Completed Pioneer Models

This forum area is to share and discuss modding projects, models, music and other modding activities of Pioneer. Please use the 'Alpha Mods' or 'Beta Mods' folders to upload your files in the Pioneer section in the download area.
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

this one should workadder_12-05-06_2.zip
Marcel
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RE: Completed Pioneer Models

Post by Marcel »

Not yet.[attachment=1191:adder_error2.jpg]
walterar
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RE: Completed Pioneer Models

Post by walterar »

In linux the same.Error: [string "models/ships/adder/adder.lua"]:349: attempt to compare function with numberstack traceback:[C]: ?[string "models/ships/adder/adder.lua"]:349: in function
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

next time i test the model ;) especially when i think it's not needed to.now i did so and it's fineadder_12-05-07.zip
walterar
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RE: Completed Pioneer Models

Post by walterar »

With the changes of the last night in the master, will be a time without these wonders. :( I hope for better.
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

sorry, i can't respect nightly builds, mainly because i've got a MAC.
walterar
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RE: Completed Pioneer Models

Post by walterar »

Pioneer not compile on MAC?
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

@walterarit would, but i have problems installing the required libs (it's a .app and it refuses to install because of wrong OS version?) and i don't like to hunt after that.anyway nightly builds can include changes you won't find in a alpha release, that's a second reason not to respect them for any updates/changes to the models.[/hr]nonetheless, there will be a complete set of all my updated models for alpha 21 to download (soon). it will replace the ".../data/ships/", the ".../data/sub_models", the ".../data/models/ships" and the ".../data/models/buildings" directories.it will add "...data/models/stations" and replaces all scripts in ".../data/models" directory.sounds more complicated rather it is.a lot of refinements have been made to all ships and the sub-models.all textures are POT now.a missile helper function is addedonly one (2x3) pilot model for all ships incl. s2odansselector function changed to enter a gender and favorite colors for flightgroup and dress color, some selections stay random.removed unused squadsign sub-modelsremoved all unused sub-modelsfixed my city buildingsadded hostile spaceport, groundstation and "big crappy" spacestation versions.changed and added scanner models, only one model per type in CW rotation.all ships use the missile helper, the new pilot and changed antenna use for radarmapper equipment. pilot1 uses the chosen colors and gender in all ships either single or in a crew as "commander".all FE2 ships use a classic scanner now.missiles get active used as missile.&?
walterar
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RE: Completed Pioneer Models

Post by walterar »

@postmoke66"it would, but i have problems installing the required libs (it's a .app and it refuses to install because of wrong OS version?) and i don't like to hunt after that."You should fix that. Or install Linux. :lol: "...updated models for alpha 21 to download (soon)."Prepare for alpha 22. From what I see in git Alpha 23 master will change but solvable. I modified rhoombha_d, cobra3d and imp_shuttle to work (very simple)"...added hostile spaceport, groundstation and "big crappy" spacestation versions."groundstation spaceport and hostile (the little train of) versions do not work in 23 :x but I'm seeing.
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »


Quote:
Prepare for alpha 22
not before it's available, it's easier to check the models in the game if they still work.no i won't change the OS on the MACbook, it doesn't belongs to me alone, i share it with my mother.[/hr]whatever they might will change...
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

nonetheless ;) i had to use rapidshare :( for the complete models update, because due to whatever i can't upload more as 4 7zip partfiles (7z.005 refuses to upload).you can get the models_p66_12-05-08 from rapidshare here:models_p66_12-05-08.zipit comes with no warranty but will work in a alpha21 build for sure.
Marcel
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RE: Completed Pioneer Models

Post by Marcel »

I got a "Download parameters invalid - please try again later." message from rapidshare. I'll try again later. :roll: I really like that landing gear retraction on the Shift, and finally got a good look at a Gelios. Wow, that looks like organic technology or someone domesticated a giant space bird into a pack animal! I see now what you mean by variable geometry.
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

let's see if 7zip can unpack it when i change the filename, it refuses to upload because of the unknown extension ".005", while ".001" to ".004" was ok.edit: i trie to zip the 7z.00n that will work, why i didn't had this idea before?right, you can download it from here as 7zip partfiles, ".005" and ".006" have to be unzipped first before you can extract all.http://spacesimcentral.com/downloads/Pioneer/Potsmoke66_Files/models_p66_12-05-08.7z.001http://spacesimcentral.com/downloads/Pioneer/Potsmoke66_Files/models_p66_12-05-08.7z.002http://spacesimcentral.com/downloads/Pioneer/Potsmoke66_Files/models_p66_12-05-08.7z.003http://spacesimcentral.com/downloads/Pioneer/Potsmoke66_Files/models_p66_12-05-08.7z.004http://spacesimcentral.com/downloads/Pioneer/Potsmoke66_Files/models_p66_12-05-08.7z.005.ziphttp://spacesimcentral.com/downloads/Pioneer/Potsmoke66_Files/models_p66_12-05-08.7z.006.zipmarcel, note that the scanner sub-models have changed a bit. all types are still available, i only removed the CCW rotating ones.
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

done this by request from "Vuzz", this is the first proofed of my models for alpha22[attachment=1192:Bildschirmfoto 2012-05-11 um 14.45.jpg]you can download the "Millenium Falcon" here,millfalc_12-05-11.zipit's fairly big because it needs a quite big texture map, perhaps i made once two seperate textures for the body and cockpit, so i can reduce the size from 2048x2048 to 2x 1024x1024. but i didn't liked to reduce the original, already low, quality of the ships textures.but working with gimp on textures with a alpha channel is a real treat, i needed 3hours to do something for which i need 10mins with PicturePublisher8. this is the fourth time i did such and still it's complicated and very uncomfortable to handle alpha channel and selections. stupid blown up complicated useless thing, imo.a paint prog. which hasn't primitive tools to draw a circle, a rectangle or a freehand shape, very useful, therefore i have tools i never will need in my life.btw,interested in a version named "YT-1300", with standart pilots instead of han and chewie?it won't be no problem to do so, especially if i really make a new texture sheet using seperate textures for the pilots, though they will be easy to exchange (anyway, scale fits 1:1)edit:i quickly checked the models "bundle" and it seems to work proper with alpha22 if all directories are replaced properly (take care that you keep the two new ships included in alpha22, or copy them later back to the "ships" folder). please use the ship specs i made as far as possible, because i restricted some equipment from some especially small fighters, also use all new models, they have slight enhancements and will work proper with the new missile helper function, further they take advantage of the changed selector function to choose your personalized pilot and favorite colors.also the sub-models folder is cleaned up from unused submodels, replace it fully to run the ships from the bundle.the only difference i noticed so far is the "rear camera" pos. (only used for the eagle?), but it works fine even without that.i will do some more checks and update the single models to what is in the bundle.somekind of a version history or changes i made so far:- missiles.lua, a helper function to easy position missiles and optional pylons.- pos_lights.lua, changed the model to proper switch the materials when flashing, NOTE this model has visible light bulbs, don't use it with "if ((state == 'DOCKING') or (state == 'FLYING' and get_animation_position('WHEEL_STATE') > 0)) then".- all ships use green = starboard and red = portside now- selector.lua, changed the "selector1()" function to "rand_reg()", it returns "rand_100" and "rand_1000", the results are different.- selector.lua, changed the "selector1()" to "selector4()" to values that can be customized (pilot gender, favorite flight-group color, favorite dress color, pilots face), simply enter your choice at top of the "selector.lua" script (really easy to do, perhaps once this could be setup in the game when you start a new game, i would like it).- decals.lua, changed the models to use "rand_reg()" instead "selector1()" which is "static" now.- squadsign.lua, use of the new "selector" functions (favorite color).- squadsign.lua, added two functions needed for the models now, function "squad_color()" returns a semi transparent material "squad"in flight-group colors to use with "cutouts" like the decals and function "squad_solid()" returns a opaque material "squad" in flight-group colors.sorry you can't use both together in the same model-script section, because they use the same material name, but this isn't really needed.- squadsign.lua, removed variations for the look of the "squadsign", therefore a second "imp-sign" (imperial sign), just to have already one (yes it do reminds of FE2's use of "+" in ship labels (produces a black cross on a red bordered white ground, which has remind me always of the german "sovereign character", a "hoot cross" in national colors red,white and black. it's cool "*" produces a davids star in FE2 and "%" shows off the frontier logo in FFE. david braben the bold!) - new sub-models, like the "robot", it's actually not often used, the idea was once to have it as a third gender to the pilot, like the idea? then i will update the pilot models to that. it will be still possible to call the model up for special use, also i can make a different one once like this?- added new scanner models and used them on all ships*- used "antenna1" for 2radar mapper" equipment on all ships* *almost all, some have no visible scanner like the "courier" others have no visible "radar mapper".- two new textured "cargo" sub-models, one cylindric the other spherical, sized the same as the standard cargo model.- removed textures from "ecm" and "antenna", it's not needed, makes no big difference.- replaced the pilot model completely, it has better performance. all ships in the bundle which use a pilot will use only this sub-model.- fitted the missile models and specs to use as the corresponding "real" missiles (i know, can only be rarely seen). - changed (cleaned up) the nazzles sub-model, uses now only a texture for the "engine glow".- added all my adverts to the adverts sub-model (note, some are actually not 100% gnu compliant, next update perhaps, but the sub-models are needed for the "sport_hostile")- added my refitted buildings and spacestations, use them by choice in exchange with marcels versions.i guess that covers all what is different.
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

time for a warning.D1 will delete soon my downloads folder here on SSC, that means the links will be broken after until i uploaded all again.i will keep you informed.
Marcel
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RE: Completed Pioneer Models

Post by Marcel »

Back on May 6th potsmoke66 wrote
Quote:
i have problems with the fuelscoop on all ships which use one, everytime i fit one the game quits.any comparable issue?
I finally can confirm that. Every time I approach any planet with any ship that has a fuel scoop fitted in alpha 21 the game quits. I don't know why it worked for me the first time, but now a clean install of alpha 21 or any modded version I tried does the same thing. Alpha 22 seems to work fine thus far.
Brianetta
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RE: Completed Pioneer Models

Post by Brianetta »

Bugs belong on the issue tracker, where they get fixed... a month ago. Remember, all alphas are ancient. They're already a week old the moment they're released.
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

ok, brianetta that was an old one. but i didn't think it's a bad thing to report bugs even here.i know there is the issue tracker, but it's hard to keep yourself informed for a average player/user.besides it's sometimes even no bad idea to get confirmed if it's not something machine specific or if you made something wrong.anyway, it doesn't hurts :mrgreen:
Marcel
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RE: Completed Pioneer Models

Post by Marcel »


Quote:
besides it's sometimes even no bad idea to get confirmed if it's not something machine specific or if you made something wrong.
Yeah, Brianetta. That message was just for Gernot for the above reasons. I guess I should have pm'd him. Now I'm going to start my journey from Lave to Earth again in alpha 22. :)
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

[attachment=1205:Bildschirmfoto 2012-05-18 um 15.19.jpg]
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