obj('gul_coll.obj')
else
set_material('chrome', .63,.7,.83,1,1.26,1.4,1.66,30)
set_material('steel', .45,.55,.6,1,.5,.5,.6,30)
set_material('body', .4,.42,.3,1,.5,.4,.35,20)
set_material('win', .4,.45,.5,.4,1,1,1.5,100)
set_material('text', .8,.8,.8,.4,.3,.3,.3,5)
if lod > 3 then
texture('tex05.png')
elseif lod > 2 then
texture('tex05_m.png')
else
texture('tex05_s.png')
end
use_material('steel')
load_obj('gul_bridge.obj')
if lod > 3 then
texture('tex01.png')
elseif lod > 2 then
texture('tex01_m.png')
else
texture('tex01_s.png')
end
load_obj('gul_fit.obj')
if lod > 2 then
texture('tex03.png')
else
texture('tex03_s.png')
end
load_obj('gul_tubes2.obj')
if lod > 2 then
texture('tex04.png')
else
texture('tex04_s.png')
end
load_obj('gul_tubes3.obj')
use_material('chrome')
load_obj('gul_nazzle.obj')
if lod > 3 then
texture('tex02.png')
else
texture('tex02_s.png')
end
load_obj('gul_tubes1.obj')
if lod > 3 then
texture('tex06.png')
elseif lod > 2 then
texture('tex06_m.png')
else
texture('tex06_s.png')
end
load_obj('gul_engine.obj')
if lod > 3 then
texture('glow.png')
else
texture('glow_s.png')
end
use_material('e_glow')
load_obj('gul_eglow.obj')
local M_T = v(5.63,2.917,10.5)
xref_thruster(M_T,v(0,0,1),15,true)
end
end,
dynamic = function(lod)
if lod > 1 then
set_material('e_glow', lerp_materials(os.clock()*.5,{0, 0, 0, 1, 0, 0, 0, 0, .9, 1.4, 1.5 },
{0, 0, 0, 1, 0, 0, 0, 0, .7, 1, 1.7 }))
local reg = get_arg_string(0)
use_material('text')
zbias(1,v(0,0,0),v(0,1,0))
text(reg,v(5.58,4.346,6),v(0,1,0),v(0,0,-1),1, {center=true})
text(reg,v(-5.58,4.346,6),v(0,1,0),v(0,0,1),1, {center=true})
zbias(0)
local rot = math.pi*get_arg(3)*5
call_model('gul_bridge',v(0,4.907,1.799),v(math.sin(rot),0,math.cos(rot)),v(0,1,0),1)
texture(nil)
use_material('win')
load_obj('models/ships/gul/gul_win.obj')
call_model('coll_warn',v(0,6.167,1.793),v(1,0,0),v(0,1,0),1)
call_model('posl_red',v(5.635,4.346,0),v(1,0,0),v(0,1,0),1)
call_model('posl_green',v(-5.635,4.346,0),v(1,0,0),v(0,1,0),1)
end
end
})
i updated the file in the download section as well.
you will have to extract either the plain or colorvariable version of the script befor it works.
found again the outdated fully useable poly reducer VizUp1.8. 😉
a really useful program and in this version not limited, newer releases have polyreducing limited to 30% in the evaluation version, i guess.
http://www.tucows.com/preview/407850
as example i actually reduced sol commands ghoul fighter for the collision mesh of it, from 4396 tri's 540 are left without losing the shape of the model (i removed alot by hand before i run the polyreducer, in fact 2164 / 540).
it's very useful to create lower LOD models.
[attachment=563:2011-02-19_215524.jpg][attachment=564:2011-02-19_215553.jpg]
i found this sweet video
and made a clip of all ships i made so far for pioneer
it's also a good scale comparison.
while i was checking the size and loaded all models to blender to find the proper position, i recognized two ships where still sized wrong. the constrictor was still to large and the cobra to small compared to the other ships.
but i guess in the size they are now in this clip it's ok and they represent their capacity.
Love the video Gernot, it looks like the Pioneer ships are on a race starting line. Start your engines! 😎
Also it was sad to see the monkey video, it reminded me that not all of the animals they sent into orbit made it back. Glad the one in the video did though! 🙂
just for the fun of it (i should add some music maybe)
a fake landing
[attachment=588:2011-03-05_184344.jpg]
define a fake look
This is a revival of an old thread, but I have a question about modeling. I've been detailing the mushroom_station. I made a smoked glass material for the tapered cylinder on top of the control tower and a simple interior, made to be seen from a distance. I've learned a bit about the hierarchy of the file regarding transparency, and moved the tapered cylinder to the end of the static part of the model so that the landing pads display through the glass.
[attachment=924:glass01.jpg]
Notice, however that the local city buildings don't display through the glass...
[attachment=925:glass02.jpg]
but the distant city buildings do.
[attachment=926:glass03.jpg]
My ship is on the other side of the glass and doesn't display either. Anyone have thoughts on how to fix this, or should I just leave it as it is for now?
Here's an overview of the thing. I still have to add the lamps and lenses around the pads, not to mention merging this and the other stuff I've done into alpha 15 with the mip-mapping and lights and such.
[attachment=927:glass04.jpg]
Thought I'd post one more. I think the 'inside' material I used on the outside doesn't fit well with Vlastan's buildings, but soon they won't be seen together anyway. I'm going for an other-worldly type glow here.
[attachment=928:glass05.jpg]
Ok, make that two more. I was looking at what I'd done and thinking about how It's all typed into a text editor and then appears like magic! This is incredibly fun! 😀
[attachment=929:glass06.jpg]
Its to do with the way draw depth is managed. See issue #24. While I do have a little more intuition on the problem than I did when I first opened that issue I still don't fully understand it. I'm not sure anyone currently active does. I don't have a good answer for you right now, but I hope that we'll get it sorted sooner rather than later.
Thanks for the reply. Z bias? Or do we need to re-arrange the folders and make a transparent bit a separate model called below every other model? I think that, while it breaks immersion a little bit, I'll ignore it for now and go play with something else. 🙂
That station is looking good Marcel. I like the detail inside the tower 🙂
Thanks! 😀 I'll have a test version of this of this uploaded eventually. It won't make it into alpha 15, however.[attachment=930:glass07.jpg]
i hope this is not complete nonesense.
we have in pioneer so called "alpha glow" (it's named that) as transperency.
alpha glow or alpha channel transparency has a disadvantage, the hierarchy, or the problem that everything vanishes behind a previously rendered alpha channel. it's a nice way to make complicated shapes without the possibility of a *boolean operation on the mesh for scripted models (i wish i could upload the models i made meanwhile).
if i'm not wrong, there existsts a z-transparency.
i remember this from NFS and proper windows for the cars, which need no alpha glow but a set z-transparency to give proper windows which show all parts of the scene regardless of their render time, even when you have two windows or more overlaying each other.
*this yes/no stuff means for meshes you can unite two meshes in different ways, each could separate or be united with the other. in simple words, used to make the many excavations or exaltations you see sometimes on shipmodels.
btw, i'm not shure which i should prefere, some would say a created surface with a boolean is better or more realistic, i don't know, at least you have far more possibilities. but they allways leave some "evil" creases on the surface and sometimes i really prefere the cutting with a previously rendered "hole" and a inverted box in front (or similar), it leaves no marks on the surface.
a mix of both techniques is sometimes best, as if you like to have a hole in a sphere shaped body, make the i.e. cylinder behind with such a boolean operation, use the circular shape that results from the operation as cutting holes, but leave the sphere untouched. now you have a perfect fitting cylinder but the sphere shows no creases and has still a perfect shape.
It's a problem with alpha testing geometry you have to render it back to front (z-order) so that it looks correct. The best thing to do is not have overlapping or back-to-back transparent objects. Is it something that you can avoid?
PS: sorry not my best explanation - I mean, can you avoid the situation that you have with car windows? So, avoid being able to see through one window and out of another?
well it can be avoided, but limits the possibilities, or i have to accept the limited result (which i do usually).
or to say in other words, one of my last creations is a two seated fighter, where the pilots sit shoulder to shoulder but each in a separate cockpit, is a pure disregard of this limits.
also th domes and any such in the city leaves this as problem, or you have to remove all such glassy things that could cover something. that's evil imo, how to make a nice space port (city) without? only bunkers? no biodomes? skyscrapers are nice to see on (any) earth but on a moon?
---
apart from that there is a second problem (if it's not solved allready), with rendering time of the starport and the city.
any transparent parts, even the lights cut out the latter rendered city bodies, but i guess that's deniable.
see, can be avoided but only with loss (to much imo).
Hmm, no those cases should all be possible. I was thinking of the single object with multiple overdrawn layers of transparency.
I guess it depends how we're doing transparency. Testing and blending have different issues.
Its a known bug/issue. We currently draw the entire city as a single object - its component don't get depth sorted, only the city as a whole. It wouldn't be a huge undertaking to fix though it would require a bit of restructuring.
one rather simple solution, we leave the domes away and mark only with some struts where they should be and live with the fact that every john and henry will ask "why can i fly through this biodomes?" 😀
i havent tested the alpha 15 release yet (work in progress) ..but i was wondering if anyone managed to fix the collision detection on the panther clipper and viper defence craft .....it seems they dont touch down on landing pads properly ........im assuming its a problem for the modelers to deal with .......if not i will repost this somewhere else lol ..sorry if it isnt
thanks for that ..the ships in this game are absolutly brilliant ......but i have to say of the panther (no offence on whoever made it its beautiful) .....i liked the old landing gear better ....the new ships new landing gear and flat sides dont give it the right shape to me ........it just looks like an box on legs ....but thats just in my opinion
dont get me wrong it looks awesome and is a better shape than the one in FFED3D ...(their is no annoying top bit for the top turret to accidently hit) ....and i love the attention to detail .....i guess i just liked the old landing style better (swivel nozzles on the side)
aaah thats it from me ...i dont want to sound like a whiney bitch ....might have to get into making some myself
You're not alone. The Panther in Frontier was special, and the Panther in Pioneer really shouldn't have that name.
Now accepting name suggestions.