P66 Models, one by one
-
Potsmoke66
- Private
- Posts: 1815
- Joined: Sun Nov 27, 2016 2:43 pm
RE: P66 Models, one by one
thanks fluffyfreak,tastes good after a first bite, i can even make bezier lines, cool.that's something what pleases me already and shows, yes i can use it.simple is good, no better!
RE: P66 Models, one by one
"Usted puede responder en español, creo que nos ayuda a ambos."SÃÂ, creo que será lo mejor.Resumiendo (no tanto :)El hecho es que encuentro a Pioneer como una muy buena pelÃÂcula, con unos efectos visuales fantásticos; pero falta algo. El recién llegado no sabe como empezar. Es un juego? Es un proyecto cientÃÂfico?Cómo se juega Pioneer?Tenemos dos posibilidades. Pasear por una fantástica muestra de bellezas gráficas creadas artificialmente por la computadora. Experimentar la ley de Newton en el espacio y, nada más. Si quiero probar una nueva nave necesito dinero. ¿Qué hago? CtrlM? No, de ninguna manera, eso no es jugar. ¿Comprar y vender? ¿MinerÃÂa? El sistema comercial está totalmente desbalanceado y me llevarÃÂa años llegar a una nave que cuesta $2474000. ¿Realizando tareas de delivery o taxi? Ahàla cosa se pone mejor. De todas maneras, y por las tarifas establecidas, el avance es lento y tedioso. Se alientan las tareas de asesinato, son más rentables; pero aunque sea un juego, estamos hablando de matar personas por dinero y eso me parece realmente terrible; elimino esa posibilidad. De pronto me encuentro modificando valores para agilizar las cosas. De pronto me encuentro modificando el juego a mi gusto.Achico el plazo de entrega para que las cosas sean más difÃÂciles, pero con un pago acorde a la dificultad, al riesgo, y a la inversión de $$$ y tiempo. Es más divertido.Necesito un hipermotor más eficiente y modifico los hipermotores militares; trampa? No, es necesario justificar ésto, por lo tanto también modifico el escenario."En el año 3223 los motores militares de hiperimpulso han tenido un avance tecnológico importante, y se sospecha que inteligencias superiores (alien) han tenido algo que ver. Un motor militar clase 1 ahora se llama Hipermotor Tipo M1, pesa la mitad de un civil Tipo C1 (ex Clase 1) y tiene la potencia de un Clase 2. Por éste motivo se ha popularizado su uso y su costo se ha reducido sensiblemente. Hoy (1 de Enero de 3223) un motor M1 vale sólo $3900 pero tienen un inconveniente, son frágiles y caros de mantener; la revisión equivale al 75% de su valor de nuevo, más o menos, por lo que no es conveniente usarlos mucho tiempo. El fácil acceso a ésta tecnologÃÂa ha traÃÂdo como consecuencia el aumento en la demanda de combustible, por lo que su precio ha subido enormemente; hoy (1 de Enero de 3223) 1Ton de combustible militar cuesta $250. Como resultado de ésto ha aparecido La Asociación de Pilotos Espaciales, una entidad (Sindicato de Pilotos?) que presta los mismos servicios que el Combustible Club, la diferencia radica en que puedes encontrarlos en absolutamente todas las estaciones de la galaxia, y la cuota de ingreso es de $1700 en lugar de $400."En este juego hay tareas (misiones) que Å›olo podrás concretar usando estos motores.Hasta aquàtodo funciona bién, pero quiero más.Estoy modificando el módulo taxi para convertirlo en Bus (o algo parecido), con tareas similares pero para un máximo de 40 pasajeros; y Truck, (o algo parecido) con Contenedores de carga en lugar de Cabinas. Todo esto para naves por encima de 120 Ton.Como verás, no se trata de un nuevo Pioneer, sino de aprovechar al máximo lo hecho hasta hoy en infraestructura.Y por supuesto compartilo. A alguien le puede servir.Y con respecto a "The infrastructure, now, is not useful for combat. Not functional.""Yo no entiendo muy bien qué es exactamente lo que quieres decir con eso?"Lo que quise decir es que las funciones de combate aún no funcionan como deberÃÂan. Prueba de aceptar una misión de riesgo y te encontrarás, al salir del hiperespacio, con una, dos, o tres naves enemigas que no representan ningún peligro en realidad. Son extremadamente fáciles de evadir, parece interesarles sólo la nube de llegada y se dirigen a ella, no a tÃÂ. Eso no es divertido.Ahora voy a pasar esto por el traductor de Google y verás por qué es muy difÃÂcil hacerme entender."You can answer in Spanish, I think that helps us both."Yes, I think, the better.In short (not so much :)The fact is that I find to Pioneer as a very good film with great visual effects, but something is missing. The newcomer does not know where to start. It's a game? It's a science project?How to Play Pioneer?We have two possibilities. Walking through an outstanding collection of beautiful graphics created artificially by the computer. Newton's law experiment in space, nothing more. If I want to test a new spacecraft need money. What do I do? CtrlM? No, no way, that's not playing. Buy and sell? Mining ¿? The trading system is completely unbalanced and would take me years to get a ship that costs $ 2,474,000. Performing tasks ¿delivery or taxi? Here it gets better. In any case, and the rates established, progress is slow and tedious. Tasks are encouraged murder, are more profitable, but even a game, we're talking about killing people for money and that I find really terrible remove that possibility. Suddenly I find myself changing values ​​to speed things up. Suddenly I find myself changing the game to my liking.Narrowed the delivery time to make things more difficult, but with payment according to the difficulty, risk, and investing $ $ $ and time. It's more fun.I need a more efficient and hyperdrive hyperdrive modify the military trap? No, it is necessary to justify this, therefore also modify the scenario."In the year 3223 military hyperdrive engines have had a major technological breakthrough, and it is suspected that higher intelligences (alien) have had something to do. A military engine now called Class 1 hyperdrive type M1, weighs half a civil Type C1 (former Class 1) and has the power of a Class 2. For this reason it has popularized its use and its cost is significantly reduced. Today (January 1, 3223) a motor M1 is worth only $ 3,900 but have a drawback , are fragile and expensive to maintain, the review is 75% of its value again, more or less, so it is not convenient to use a long time. Easy access to this technology has resulted in increased demand fuel, so its price has risen enormously, today (January 1, 3223) 1ton military fuel costs $ 250. As a result of this has appeared Pilots Association Space, an entity (Pilots' Union?) that provides the same Fuel services the Club, the difference is that you can find them in absolutely all seasons of the galaxy, and the entry fee is $ 1700 instead of $ 400. "In this game there are tasks (missions) that you can only specify using the engines.So far everything works fine, but I want more.I am modifying the module bus ride to make it (or something), with similar tasks but for a maximum of 40 passengers, and Truck (or similar) with cargo containers instead of cabins. All this for ships above 120 tons.You see, this is not a new Pioneer, but make the most of what has been done to date in infrastructure.And of course Share. Someone can help you.And as for "The Infrastructure, now, is not useful for combat. Not functional.""I do not quite understand what exactly you mean by that?"What I meant is that the combat functions still do not work as they should. Try to accept a mission and you'll risk, emerging from hyperspace, with one, two, or three enemy ships pose no danger really. They are extremely easy to avoid, seem interested only cloud arrival and spoke to her, not you. That's no fun.Now I will pass this by the translator of Google and see why it is very hard to make myself understood.
RE: P66 Models, one by one
Y, por supuesto, entre tarea y tarea, también disfruto de un buen amanecer en un sistema lejano. Y sueño con un mundo mejor en el futuro.
And of course, between tasks, I also enjoy a good morning in a distant system. And dream of a world best in the future.
RE: P66 Models, one by one
you see my city in 3223, may find it familiar. 
-
Potsmoke66
- Private
- Posts: 1815
- Joined: Sun Nov 27, 2016 2:43 pm
RE: P66 Models, one by one
-
Potsmoke66
- Private
- Posts: 1815
- Joined: Sun Nov 27, 2016 2:43 pm
RE: P66 Models, one by one
Quote:
And of course, between tasks, I also enjoy a good morning in a distant system. And dream of a world best in the future.
well spoken!
-
Potsmoke66
- Private
- Posts: 1815
- Joined: Sun Nov 27, 2016 2:43 pm
RE: P66 Models, one by one
i have the models ready for alpha22Models one by one- replaces all standard ships (some missing are optional)- replaces all sub-models- adds / replaces some model functions skripts (pilot gender & colors editable in "data/models/selector.lua")- building & spaceports mods [/hr]and additionally a bundled update for the "alpha23 prerelease"models_p66_alpha23.zipplus the building & spaceport mods for "alpha23 prerelease"mods_bldg_sport_p66_alpha23.7z
-
Potsmoke66
- Private
- Posts: 1815
- Joined: Sun Nov 27, 2016 2:43 pm
RE: P66 Models, one by one
edit: ok, worket out
Quote:
- Up the resolution of skin
?, most are scaled up x2 anyway and 2048x2048 for the texture sheet is big enough. i trie to think abou a reduction, because if i give the crew a separate sheet i can save half without loosing a lot compared to the original textures. the cockpit and pilots are fare to detailed and was ment for a inside cockpit view in the original game.ah, i see now you enhanced the contrast, well i only kept what i got, it was never very bright, overall the textures for the XWA are soft in colors.
Quote:
- make an uniform color for alls parts ( to have a look alike the SW ship )- modif the technicals deff. ( so now it's really "the most versatile and rapid ship of the galaxy"
)- added a main thruster effect
color is by choice, you are lucky i didn't used the colorvariable material
, further, hm, some is glossy some matte.thruster i didn't liked, it won't look right anyway imho., to the specs; i have the manner to give good ships bad specs sometimes, i know, i like that
Quote:
- added a landing gear
doesn't it rests on anti-grav fields? i'm curiousrear views i will have to check for all ships, but it's not urgent[/hr]it's ok to create a new sub_model if it's used by many models, but if it's a sub-model which is used exclusive, like your landing gear, you can add that to the existing script or place all in the ships folder and make sure that the sub-models script gets processed first, i.e. name it "0_anymodel.lua" to make sure it stands in front of "YT_1300.lua".
Quote:
- Up the resolution of skin
?, most are scaled up x2 anyway and 2048x2048 for the texture sheet is big enough. i trie to think abou a reduction, because if i give the crew a separate sheet i can save half without loosing a lot compared to the original textures. the cockpit and pilots are fare to detailed and was ment for a inside cockpit view in the original game.ah, i see now you enhanced the contrast, well i only kept what i got, it was never very bright, overall the textures for the XWA are soft in colors.
Quote:
- make an uniform color for alls parts ( to have a look alike the SW ship )- modif the technicals deff. ( so now it's really "the most versatile and rapid ship of the galaxy"
color is by choice, you are lucky i didn't used the colorvariable material
Quote:
- added a landing gear
doesn't it rests on anti-grav fields? i'm curiousrear views i will have to check for all ships, but it's not urgent[/hr]it's ok to create a new sub_model if it's used by many models, but if it's a sub-model which is used exclusive, like your landing gear, you can add that to the existing script or place all in the ships folder and make sure that the sub-models script gets processed first, i.e. name it "0_anymodel.lua" to make sure it stands in front of "YT_1300.lua".
-
Potsmoke66
- Private
- Posts: 1815
- Joined: Sun Nov 27, 2016 2:43 pm
RE: P66 Models, one by one
your'e right, but hard to find a picture of it...[hsimg]http://the-blueprints.com/blueprints-depot/sciencefiction/startrek/millennium-falcon-4.gif[/hsimg][hsimg]http://farm6.staticflickr.com/5107/5622825771_683ce9cb9c_z.jpg[/hsimg]
-
Potsmoke66
- Private
- Posts: 1815
- Joined: Sun Nov 27, 2016 2:43 pm
RE: P66 Models, one by one
you like to force me to make a own one, hm? 
RE: P66 Models, one by one
Use the force Gernot! 
RE: P66 Models, one by one
Gernot?I'm not sure what I did wrong, but after adding the typhoon file I get these errors, how can I fix this please?Error: [string "./models/ships/typhoon/typhoon.lua"]:429: call_model() to undefined model 'pilot_seat'. Referenced model must be registered before calling modelstack traceback:[C]: ?[C]: in function 'call_model'[string "./models/ships/typhoon/typhoon.lua"]:429: in function [C]: in function 'define_model'[string "./models/ships/typhoon/typhoon.lua"]:378: in main chunk[C]: in function 'load_lua'[string
RE: P66 Models, one by one
Skodin, check if you have the folder '/pilot' in data/sub_models'pilot_seat' is defined in data/sub_models/pilot/pilot.lua
RE: P66 Models, one by one
No pilot folder only pilot1
-
Potsmoke66
- Private
- Posts: 1815
- Joined: Sun Nov 27, 2016 2:43 pm
RE: P66 Models, one by one
@skodynsorry, took me a while to recon. your post, but fixed the typhoon, even if alpha23 is knocking already at the door.typhoon_12-06-03_p66patched-alpha22.zipi will fix the link on first page to, no matter if it changes tomorrow again ;)also i put the "Caiman" and the "Maneuverable Cargo Unit" there.[/hr]
Quote:
Error: [string "./models/ships/typhoon/typhoon.lua"]:429: call_model() to undefined model 'pilot_seat'. Referenced model must be registered before calling modelstack traceback:[C]: ?[C]: in function 'call_model'[string "./models/ships/typhoon/typhoon.lua"]:429: in function [C]: in function 'define_model'[string "./models/ships/typhoon/typhoon.lua"]:378: in main chunk[C]: in function 'load_lua'[string
ok, your error was a different one, well i fixed the typhoon anyway (had a wrong ship specific scanner model name, "rhoombha..." instead of "typhoon..." ).by the way i separated the antenna from the scanner, so the antenna appears for the "Radarmapper" like on most ships now.the missing 'pilot_seat' must be from a (the) missing submodel(s) i guess.
Quote:
Error: [string "./models/ships/typhoon/typhoon.lua"]:429: call_model() to undefined model 'pilot_seat'. Referenced model must be registered before calling modelstack traceback:[C]: ?[C]: in function 'call_model'[string "./models/ships/typhoon/typhoon.lua"]:429: in function [C]: in function 'define_model'[string "./models/ships/typhoon/typhoon.lua"]:378: in main chunk[C]: in function 'load_lua'[string
ok, your error was a different one, well i fixed the typhoon anyway (had a wrong ship specific scanner model name, "rhoombha..." instead of "typhoon..." ).by the way i separated the antenna from the scanner, so the antenna appears for the "Radarmapper" like on most ships now.the missing 'pilot_seat' must be from a (the) missing submodel(s) i guess.
-
Potsmoke66
- Private
- Posts: 1815
- Joined: Sun Nov 27, 2016 2:43 pm
RE: P66 Models, one by one
i updated the links on page one,more stuff like the buildings will follow soon.i guess we will see this one soon again. btw, this is greyoxyd's work, i have also still two buildings of him.
-
Potsmoke66
- Private
- Posts: 1815
- Joined: Sun Nov 27, 2016 2:43 pm
RE: P66 Models, one by one
ok, now i got the all things ready (and hopefully working) for alpha23, incl. buildings and spacestations,have phunnote that i changed again the content of the required submodels a little bit, it will be to your profit ;)check page 1 to get to the models.
RE: P66 Models, one by one
Excellent Gernot!
Please keep updating your first post in this thread as I can use that link for the folks on ModDB. Any pictures I post on there of your models, get lots of views 
RE: P66 Models, one by one
OK, got them all! Thanks for updating the links. There's an ad on the download page that covers up parts of the file descriptions. It makes it very difficult to discern which files to download. DarkOne said he'd look into it. Now for some phun! 
-
Potsmoke66
- Private
- Posts: 1815
- Joined: Sun Nov 27, 2016 2:43 pm
RE: P66 Models, one by one
updated submodels,sub_models_alpha23_5.zip(belongs to "...pioneer/data/sub_models")more funny adverts (screens) in your spacestation and a stationwide communication system breakdownand a fitting groundstation for the new stuff,mods_groundstations_p66_alpha23_4.zipbelongs unextracted to "mods" ("local user data"/pioneer/mods)[attachment=1280:Bildschirmfoto 2012-06-23 um 01.30.jpg](it took me "years" to place and rotate the text on the wall, you can't see here, it's on the docks gate)and now for a find of greyoxyde's model...oh, btw, does anyone tried to scoop goods? i did,sorry most ships won't have yet a working cargo scoop, for some i fitted a flagged geometry, but i made some tries in scooping and whee, it's to hard, no impossible with the actual ships.i'm working on that to and hope i have soon some useful ships ready, actually i'm using a adder and succeeded with a quite large geometry (5mx5m 10m to 20m in front of the ship, as i remember good old FE2 released the scoop even at a distance of ~20m).still it's damned hard to catch anything...there is a problem that has to be solved first, the flagged geometry of the scoop count's as collision mesh (of course), but due to that it will lift your ship probably a lot over the ground when it's docked (because of the size), but smaller as roundabout 5mx5m it won't work.perhaps we need even a flagged geometry for the docking pos to solve this problem finally, the ships really should rest on the undercarriage or whatever that will reflect. no matter cargo scoop and especially NOT simply the lowest "y" of the collision mesh dimension with UNENGAGED undercarriage (and fixing it with a constant for the eagle and all the rest is wrong).further there is a problem that docked ships have no collision mesh, that's why the rest on their bounding radius, which is sad (or mad?).i have the adder for you, so yours can try and see if i'm right or wrong (size of collision mesh for cargo scoop).adder_alpha23_w_cargo-scoop_1.zipgood luck, commander 