Landing Gear behave

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Potsmoke66
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Landing Gear behave

Post by Potsmoke66 »

Landing Gear behave is inconsistent in the model-viewer and in the game. i stumbled over this while i created a lower detailed gear, everything looked fine in the modelviewer, but when i use the ship in the game the animation is messed up. (collada is truely how one stated? collada-dom, it's inconsistent in itself i assume, download a player for collady models, each will show the models different, one plays animations one not but should, another one messes up rotation of instanced objects and forth...) something else, i've read in the wiki "blender messes up the material names" :nea:blender exports it proper:MATERIAL NODE = "name-material", MATERIAL = "name".it just gets interpreted wrong, not exported wrong (immer sind's "die anderen"). to document this behave (tested with the latest build): this is how the model appears in the MV with a different gear landing gear for LOD 1, LOD 2 and 3 use the same, amount of keys is of course the same.it works in proper direction and is to see in all LOD's. top view now when i get me the ship in the game i get this landing gear(besides if i remove the lo-poly gear everything is alright). already when docked it appears like this, the pistons rake out of the hull while there is nothing on the bottom side where a gear should be the only thing from my side i can imagine is a different matrix for either one.nonetheless, surprisingly there is no error/problem in the MV, which otherwise (should) tells me it's ok. this since you know i prefere .x meshes for the gears because the "conrod shit" doesn't works else, the problem is a proper keying for constrained objects.while the dX exporter simply writes what blender plays back, if the key has a rot/loc/scale value or not, if a key is set it will be written. --- maybe someone has a good idea to solve this, maybe i oversee something.the rotational values work fine for the constrained objects if you use visual keying, but translation get's messed up by each key you set.without translational values the pistons won't move (for a collada and even if you use the recent export script of blender for direct x) else i wouldn't use dx meshes. why the whole shit gets messed up i can't imagine, with each key you set for translation the constrain changes or vice versa, however it's a mess.
walterar
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RE: Landing Gear behave

Post by walterar »

Yes, I have also seen some collateral damage from last fluffyfreak optimizations. Some models of buildings cause rare mistakes. Example: Bld_ffed3d1
walterar
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RE: Landing Gear behave

Post by walterar »

Andy is working hard lately. But I think he's crazier than Gernot + walterar :lol:
fluffyfreak
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RE: Landing Gear behave

Post by fluffyfreak »

I did some optimisations to the animation a while ago, didn't realise there was anything broken but I think I can imagine how it would be. I'll try to take a look asap.
walterar
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RE: Landing Gear behave

Post by walterar »

"I'll try to take a look asap." Mmm ... You remind me of those politicians who promise things for votes. :codemafia: :D
fluffyfreak
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RE: Landing Gear behave

Post by fluffyfreak »

I'm also open to bribery! :D
fluffyfreak
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RE: Landing Gear behave

Post by fluffyfreak »

Ok, I can't repeat the problem on my machine but after taking a look at the old optimisation I did I have created a PR that removes it. walterar it would be great if you could test it out, or build exe's for Gernot to try. I'm afraid that I have no more time tonight for anything else. Andy
walterar
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RE: Landing Gear behave

Post by walterar »

@Gernot @fluffyfreak Here are the executables for PR #3435[/url] pioneer-3435.zip[/url] You will need http://sourceforge.net/projects/pioneerspacesim/files/pioneer-20150715-win32.7z/download[/url]
walterar
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RE: Landing Gear behave

Post by walterar »

@Gernot Unfortunately I have no way (yet) to compile for Mac. You can execute this?
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