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.
Marcel
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RE: Completed Pioneer Models

Post by Marcel »

Is that the new Defender? It's looking bizarrely cool!
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »


Quote:
really strange , the rear wings aren't reversed ?
well observed :D[attachment=1206:sepia_1.jpg]but i decided to fit them backwards after this testrun, until then it was named sailor[attachment=1207:sepia_2.jpg]overall the whole model is "reversed" ;)
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

we have the screenshots,edit:[attachment=1208:Bildschirmfoto 2012-05-19 um 00.31.jpg]we have the ship ;) Sepia_12-05-18.zipthe ship will change the submodels to what's in the bundle, plus a little change to the poslights (i was losing patience while rotating them...).
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

and already a update ;) this will change/update the submodels from the bundle- "bender" is used as third gender :mrgreen: (male = 0, female = 1, bender = 3), he's used as 3rd pilot gender now.- the Bloodrunner had some wrong positioned pilots- the Sepia was missing a "real" cargoscoop and i changed the copilotsepia_bloodr_plus_12-05-19.zip
Marcel
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RE: Completed Pioneer Models

Post by Marcel »

I got this error with your ships bundle installed. I can't get a response right now when I try to download your latest submodels, so I don't know if you've already fixed this. I happens when I try to view a Wave in the shipyard. It doesn't occur with a clean install of alpha 22.[attachment=1210:wave error.png]For some reason the red screen is also very small.
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

latest bundled models, includes all* standard ships updated for the use with the new sub-models and (model-) functions. (*with exclusion of "Eye", "Stardust" & "Cobra MKI", they come as separate extra models).condition is, you have to replace the "data/models/ships", "data/ships" and "data/sub_models" directory in any case,the files in "data/models" (three scripts) add to the existing content in the directory and are needed also.that should work (and works with "alpha23 nightly" to?)default_models_p66_12-05-19.zipi liked to add the new or modded ships via "mods" folder, but for ships that won't work (no subdirectories supported, when zipped to "models" it works but loads sometimes wrong textures, besides of that complicated to handle if you need a zip for "ships" (specs) and "models").though the following new and updated models will have to be copied to the pioneer installation.
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »


Quote:
I got this error...
damned :mrgreen: , looks like a mistyping "miisile" instead of "missile"ok, i will patch this one and hope it's the last one...the missile function is the only thing i changed here, there is no else difference to the standard alpha22 "wave", means the existing wave will work as well, as the patched.wave_patch_12-05-19.zipedit:you will find all files here (incl. the "default models" as 7.zip splitfiles, "wave patch" not yet applied)downloads/pioneer/potsmoke66_filesfor future appearing issues the models will be fixed in the single models thread.edit2:i've added my buildings and spaceports as "mod" (belongs to ".../Pioneer/mods", e.g. where the savefiles are stored)the archives are ment to be unpacked and each contained .zip copied to "mods".mods_buidings_p66_12-05-19.zipmods_Spaceports_p66_12-05-19.zip
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

for some "historical" reasons :mrgreen: 0g Utility SW-XWA
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

[hsimg]http://i790.photobucket.com/albums/yy187/potsmoke66/sshots/PIONEER/Bildschirmfoto2012-05-20um2354.jpg[/hsimg][hsimg]http://i790.photobucket.com/albums/yy187/potsmoke66/sshots/PIONEER/Bildschirmfoto2012-05-21um0007.jpg[/hsimg][hsimg]http://i790.photobucket.com/albums/yy187/potsmoke66/sshots/PIONEER/Bildschirmfoto2012-05-21um0012.jpg[/hsimg][hsimg]http://i790.photobucket.com/albums/yy187/potsmoke66/sshots/PIONEER/Bildschirmfoto2012-05-21um0015.jpg[/hsimg][hsimg]http://i790.photobucket.com/albums/yy187/potsmoke66/sshots/PIONEER/Bildschirmfoto2012-05-21um00381.jpg[/hsimg]
Marcel
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RE: Completed Pioneer Models

Post by Marcel »

Those are beautiful pictures! I hope Geraldine uses them. :D
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Geraldine
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RE: Completed Pioneer Models

Post by Geraldine »

Already done Marcel! 8-) Gernot, I've updated the listings on Mod DB to include "P66" credits for your models. If you could, would you have links I could give to the people on there all in one place so that they could try out your many additions to Pioneer? It would also be helpful to know what models will work with what Alpha build too. Judging by the hits the screen shots are getting, I think they will be quite popular! 8-)
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

i guess this will do itP66 Models one by one[url]http://www.spacesimcentral.com/forum/viewtopic.php?f=35&t=1395#p11018[/url] links on the first post, redirect you to my SkyDrive, where you can either download the selected, already marked file, or any other available there.disclaimer:the models as they are presented there, need the new sub-models & functions, they won't work without,the existing ships won't work proper with the new sub-models, some use sub-models which doesn't exist anymore. best is to patch the standard alpha22 set with thisDefault Modelsand to install any other later.only the single models get updated, changes i will report in the thread.the buildings and spaceports are zipped as "mods", and can be placed in the "local" mods directory.for the alpha23 prerelease i have a complete models set, including all my models and the needed sub-models.a set of building-spaceports mods is also ready for the alpha23 prerelease.[/hr]to the "Mod" creators (that will be marcel so far), it's possible to make buildings or spaceport models as mods,but only under this condition:make sure all files stand in a directory named as the directory the mods will be used for (i.e. models for all models), sub-directories aren't supported.due to this all files must have unique names, textures and wavefront meshes to, because they will act like they stand all in one directory.due to this fact it isn't possible to have ships as mods.
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Geraldine
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RE: Completed Pioneer Models

Post by Geraldine »

Thanks for that Gernot. :) As it happens, I already linked this thread in your pictures, so hopefully you will see some more downloads of all your hard work! 8-)
Marcel
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RE: Completed Pioneer Models

Post by Marcel »

That looks good Vuzz! :D @ Geraldine and whomever wants this, here's the latest version of the pad stations, made for alpha 22. I've added a simple collision mesh, fixed some misplaced parts and removed 1312 unnecessary triangles. This is just the pad station and is to be installed the in old way. Unzip the data folder into your main Pioneer folder and allow overwrites. It should work if installed over others' work or as a stand alone upgrade. Sorry, but no pad running lights yet. I'm kind of burned out on modeling at the moment. Right now I feel like I've gotta get off this planet! ;)[attachment=1217:ground_stations_alpha22.jpg][attachment=1218:ground_stations_alpha22.zip]Edit: I forgot to put in a text file crediting the creators of the textures I used, now corrected.
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Geraldine
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RE: Completed Pioneer Models

Post by Geraldine »

Totally understand Marcel, even without the lights they look great! :) The picture is on deck (along with Vuzz's YT1300) with a link back to this thread ;)
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

was busy :mrgreen:[attachment=1221:Bildschirmfoto 2012-05-30 um 16.59.jpg][attachment=1220:Bildschirmfoto 2012-05-30 um 17.00.jpg](finished)it's called MCU (maneuverable cargo unit, each unit has 60t cargo and 6 cabins, except 5 for the control unit) and can do nothing, except to carry cargo, available single, double and triple, thrust is just enough to maneuvre it (loaded 1.5g) has no hyperdrive therefore it needs..."Caiman"[attachment=1222:Bildschirmfoto 2012-05-30 um 15.04.jpg](unfinished, landing gear)has a docking device to attach one or two caro units (separate models).and i'm working on a "wheel station", but i won't present it until it's finished.
walterar
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RE: Completed Pioneer Models

Post by walterar »

"was busy"I thought you had changed Pioneer by hippie girlfriend. :lol: "it's called MCU ..."Very, very interesting, a space train. Think missions. :idea:
Skodyn
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RE: Completed Pioneer Models

Post by Skodyn »


potsmoke66 wrote:
best is to patch the standard alpha22 set with thisDefault Models
When I try to patch alpha22 with the above Default Models I get these errors, please helpRequested AA mode: 2x, actual: 1xGL_INVALID_ENUMError: [string "./models/ships/cobra1/cobra1.lua"]:46: call_model() to undefined model 'scanner_+'. Referenced model must be registered before calling modelstack traceback:[C]: ?[C]: in function 'call_model'[string "./models/ships/cobra1/cobra1.lua"]:46: in function [C]: in function 'define_model'[string "./models/ships/cobra1/cobra1.lua"]:1: in main chunk[C]: in function 'load_lua'[string "pimodels.lua"]:72: in main chunkError: [string "./models/ships/cobra1/cobra1.lua"]:46: call_model() to undefined model 'scanner_+'. Referenced model must be registered before calling modelstack traceback:[C]: ?[C]: in function 'call_model'[string "./models/ships/cobra1/cobra1.lua"]:46: in function [C]: in function 'define_model'[string "./models/ships/cobra1/cobra1.lua"]:1: in main chunk[C]: in function 'load_lua'[string "pimodels.lua"]:72: in main chunk
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

that shouldn't be...i checked it (again) and can see no problems, but i expect something wen't wrong ;) (i can see that already by the call for a "scanner_+", because it shouldn't exist anymore, i expect a "old" model in the "models/ships" dir.).so i made a little clip to show how to patch the game and that it will run, it's simple, but a clip is better then thousend words. unfortunately i run my MAC in german, but don't mind, "ersetzen" means "replace" and that's all you have to know.besides of that, i know the procedure will be a little different for win or linux. don't get confused by the different buildings, they are placed in "mods" and appear then in any pioneer you (i) will run.if you miss any model after replacing the directories, just look out for them on the "single models" thread, i removed the cobra1 and the stardust from this set and none of my other models are included, only what's already in alpha22. thus, to leave it up to you to decide which you like in your game.[/hr]something different, downloading from "skydrive" works for you?that's good to know.[/hr]...to the MCU. i had the idea to use it mainly as a interplanetary vessel, useful to carry goods in a cheap way from a spacestation to another (or to a large transporter?), not particulary ment to land on or start from planets. unfortunately we have no (not yet) interplanetary taxi jobs, but i guess that shouldn't be a big problem.i guess it's a nice boring way to start a career, doing only interplanetary runs with a basic space ship.i guess it's in a state so i can upload it, it will need (sorry) the patched submodels, but there will be no getting around them for me in future ;) for many reasons.edit: last minute change, i decided to place the mainpart to "sub_models", this will allow future use of the basic model as sub_model for anything.[attachment=1226:Bildschirmfoto 2012-05-31 um 18.40.jpg]mcu_12-05-31.zipyou won't have to wait long for the "caiman" ;)oh, i nearly forgot, meanwhile i worked on the "Viper X", removed the layers and changed the undercarriage resp. the "flaps" as well as i combined the textures.and of course both models work only for a patched alpha22 and none of the nightly builds, this because of vital changes in the LMR (you can fix that yourself if you check the LUA files for all instances of "Matrix" and replace them with "matrix" that should do the job, further, as a hint for marcel, the docking sequence will change, i.e. "port_pos[port]:y()" changes to "port_pos[port].y", i can't say if this will stay in alpha23, but i assume it). [attachment=1227:Bildschirmfoto 2012-05-31 um 21.41.jpg]viper-x_12-05-31.zip
Marcel
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RE: Completed Pioneer Models

Post by Marcel »

Thanks for the hint, and the models. I'm still on dial-up so I can't check out alpha 23 stuff yet.With my hometowns added there are already lots of in-system delivery jobs. That's all I've been doing the past couple of days because the game crashed during my trip back from Lave. I've gotten every add-on I can get in there so I didn't make a bug report. In preparation for alpha 23 I removed everyone's home town that didn't post to the Pioneer forum, which probably caused the problem. 26 spaceports destroyed, but it didn't make any difference in the frame rate around Europe. I may have to nuke it from orbit. Anyway, I made a delivery to Wattwil and found one of Philby's single pad stations there. I messed with the seeds until I found seed 25 to change it into one of your single pads instead. It just seemed like the right thing to do. I've been doing deliveries and if I land at one of the stations I've been working on, and it has a Og suit in the shipyard which I consider to be my work outfit, then I buy it and stay for a while and work on it. I just finished the basic_groundstation located at Croslee (hi Geraldine!). Removed 54 triangles. I can't stay too long because I have deliveries to make. I make a game of it this way. (that's probably a little bit weird even for you people) I'm thinking, once the deliveries are done, of trying to fly from Earth to Lave.
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