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 »

dark star :mrgreen: (looks like)and a limited view out of a MCU[attachment=1279:Bildschirmfoto 2012-06-22 um 20.37.jpg]to sad i havn't enough variables to move all the sliders, levers, and switches :lol:actually it only shows the wheel state, the amount of occupied cabins and the flight state, more i can't request from a model i guess.
Marcel
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RE: Completed Pioneer Models

Post by Marcel »


Quote:
it only shows the wheel state, the amount of occupied cabins and the flight state, more i can't request from a model i guess.
Well you can always fill the control panel with random blinking lights like they do in most sci-fi. ;) Btw, I'm integrating your very cool random ads into my update for spacestations.lua with the goal of making an easy to install add-on. I'm thinking a dummy spacestations.lua in the original location so people wont have to go in there and delete it. I want to put everything into one package. Hopefully I'll be able to get your buildings and pads and stations and my stuff all working together.
Quote:
multi_advert(tonumber('marcel',36), v(94.85,100,20), v(0,1,0), v(0,0,-1), 40.0, 1)

:lol:Hey, I just noticed your 'Leaving Lave Station' slideshow. What did you do there with station_splash?
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

i have lost a reply, because i had to log-in :( station splash?moved it to the adverts :mrgreen: it's followed now by "rodina", makes sense no, "coming soon" - "rodina" :lol: well, if that is past... we use another one ("Elite IV" i.e. or chris "what was his name" transport game)i have changed the whole thing again, refined it a lot, if then the complete system breaks down now, it won't do that often and you can't tell once, or three times in a row.i liked to post you how i formatted NOW the text scale for the "stations com" (what i did before was completely wrong).
Code:
if get_label() ~= nil thenlocal label = get_label() local scale = 0.11 * 12 / math.max(12,string.len(label))use_material('text') zbias(setup.z_floor+2,v(0,.5,0),v(0,0,1))text(clock,v(0.0,0.6,0.0),v(0,0,1),v(1,0,0),scale, {center=true})text(label,v(0.0,0.5,0.0),v(0,0,1),v(1,0,0),scale, {center=true})text('Welcomes you',v(0.0,0.4,0.0),v(0,0,1),v(1,0,0),scale, {center=true})text('aboard',v(0.0,0.3,0.0),v(0,0,1),v(1,0,0),scale, {center=true})end
"local scale = 0.11 * 12 / math.max(12,string.len(label))"this diplays the text always in the right scale so the stations name won't leap over the given space.12 - is the minimum size of the strings i use ("Welcomes you")0.11 - is a constant i evaluated with a string length of 12the cross calculatiuon is, "1" (your constant scale) multiplied with 12 (minimum string length) divided with either 12 for shorter strings as 12 characters and diveded by string length for longer. it results either in 1 for shorter strings and fractions of 1 for longer.to use it for "Hoop" i.e. you need only this;"yourscale", is the scale you evaluated with three characters (for "Chu" i.e.)"local scale = "yourscale" * 3 / string.len(label)" and all labels text get scaled properly based on a scale for three characters.if you have a text to display together with the label and it needs to be scaled to, use the variation with math.max("minimum length", "string length"),to prevent that the string get's to large in case of a string shorter than your longest text to display (sounds confusing, is simple).[/hr]and yeah, i already moved everything to "mods", it's much more comfortable to exchange a zip instead of moving directories.only some scripts i'm workiong on are present in the installation. this allowos proper exchange without doubles or possible conflicts.one that has to stay are the sub-models, they get used by all and i'm not sure what happens if they get "mounted" from a zip, especially i don't know or would have to find out if the zips could be numbered to load one at a given position in hierarchy.clever made you could exchange almost all data in this way, keep some "standard mods" with a minimum to run pioneer and exchange all the rest by choice.even the "minimum" could be exchanged if one respects what is in it and name evtl. certain things the same as in the default install. (i.e. exchange default starting ships).[/hr]i will upload the new adverts sub-model, because i guess it's quite good now and i feel i won't change a lot now, except to add a new advert from time to time.i also sized the textures up as far as possible (256x256 instead of 128x128 for most), sizing down is always possible.edit: i decided to upload the whole sub-models dir., it might be better.here it is, ready to be checked out by you ;) sub_models_alpha23_5.zipalso my groundstation has changed again somewhat, i only have to check the links on "models one by one" ("...4" will be the latest),mods_groundstations_p66_alpha23_4.zipif you use both you will get the "station comms" screen in front of the docking pos. like in the screenshots i posted, a stationwide system failure :mrgreen: and ... whatever (no more gaps in the wall ;) ).
Marcel
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RE: Completed Pioneer Models

Post by Marcel »

So how am I supposed to post this if you keep improving things? :lol:I currently have that space filled with a multi_advert. I'll update it later. :D
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

promise, i won't change a lot now i guess, i would have had it almost in this state a few days ago, but i reworked the text scaling thing, i used before a very strange expression with "math.pow 0.25", which has worked not bad, until i had the idea with the cross multiplication (right when i liked to explain it to you, so i quickly changed it to the new idea), which fits far better and it's simply logical to do so. (not the first time, i searched today afternoon for a expression to control the sliders in the MCU cockpit. precisely to get a useful value for "Cabins fitted / occupied", until... whoahh so easy take a cross multiplication and... (it has now a slider showing occupied cabins in a range from 0 to 1 no matter how many cabins one of the ship combinations (1x, 2x, 3x) will have.
Marcel
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RE: Completed Pioneer Models

Post by Marcel »

I just noticed an error in the placement of the ads in the mushroom stations. Here it is with the correction.multi_advert(1, pos+v(0,-65,-50),v(1,0,0),v(0,1,0),20, 1)multi_advert(33, pos+v(0,-65,50),v(-1,0,0),v(0,1,0),20, 1)--multi_advert(33, pos+v(0,-65,50),v(1,0,0),v(0,1,0),20, 1)multi_advert(5, pos+v(50,-65,0),v(0,0,1),v(0,1,0),20, 1)--multi_advert(5, pos+v(50,-65,0),v(1,0,0),v(0,1,0),20, 1)multi_advert(3, pos+v(-49.999,-65,0),v(0,0,-1),v(0,1,0),20, 1)--multi_advert(3, pos+v(-49.999,-65,0),v(1,0,0),v(0,1,0),20, 1)
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

could be, i didn't checked them, ahh, yes i see... wrong horizontal vector.well often i disable them, somewhere i must have a alternative textured one, i didn't like the "alien metal" (orig. name) to much, especially because i added back then a "artificial light" since we haven't had "local lighting" then.but feel free to use whatever you like ;) btw, using two times the same generic seed isn't recommended (maybe may fault to), since this number, the generic seed, will produce the seed generated from game time for the random generator. if two have the same seed they will show 100% the same stuff.that happens often enough with different numbers, since the amount of adverts is limited, so if you enter 1 as seed it's possible it produces the same as 14.i used once string.len('hullabaloo') instead of a number, just a gag, nothing more, i already replaced it with a number.also is to think of that close numbers will produce close results. there is a limit for a seed i guess (i'm not sure, for pioneer there is one, if it's relevant for C++ i don't know), anyway 9 cyphers should be enough.perhaps i'm able to give once each advert you call a unique seed (not time dependant, resp. os.clock, which i shouldn't use, will generate once a seed for each at start of the function and keep it in a table) by which the selection is controlled, so no advert will show the same stuff even when the generic seed is the same (would mean in fact won't be needed then). but that won't be to soon, i'm actually satisfied with how it works.here's the alternative mushroom station i made once by using the textures from my "sport hostile", i made this because "sport hostile" was left a long time unfinished.has needed some time to re-fit for alpha23. (e.g. a complete change of the lift model, since i'm not allowed* (anymore) to use a glowmap in a dynamic section of a model.*has worked before, it was a working model. not allowed, means i don't know why, it returns "field 1 is missing a name string", very strange ( a built in lock? ).anyway i know it's not good using any texture in the dynamic section, but for stations it can be essential to do so, they have a lot of dynamic geometry.but on the other hand, hmm, if you don't go to the forest you can't cut wood...and marcel, your "tv screens" are super, i guess i implement them to my models, they make a real difference.
spazeman
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RE: Completed Pioneer Models

Post by spazeman »

Does anyone know what became of this? Ever finished? Looks flippin' cool, shame it's not in...
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

it's s2odans model, he must have "trashed" it, but yes looks cool, unfortunatly i haven't a a model left of that on the mac. but if i'm able to resurrect my old drive i can get it back to reality. (except s2odan would, or would say no, no), it never found the way to pioneer? i don't know, i guess he wasn't satisfied and it's a framerate killer if i remember right.best is ask himself, he's present here on SSC (havn't heard since long of him and think already, "is he angry with me?" shouldn't be, i'm not).nah, can't think of being angry with him, i like him and do love his work (terrain)! perhaps he's just very busy with refinig the terrain...you can send him a PM check for s2odan on the members chart.can you read backwards?i read even mirrored like nothing :lol: had impressed some typesetters onceyeah looks really flippin' cool, havn't seen that one, i remember a far less detailed one, the terrain inside is super, typical for him.but like i said i remenber he delayed all modelling because of terrain, i guess he's addicted to it :mrgreen: that's ok, it has to be that way, my drug are spaceships...ERM , S2ODAN I COULD NEED SOME TERRAIN, TEXTURED PLEASE FOR MY LARGE WHEEL STATION :lol: PATCHES SHOULD BE... no that was not serious ment.have made some myself, but i got stuck a little with texturing it, besides it's a giant project maybe my biggest ever, not only because of the size of the station, no i like to make it as good as possible and that needs patience (me, patience who likes to finish his models in one try... even when it costs me 48hrs continous work without sleep).
s2odan
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RE: Completed Pioneer Models

Post by s2odan »

Hello! :)I still have that station, It just lacks a proper docking animation and docking area... ( a place to park your ship ). If anyone wants it I'm more than happy to put it up, bear in mind that it would likely need its .lua file rewritten since its from 2010 ;)Potsmoke66, your right I pretty much stopped modelling and worked on the terrain in 2011. But lately I have been very busy with RL stuff (I'm moving into and renovating a house in most of my free time) and haven't had much time for Pioneer this year :(
Quote:
"is he angry with me?" shouldn't be, i'm not).
Hehe, nah don't be silly ;) Just been busy, and I don't really tend to post here unless I have been writing some code too.

Quote:
ERM , S2ODAN I COULD NEED SOME TERRAIN, TEXTURED PLEASE FOR MY LARGE WHEEL STATION :lol:PATCHES SHOULD BE... no that was not serious ment.have made some myself, but i got stuck a little with texturing it, besides it's a giant project maybe my biggest ever, not only because of the size of the station, no i like to make it as good as possible and that needs patience
:lol: Are you making it full 3d terrain then? On my sphere station its just a simple texture applied to a rectangle surface and some lighting baked into the texture, which makes it look like there are contours.With your large hoop station, I think just have some flat rectangles and texture them with your terrain.
Quote:
(me, patience who likes to finish his models in one try... even when it costs me 48hrs continous work without sleep).
Hehe, at least that way you won't end up with unfinished models like me though. :)
spazeman
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RE: Completed Pioneer Models

Post by spazeman »

Hi, I'd love to finish it for you but unfortunately I'm an idiot. I've got blender and I'm tentatively fumbling with it. It would add a bit of variety but it'll be years before i can make anything decent! (Maybe I could start off making space trash!) Anyway, kudos on the station.And Potty, cheers for the lua for beginners stuff, I've been too busy lately to get stuck in but I'm looking forward to learning.
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

hey spazeman, shouldn't take so long.i promised i will roll up my "tutorials", but would need the right kick in the ass to do so :D and s2odan, lifesigns! 8-) renovating a building, wow i would like to be envolved (one can notice i didn't worked to long, "i would like..." i really would like, physical work is good)mountains in a spacestation ;)[attachment=1292:Bildschirmfoto 2012-06-26 um 01.15.22.png]the terrain is segmented the same as the "tube". a little bit to "crumbled" i feel it is, god i would like a river in midst, at least that was my imagination. but i dont' know if i can achieve that with blender, you can generate terrain but i guess rivers you can't have (continously). the problem is i have to make it in patches and unfortunately the patches must be quadratic else it don't works, i streched them a bit later to fit to the tube section and kept polycount as low as possible.i hope i can manage it to give it a useful LOD, each segment should only appear when you are close enough to see something detailed, else it will be a projection of a rendering of the terrain plus buildings. perhaps i can add a lower detailed terrain to, you won't notice when it's "bad" polyreduced simply. or i have to do it again and write down the settings i used for each patch and generate lower detailed patches. but it was already horrible to make this one.create the patches, join them, smooth the overlap, break it all up again to segments fitting to the tube segment and sealed them again to make half a circle.if you look at it attentive, you can see that it's streched, but i fear the polycount i get if i don't do so.i know the terrain is a bit extreme for a spacestation, mountains, ts...yeah, about 100 meter high only, like a "mini" world, i don't know if i will really use it. they are i bit too steep imo. but it's really a lot of work to make them.not the generating of the terrain, that's easy and takes a few minutes, but all the rest of the procedure, like finding a section where they can be joined and making the ends fitting and all that.oh i forgot, and "force" the strip to become a circle of course (one beloved tool of blender i have, BEZIER curves, respectively a circle in this case on which the strip is applied with a modifier "to curve").ok real cool would be if it would be generated each time new...but i guess that goes a little to far.it misses only a good texture and the right idea to "unfold" the mesh or project the texture in a nice way, that's why it's delayed.i could do it simply from the side, that would at least allow to have diiferent colors for the heights, but it will get smeared and i guess that didn't looks good when you are close. actually i think about "coloring" a greyscale height map from the patches, the height map can be done in blender.but on the other hand i would like a texture i can re-use for all segments.i know i promised not to show it before it's finished (patience, me?). i did it nonetheless now :roll: maybe it forces me do work more on it (it's delayed since a month now) if some say "hey what is that? looks stunning".if it's only the docking sequence i guess i should be able to handle it, has even cost me some time to get warm with, but now i guess i got it.i guess after the crazy docking sequence for the sealed spaceport there should be no more hurdles.
spazeman
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RE: Completed Pioneer Models

Post by spazeman »

Saw the picture and thought would make a great sort of 'debris shield'. I thought you'd lost the plot there! Mountains? wha? Yo mean I could do something like this? With terrain inside? I think that will be my second project after 'untextured box in space' :cry:
Marcel
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RE: Completed Pioneer Models

Post by Marcel »

Gernot (aka potsmoke66) has shown me that I made an error in my spacestations.lua and ground_stations.lua upgrades, so I've corrected it and packaged them both up together for you. This also includes my latest upgrade to the nice_spacestation.[attachment=1296:nice_spacestation windows.jpg]To install, extract the included data folder into your Pioneer alpha 23 folder.[attachment=1295:spacestations16_alpha23.zip]
s2odan
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RE: Completed Pioneer Models

Post by s2odan »


Quote:
i know the terrain is a bit extreme for a spacestation, mountains, ts...
I think it looks pretty awesome.You could say that the natural/terrain area is used as a recreational facility for humans and to aid in the conversion of CO2 to O2.I look forward to seeing some more progress on the station :)
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

yep that covers my imagination, or wait i know one which has fantasized methanks "stevobhave", i haven't forgot that picture, and knew where to find it, yeah!it's burned into my mind.ok, now i screwed up expectations to maximum.s2odan,i think we need not only oxygene, we need patches of green, else you get a bunkerkoller.i know it from experience, when you only work every day in a building without sunlight, you get that already, you slowly get crazy.you start to booze, start to eat to much, start to get agressive, get bad in bed and so on.
Marcel
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RE: Completed Pioneer Models

Post by Marcel »

I see what you mean. It seems that I don't have permission either.Ok, let's see if this works. It's an updated version with my latest additions.[attachment=1301:spacestations16a_alpha23.zip]This should work. I was able to download it. I hope you'll enjoy it. <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: Completed Pioneer Models

Post by Marcel »

I'm pleased to inform you that my ground stations update mod for alpha 25 has been posted and approved. It's a visual enhancement for the basic pad stations and you can get it here.[url]http://spacesimcentral.com/forum/files/file/945-ground-station-update-alpha25-modzip/[/url]
Marcel
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RE: Completed Pioneer Models

Post by Marcel »

I've just had a new mod approved. Here's the text from the readme."This is a compilation of work by potsmoke66, Marcel, Vuzz and spazemanin mod format. This has been tested in alpha26 dev build 4ee86a7-win32.This contains all the add-ons I use except for the hometowns add-on, which workstogether with this.Included in this file from potsmoke66;New buildings, corrected window size for Vlastan's buildings, new sub modelscycling advertisement function, Sport Outdoor and Sport Hostile ground stations,and an alternate "Big Crappy" spacestation.From Marcel;Detailing of Philbywhizz's pads, the "Mushroom" ground stations, the "Big Crappy", "Nice"and "Hoop" spacestations.From Vuzz;Alternate details on the "Nice" spacestation and potsmoke66's"Big Crappy" spacestation and an "Elite" station splash advert.From spazeman;Many new adverts.Note: this mod includes my ground_station_update_alpha25_mod, so you shouldprobably remove it if you have it installed.This package will give you much more variety in the places where you dock.To use this, place this .zip file in your Pioneer mods folder."One disclaimer that I didn't state above, the stations will of course change if you use this. If you have a saved game where you or an AI ship is docked in a station with an ELITE-type core, (the Nice or Hoop stations) and it changes to a Big Crappy type, you or the AI ship could be trapped in the Crappy's tube and unable to get out. If you're saved in a ground station the position may be wrong but the game will adjust when you unpause, but sometimes you have to pay an extra docking fee. Once you enter a new system things should work normally. Anyway, here's the link.[url]http://spacesimcentral.com/forum/files/file/948-stations-buildings-ads-marcel-p66-vuzz-spazeman-alpha25-26-modzip/[/url]
Marcel
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RE: Completed Pioneer Models

Post by Marcel »

The stations_buildings_ads mod for alpha 26 is ready for download. The previous version doesn't work with alpha 26, so if you want it, here it is.[url]http://spacesimcentral.com/forum/files/file/948-stations-buildings-ads-marcel-p66-vuzz-spazeman-alpha26-modzip/[/url]
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