Pioneer Mods on SSC
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Potsmoke66
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RE: Pioneer Mods on SSC
MOD - FFE
MOD TAG
Mod category: complete modMod name: FFE modDate added: 2012/12/24Version: 1Valid for Alpha vers: 29Contributor: GernotFurther Info & discussion area: [url]http://spacesimcentr...er-mods-on-ssc/[/url] location: [url]http://sdrv.ms/UhDsbs[/url] info: like i posted above, not many changes to the alpha28 mod,probably i will upload soon a slightly fixed version, because i like to remove a few not well fitting adverts (music). [url][/url] in future i will give new version numbers for each alpha release update, also i will name the files with the alpha version and release version,i.e. "mod_FFE_29-1". yes i know, all the updated ships for a standard pioneer...even if my idea was to create a "Pioneer mod" which will have unique (ship) models as well, instead of the mix we have now.anyway it's easy to port a certain ship from one mod to the other, if one likes to.
MOD TAG
Mod category: complete modMod name: FFE modDate added: 2012/12/24Version: 1Valid for Alpha vers: 29Contributor: GernotFurther Info & discussion area: [url]http://spacesimcentr...er-mods-on-ssc/[/url] location: [url]http://sdrv.ms/UhDsbs[/url] info: like i posted above, not many changes to the alpha28 mod,probably i will upload soon a slightly fixed version, because i like to remove a few not well fitting adverts (music). [url][/url] in future i will give new version numbers for each alpha release update, also i will name the files with the alpha version and release version,i.e. "mod_FFE_29-1". yes i know, all the updated ships for a standard pioneer...even if my idea was to create a "Pioneer mod" which will have unique (ship) models as well, instead of the mix we have now.anyway it's easy to port a certain ship from one mod to the other, if one likes to.
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baobobafet
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RE: Pioneer Mods on SSC
@ potsmoke: Awesome retro mod, Mungo :haha: Great! - some more cool ships! downloading now...
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Potsmoke66
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RE: Pioneer Mods on SSC
not bad, hmm?"Mungo" is a generated System, then planets name "Gordon's Dream" is a sort of a lucky try (and if i add one new name to the names gen. the name will change), anyway it was hard to get a outdoor world for this system, this is one of maybe three i found between ~50 other, but all only mining, ext. mining or vast strip mining (even this one).
RE: Pioneer Mods on SSC
Gernot, I just love the look of your cities! :girlsigh:
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baobobafet
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RE: Pioneer Mods on SSC
@ Potsmoke I made an alpha 29 ship mod of 5 of your retro ships (I know you can improve) Lanset is cool Edit: also Comet
(I can now use your ships with other mods too :)lancetatomic1orioncometcomet_naval [url]https://docs.google.com/open?id=0B4TOJEZxkYiVZEJ5RjV5a2pxem8[/url] Models dependant on other files:(not included) - need fixesadc_44bloodrunnergeliossepiasupafighterterra
RE: Pioneer Mods on SSC
Cobra MK1 again destroys the game. In the rest of the modifications I like very much.
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baobobafet
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RE: Pioneer Mods on SSC
Merry Christmas Everyone! Here's a little something I've been working on for some time that 'almost' looks a bit Christmas
From one of my favorite movies of all time and suitably retro. Download here ready to go as mod (replaces decal_i.png) [url]https://docs.google.com/open?id=0B4TOJEZxkYiVNmNvR1BrOG5OY1U[/url] This version is 200x200 (higher res 256x256 to support Pioneer's upcoming higher decal res format) Available here: [url]http://spacesimcentral.com/forum/topic/3071-baobobs-ship-mooring-and-refit-shop/page-3[/url]
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Potsmoke66
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RE: Pioneer Mods on SSC
i haven't forgot you, really not... (the cobby) she "destroys" the game anyway (sorry), it's a very very simple model and i din't like it much, that's why she's neglected by me.i had once the idea to create a more modern cobra1, the result was what is named now "Typhoon". the actual cobra1 is a rather old model from me--- the rest of the ships need my new pilot sub-model, the "get_pilot" function and the "pilot_style.lua".that will displace the pilot for the rest of the ships, but i "had" to do it because of some scaling issues, now you can scale a ship a little up or down, but even if you keep the pilot 1:1 he will keep his proper position in front of the desk.(that would mean for a implementation to a mod of my ships using the new pilot, you would have to update all of my ships, you can use what i linked for alpha28, that should work also for alpha29, you only have to move the files to the proper new directories.there are a few ships of s2odan which use also the pilot sub-model (talon, hammerhead, boa), they use still the (very) old sub-model and would have to be updated prob. to.(i notified the difference of the position in the new script, while if a model is still using the very very old pilot, the scripted one, scale and position must be evaluated completely new, but i would have them updated somewhere...) talking about scale, i guess this will be past how i scaled them until now, because some ships you can scale "intelligent", means you can scale it but pilot and missiles will keep scale 1:1, i guess in future such won't be possible, or only by editing the DAE, which makes it then very complicated compared to enter a scale at top of the script and the rest is fitted "automatic". we're on the right way, i guess, we have characteristics for the player, now i "only" need to know how to use this instead of "pilot_style". --- oh, i there was no real limit in res. for decals, only i made all 256x256, because more makes no sense as you won't notice any difference on such a small object. 128x128 would even work well in most cases and would also reflect what you can use in general for a texture of a whole ship, size of the decal compared to the size of a ship 128x128 is still a good resolution for a decal 1m x 1m (but you should keep PowerOfTwo, especially ATI graphic cards can't handle non POT textures, i thgought they fixed it by scaling it internally to POT, but it has still appeared this way to me on the MACbook i.e., but i don't mind to much about, it's easy to keep POT, only for certain purposes on scripted geometries texture projections it could be hindering, means if you strech a rectangular shaped texture to much to keep POT, MipMapping will handle the texture wrong becuse of streching it, this you can notice very well on the mid section of the "Hullcutter", but LMR is anyway soon past, it's not worth to mind either).
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Potsmoke66
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RE: Pioneer Mods on SSC
MOD - Cobra MK1
MOD TAG
Mod category: standalone shipMod name: cobra mk1Date added: 2012/12/26Version: 1Valid for Alpha vers: 29Contributor: GernotFurther Info & discussion area: [url]http://spacesimcentr...er-mods-on-ssc/[/url] location: [attachment=1622:mod_cobra_mk1_29-1.zip]Additional info: "fixed" cobra mk1 model, in fact it's a complete new model. [attachment=1623:Bildschirmfoto 2012-12-26 um 22.00.jpg]
MOD TAG
Mod category: standalone shipMod name: cobra mk1Date added: 2012/12/26Version: 1Valid for Alpha vers: 29Contributor: GernotFurther Info & discussion area: [url]http://spacesimcentr...er-mods-on-ssc/[/url] location: [attachment=1622:mod_cobra_mk1_29-1.zip]Additional info: "fixed" cobra mk1 model, in fact it's a complete new model. [attachment=1623:Bildschirmfoto 2012-12-26 um 22.00.jpg]
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Potsmoke66
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RE: Pioneer Mods on SSC
MOD - FFE (v2)
MOD TAG
Mod category: complete modMod name: FFE modDate added: 2012/12/26Version: 2Valid for Alpha vers: 29Contributor: GernotFurther Info & discussion area: [url]http://spacesimcentr...er-mods-on-ssc/[/url] location: [url]http://sdrv.ms/YhxSoe[/url] info: only added the cobra to where she belongs to
MOD TAG
Mod category: complete modMod name: FFE modDate added: 2012/12/26Version: 2Valid for Alpha vers: 29Contributor: GernotFurther Info & discussion area: [url]http://spacesimcentr...er-mods-on-ssc/[/url] location: [url]http://sdrv.ms/YhxSoe[/url] info: only added the cobra to where she belongs to
RE: Pioneer Mods on SSC
That's a nice window design. I like it but I think it needs the spotted textures. That would make it perfect!
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Potsmoke66
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RE: Pioneer Mods on SSC
you really liked the "hippie tie-dye" design? (the original is a japanese paper tie-dye made with color ink and japanese paper, while tie-dye isn't the proper term i guess, it's a paper folding technique)
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Potsmoke66
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RE: Pioneer Mods on SSC
MOD - Cobra MK1 (alpha29-v2)
MOD TAG
Mod category: standalone shipMod name: cobra mk1Date added: 2012/12/26Version: 2Valid for Alpha vers: 29Contributor: GernotFurther Info & discussion area: [url]http://spacesimcentr...er-mods-on-ssc/[/url] location: [url]http://sdrv.ms/Uvnj34[/url] info: added some textures, do i used a old ship specification? sorry, fixed that to. erm, i'm not responsible for the "all is flat shaded" and less influence of colorvariable material...
MOD TAG
Mod category: standalone shipMod name: cobra mk1Date added: 2012/12/26Version: 2Valid for Alpha vers: 29Contributor: GernotFurther Info & discussion area: [url]http://spacesimcentr...er-mods-on-ssc/[/url] location: [url]http://sdrv.ms/Uvnj34[/url] info: added some textures, do i used a old ship specification? sorry, fixed that to. erm, i'm not responsible for the "all is flat shaded" and less influence of colorvariable material...
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Potsmoke66
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RE: Pioneer Mods on SSC
MOD - Cobra MK1 (alpha29-v2)
MOD TAG
Mod category: standalone shipMod name: cobra mk1Date added: 2012/12/26Version: 2Valid for Alpha vers: 29Contributor: GernotFurther Info & discussion area: [url]http://spacesimcentr...er-mods-on-ssc/[/url] location: [url]http://sdrv.ms/U2sLbC[/url] info: added some textures, do i used a old ship specification? sorry, fixed that to. the models folder contains a 24bit skin, if you like you can use it by renaming "skin_24.png" to "skin.png".also included is a .jpg of the UV mapping. scaled the model slightly up (1.2),but it's easy to scale it, just open the ship-spaecs and the model script and enter the disired scale at "local model_scale = ".this will scale the ship, the bounding radius of the ship and the values for gunpoint and angular thrust, but it keeps scale 1 for missiles and ecm. erm, im not responsible for the "all is flat shaded" neither for less influence of the colorvariable material... besides slowly i start to understand why this removing of the LMR "HAD TO BE"... (not because it's not good...)
MOD TAG
Mod category: standalone shipMod name: cobra mk1Date added: 2012/12/26Version: 2Valid for Alpha vers: 29Contributor: GernotFurther Info & discussion area: [url]http://spacesimcentr...er-mods-on-ssc/[/url] location: [url]http://sdrv.ms/U2sLbC[/url] info: added some textures, do i used a old ship specification? sorry, fixed that to. the models folder contains a 24bit skin, if you like you can use it by renaming "skin_24.png" to "skin.png".also included is a .jpg of the UV mapping. scaled the model slightly up (1.2),but it's easy to scale it, just open the ship-spaecs and the model script and enter the disired scale at "local model_scale = ".this will scale the ship, the bounding radius of the ship and the values for gunpoint and angular thrust, but it keeps scale 1 for missiles and ecm. erm, im not responsible for the "all is flat shaded" neither for less influence of the colorvariable material... besides slowly i start to understand why this removing of the LMR "HAD TO BE"... (not because it's not good...)
RE: Pioneer Mods on SSC
I see you've been working too much on pretty things. :good:
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Potsmoke66
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RE: Pioneer Mods on SSC
furtunartely it's not snowing, chipping away the snow isn't very pretty
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Potsmoke66
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RE: Pioneer Mods on SSC
actual progress, i guess i will add a cockpit before i upload a new version.
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Potsmoke66
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RE: Pioneer Mods on SSC
MOD - Cobra MK1 (alpha29-v3)
MOD TAG
Mod category: standalone shipMod name: cobra mk1Date added: 2012/12/28Version: 3Valid for Alpha vers: 29Contributor: GernotFurther Info & discussion area: [url]http://spacesimcentr...er-mods-on-ssc/[/url] Download location: variation a (generic alpha29): [url]http://sdrv.ms/W9SCNj[/url] variation b (modified alpha29): [url]http://sdrv.ms/Tv8jQI[/url] Additional info: the model has now a cockpit (lod4) and a lowpoly mesh for lod2. please don't get confused about the two vartiations, BUT one (a) is for the use with a generic alpha29, the other is for the use with mods (i.e walterars, mine will contain the updated model(s) anyway) which probably contain my updated submodels,this is unfortunately needed since the pilots position varies a little.
MOD TAG
Mod category: standalone shipMod name: cobra mk1Date added: 2012/12/28Version: 3Valid for Alpha vers: 29Contributor: GernotFurther Info & discussion area: [url]http://spacesimcentr...er-mods-on-ssc/[/url] Download location: variation a (generic alpha29): [url]http://sdrv.ms/W9SCNj[/url] variation b (modified alpha29): [url]http://sdrv.ms/Tv8jQI[/url] Additional info: the model has now a cockpit (lod4) and a lowpoly mesh for lod2. please don't get confused about the two vartiations, BUT one (a) is for the use with a generic alpha29, the other is for the use with mods (i.e walterars, mine will contain the updated model(s) anyway) which probably contain my updated submodels,this is unfortunately needed since the pilots position varies a little.
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Potsmoke66
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RE: Pioneer Mods on SSC
[url]http://sdrv.ms/RWMXyJ[/url] would be the updated "FFE mod" (which i used for the latest screenshots of the cobra mk1). i guess it will soon follow a new one, prob. i implement walterars modules to my "complete mods".but first i finish the "Dagger" for the "retro sci-fi mod" and probably even texture the three new ships.
RE: Pioneer Mods on SSC
Hello Gernot. How have begun the new year? :alcoholic: A lot of changes in Pioneer, in recent days. I think very positive. JJordan has done an amazing job with the autopilot and the coupling sequence. Also in other things. Consequently, MODS containing orbital and surface stations, have become obsolete. It takes the eye of an expert. :wizard: I think it will be very easy to fix. " prob. i implement walterars modules to my "complete mods"."Count on me for do whatever it takes. :pioneer: