P66 Models, one by one

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Metamartian
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RE: P66 Models, one by one

Post by Metamartian »

got it. thanks Robn and walterar.so either use the selectorX or if i wanted my own range i use....variableX = util.hash_random(string.sub(get_label(), 2,5), 1, 50)this would give me a random number between 1 and 50 using the 2nd to 5th characters of the ships registration number. and you can use anything as the seed even a set of numbers like 12345?right must goto sleep, learning this stuff at 1.50am hurts and i have a lot of ships to alter tomorrow:)
robn
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RE: P66 Models, one by one

Post by robn »


'Metamartian' wrote:
and you can use anything as the seed even a set of numbers like 12345?
Any number or string.
walterar
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RE: P66 Models, one by one

Post by walterar »

Good news! I just tried the solution proposed by johnbartholomew, the problem MODs. It works!It's a shame not to include alpha 24, but I guess that will be available at Nightly.Maybe in the a-25, has very interesting MODs (and tested).
robn
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RE: P66 Models, one by one

Post by robn »


'walterar' wrote:
Good news! I just tried the solution proposed by johnbartholomew, the problem MODs. It works!It's a shame not to include alpha 24, but I guess that will be available at Nightly.
Actually it will be. Important bugfixes are allowed in during the freeze window.
Marcel
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RE: P66 Models, one by one

Post by Marcel »

Ok, thanks everyone. I think I've got the concept. I've had the idea in the back of my mind to make variable materials for the space stations, but didn't quite know how to make sure that the station's color would be the same every time one visited it. So I can just use the station's name for the seed... <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_twisted.gif[/url] class='bbc_emoticon' alt=':twisted:' />Hey! While looking for the right emoticon I noticed that there's one called Pioneer! <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//pioneer.gif[/url] class='bbc_emoticon' alt=':pioneer:' />And in honor of the dearly departed... <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//pioneer_smoke.gif[/url] class='bbc_emoticon' alt=':pioneersmoke:' />
Metamartian
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RE: P66 Models, one by one

Post by Metamartian »

Happy news all round then <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//biggrin.gif[/url] class='bbc_emoticon' alt=':biggrin:' /> and I fixed my eye model, for some reason my model/peye.lua was missing this section of code from the end of line 50* matrix.pose(v(1,0,0),v(0,0,1),v(0,1,0)) * matrix.translate(v(0,0,1)))
Metamartian
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RE: P66 Models, one by one

Post by Metamartian »


'Marcel' wrote:
Hope I've gotten that all right. I'm sure you'll let me know if I didn't. It's probably not compatible with alpha 24 anyway. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//laugh1.gif[/url] class='bbc_emoticon' alt=':laugh:' />
nope, it's not compatible with A24, and the mutli advert code is beyond my current level of lua <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif[/url] class='bbc_emoticon' alt=':)' />Any chance you are getting around to an A24 Mod compatible version ??
walterar
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RE: P66 Models, one by one

Post by walterar »

For Pioneer Alpha 24-25All space stations and cities of Gernot, Marcel, and some tidbits. Another world is possible. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//hi.gif[/url] class='bbc_emoticon' alt=':hi:' />Only for true pioneers. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//drag.gif[/url] class='bbc_emoticon' alt=':drag:' />Download it now and try it. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//scenic.gif[/url] class='bbc_emoticon' alt=':scenic:' />[url]https://docs.google.com/open?id=0B8NyRVKtvTCFMWt2YmNicEtLSGM[/url] updated and (somewhat) tested. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//moil.gif[/url] class='bbc_emoticon' alt=':mole:' />Missing credits, etc.. Later it will complete.You can not break anything, and if so, are removed and all normal.
Marcel
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RE: P66 Models, one by one

Post by Marcel »

This looks promising! I got Gernot's outdoor station and big crappy to work on my own, but I was unable to enable his 'hostile' station. I think I know where to put all those files, but it would be very helpful if you could include the file folder structure. Thanks!
walterar
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RE: P66 Models, one by one

Post by walterar »

The modules are independent and are ZIP format Pioneer MOD.Just drop xxx.zip into the /modIf you do not know how, read this:[url]https://github.com/pioneerspacesim/pioneer/wiki/Modding[/url] happy Sunday. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//crazy.gif[/url] class='bbc_emoticon' alt=':crazy:' />
walterar
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RE: P66 Models, one by one

Post by walterar »

vlastan-off.zip is used to disable the skyscrapers, if desired.It's just a sample of how a model can be disabled easy.
Marcel
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RE: P66 Models, one by one

Post by Marcel »

When I first looked at those I just saw the page showing the individual files. I didn't notice the word 'File' in the upper left corner. Clicking on that pulls down a menu that gives one the option to save. (Ctrl + S) Now I understand. Thanks again! You're awesome! <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//biggrin.gif[/url] class='bbc_emoticon' alt=':biggrin:' />I tested these with a new game and they work. Actually, I didn't test mine because I already have them installed. One minor issue is that there's a missing texture on the small ground scanner dish. It's showing the unknown.png texture. It doesn't look bad on them, but I know it's not what Gernot intended. The same thing is true of Gernot's pad numbers. I told him about it, but of course he didn't feel like fixing it. I copied another of his textures and renamed it and put it in the folder. Here it is.[attachment=1329:spo_text.png]
walterar
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RE: P66 Models, one by one

Post by walterar »

I detect a missing sub-model SportStationsP66-pioneer-a24-waV1.zipIt is fixed. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//moil.gif[/url] class='bbc_emoticon' alt=':mole:' />Re-download.
walterar
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RE: P66 Models, one by one

Post by walterar »

"[background=rgb(33, 47, 58)]One minor issue is that there's a missing texture"[/background]Recently I see it, fix it tomorrow. I'll sleep. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//bye.gif[/url] class='bbc_emoticon' alt=':bye:' />
Marcel
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RE: P66 Models, one by one

Post by Marcel »

Re-downloaded. I think that may be the elevator in the outdoor station. I haven't seen that in a while. It doesn't fix the missing textures, however. If you put spo_text.png into the outdoor folder the pad numbers will change to white. I'll look for the scanner texture tomorrow. It's getting late on this part of the planet. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//lazy.gif[/url] class='bbc_emoticon' alt=':lazy:' />
Metamartian
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RE: P66 Models, one by one

Post by Metamartian »

excellent work guys, the missing texture is terscanner.png but I can not find the texture for it from older builds yet....and i love the little 24 on the controlpanel <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif[/url] class='bbc_emoticon' alt=':)' />
Marcel
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RE: P66 Models, one by one

Post by Marcel »

I saw that 24 and wondered what it was for. I told you I was a little slow. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//mda.gif[/url] class='bbc_emoticon' alt=':mda:' />Walterar, I see the issue with the pad numbers. The texture is there. It's called textso.png. The problem is that it's being called within a function, so you need to put in the entire path. I changed line 370 to this;texture('models/stations/sport_outdoor_p66/textso.png',v(.5,.5,0),v(.15,0,0),v(0,0,1))Now it shows up. I haven't tried this in mod format. I put the files in their standard locations. I think it will work as a mod. There may be a similar problem with the scanner texture.
walterar
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RE: P66 Models, one by one

Post by walterar »

"[background=rgb(33, 47, 58)] I changed line 370 to this;.."[/background]Yes, I just update it. I updated the links. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//crazy.gif[/url] class='bbc_emoticon' alt=':crazy:' />We will continue testing. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//moil.gif[/url] class='bbc_emoticon' alt=':mole:' />When we are sure we publish in SSC.
Metamartian
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RE: P66 Models, one by one

Post by Metamartian »

Yep the new download of the sportstations works ok <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif[/url] class='bbc_emoticon' alt=':)' />the terscanner.png texture call is ok, it's the actual file that is missing...i just put a random texture in 0_ter_scanner folder and renamed it to terscanner.png and now I have bright pink radar dishes <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif[/url] class='bbc_emoticon' alt=':)' />I can not find the terscanner.png file even in the original a23 file from gernot...
walterar
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RE: P66 Models, one by one

Post by walterar »

Thanks Metamartian and Marcel by the evidence.In reward for this will send a high-power ion thruster. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//santa2.gif[/url] class='bbc_emoticon' alt=':santaclaus:' />[url]https://docs.google....Y3g5SXYyVmlGZkE[/url] does not require water to function. Is a new technology that uses the Higgs mass converter, and rechargeable power cells antimatter. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//scenic.gif[/url] class='bbc_emoticon' alt=':scenic:' />I got it from a shop in Shanghai. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//spiteful.gif[/url] class='bbc_emoticon' alt=':spiteful:' /> The manufacturer claims a range of more than 5000 AU.Is endless!Just place it in /modsForbid the use of a vital element for human life as a propellant. No use of water! <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//rtfm.gif[/url] class='bbc_emoticon' alt=':rtfm:' />Sorry, something was missing. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//cool.gif[/url] class='bbc_emoticon' alt=':cool:' />I've updated.
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