Many new models of ships for the Pioneer.
RE: Many new models of ships for the Pioneer.
It's a bit sad, because Elite to me something sacred. But I understand the authors of Pioneer. And the Elite 4 in development. But somehow quickly removed all models. Without new. But the authors know better. Are the authors interested in creating new ships for Pioneer/Elite3D3D?Sorry for the link in Cyrillic. This was an administrative puncture. In the coming days I will try to upload the file to another location. About D3D. The problem is that the models were made fans of the Elite and for Elite.But development stopped - we do not have a programmer. Someone will make models for D3D - perhaps - only if someone can fix even the basic error game. Modellers - fans of the Elite. Now, some people are working on a new project - The Final Frontier. This rethinking of the Elite 3 - ie with a similar concept, but with the other models, space, etc. As now you want to change the Pioneer. But it's other people and they are not likely to give us a model for the Pioneer.And D3D, again, for unfortunately - stalled. The best we can do - to try to find new modelers. But I think that the people for it should be very ideological.Sorry for my English. =)And I'm sorry that I do not answer on all posts in details - with my English is difficult.
RE: Many new models of ships for the Pioneer.
Hey! Is anybody home? What could I act, I need more information.))) What should be the ships in the game?
RE: Many new models of ships for the Pioneer.
New link [url]http://www.sendspace.com/file/gdo7bb[/url] P.S.> fluffyfreak :hi:
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fluffyfreak
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RE: Many new models of ships for the Pioneer.
Cheers Rarog, downloading it now. @sapog,I PM'd you.
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Potsmoke66
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RE: Many new models of ships for the Pioneer.
sapog, in general you can make your models as for FFED3D,that means pioneer supports now various mesh formats. while "collada", is the chosen format to make things like variable materials (pattern bitmaps) and specularity bitmaps. the scale is 1:1, means one unit is one meter, best is to work in units, thus the result will be proper scaled.the orientation (also winding order) of the game is "RIGHTHANDED". if it's not clear what that means,lefthanded, take lefthand, point with forefinger away from you to mark "Z", thumb up will mark "Y" and spread middlefinger to right marks "X"righthanded, take righthand, point with forefinger to your breast to mark "Z", thumb up marks "Y" and middlefinger will show "X". that means in fact or simplyfied, our models are inverted over the "Z" axis compared to FFED3D or most modelling systems.but you can use a simple 180° rotation over "Z", the UV is corrected so that will work best, while i found actually some issues prob. related to that,but have to make this proof first. we haven't that problem before without matrix animations, but it seems it brings up some issues if i only rotate instead to invert over "Z".you can say my fault, i introduced this rotating instead flipping, it was no problem for the LMR based animations, since you decided how the parts rotate/translate.that is a bit different now and i guess the problem with the conrods and visual keying i have, are bound to this, but like i said i need more experiences in that direction. to get one of the FFED3D ships running in pioneer "out of the box", not much is needed since .x meshes are supported.open the existing FFED3D mesh in text format, there is a line on top of all meshes, which looks like this:Frame RootFrame {FrameTransformMatrix {1.000000,0.000000,0.000000,0.000000, 0.000000,0.000000,1.000000,0.000000,0.000000, 1.000000,0.000000,0.000000,0.000000,0.000000,0.000000,1.000000;;}to get the model from lefthanded to righthanded system alter it in this way Frame RootFrame {FrameTransformMatrix {-1.000000,0.000000,0.000000,0.000000, 0.000000,0.000000,-1.000000,0.000000, 0.000000,1.000000,0.000000,0.000000, 0.000000,0.000000,0.000000,1.000000;;} thus x and z get inverted, unfortunately left will become rightyou need to invert "X" and "Z", obviously. else the normals will be wrong. to scale the model to pioneer (ffed3d 0.1 units = 1 meter, pioneer 1 unit = 1 meter) Frame RootFrame {FrameTransformMatrix {-10.000000,0.000000,0.000000,0.000000, 0.000000,0.000000,-10.000000,0.000000, 0.000000,10.000000,0.000000,0.000000,0.000000,0.000000,0.000000,1.000000;;} that's why i said cost's me 5mins to do so.but in this way you can use the models without altering them or open the original project. (and you pioneer devs, that's why .x meshes are cool in some sort you can't do that with collada, you can't alter scale or rotation everything gets mixed up) while like i said scale of FFE is inconsistent, prob. one like to get the viper and the conny a little smaller and the cobra3 a little bigger.(i recomend 8x for the viper and the conny and 12x for the cobra mk3, as example, but best would be compare the basic meshes in a CAD, lay one on top of the other and compare that to the specifications (mass) and you will see scale is inconsistent). the advantage is portability of collada, means it's a format which can be ported to any OS and imported/exported form most CAD softs.it offers unlike a .x mesh i.e. the possibility to open a model as if it would be a project, means you can work on it further even when you are not the author. but i found out it's a bit difficult to animate the stuff (at least from my pov), collada stores all untransformed and animations work in a way very similar as they would work in the CAD, that's obvious else you couldn't open it like a project. but exactly this brings up some issues, but best is find your own solution, i got stuck with conrods and haven't found a way to get them proper exported in collada.that's why i use collada for the body mesh and .x meshes for the animated landing gear, that works best for me. SGM supports Levels Of Detail, as much as you like. from my pov. three LOD's are very good, two and prob. a collision mesh would be already enough. means a low poly mesh for LOD1and a higher detailed for LOD2 at which resolution the LOD will change, the modeller decides.most what i did for SGM has actually 3 LOD's and a collision mesh, but like i said it's up to the modeller. you can work without a collision mesh, pioneer will generate a box which covers the whole geometry if no collision mesh is present.but since i'm a "tüfplischiesser" (one who shits dots) a very exact person, all my models have for sure a collision mesh close as possible to the shape of the ship.i don't like to be prob. hit or collide where no hull is present, not even a cm, (i would like to get hit even on a lowered landing gear) thrusters and other "variable" stuff are marked with "placeholders" means a empty node, scale of the node will be scale of what you call with it. but well take this one prob. as example how it's done [attachment=1691:mod_viper_coolhands5_sgm_30-1.zip] erm, before i forgot most models in FFED3D are stored as .bin or compressed .bin x-mesh to get that to text format, you need either to open it i.e with max with the risk of loosing the animation.but i recommend old "MeshView" from MS (DX8), with this proggy you can change them "lossless" from .bin to .txt. a little teardrop. pioneers SGM need material names in the mesh to assign the right material.but as you can see at coolhands viper, if you use only ONE material it's not neededto name it and one specified material will be used for all meshes. --- BUTSGM isn't complete (at least from my POV) actually only a landing gear animation is supported,you can call the same animated mesh twice (e.g. you like to have a visible landing gear at LOD2 as well at LOD3)but specify the duration only ONCE, else it won't work. neither you can have a LOD2 and LOD3 mesh incl. a landing gear that won't work. leaks a lot, i feel, but i'm not asked i guess.i don't understand why it has to be so simple? ok. more modellers can do models, but i feel tomorrow SGM or any "old" modelling system is past.costs time to learn something new, but what we have today can't be further developed.but i feel the future will bring/need much more flexibility "we don't like cockpits" is the wrong attemtpt i guess.players today like already cockpits,tomorrow they like to walk around in and outside the ship,they like to do trips in 0 gravity,and, and, and. and besides of all that,with the "shitty ancient LMR" or similar scripted assembling of a model, i can excavate a surface without leaving a single wrinkle on the surface.try to do that in a other way without boosting the polycount, it's not possible.i take a clean bezier surface and "dig" a hole in it, you won't see one single wrinkle around that hole, tricked yes,but imo far better as the result of a boolean operation. but take care i'm a uneducated construction worker and i have no idea about modelling.my models are made "occasionally"and at all i'm a idiot and a loud mouth.thus because i'm a proletartian
we have one he's 1000 times better as i am
RE: Many new models of ships for the Pioneer.
Very nice, like th hangars and tube station alot. 
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Potsmoke66
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RE: Many new models of ships for the Pioneer.
that's a cool one[attachment=1707:2013-02-17_143744.jpg] but stations i'm not sure if i can get them to pioneer so easy. we have due to the change rarely animated stations and i also can't see how such will be solved.a cutscene?
--- but i'm up to converting your entire repository, except stations. edit: dammit, lost a entire article, have to start new. i will keep it short this time the conversions will be "cheap",that means they will have only one material, no patterns, no glow-map, no specularity-map or only a simple one.but use of different skins under the same ShipNameprobably no collision mesh, i will have to see. what would be helpful for me,i remember that you have a collection of all the exported splines of FFED3D.that would be really helpful for proper collision meshes. i have one model ready for the SGM besides of "uncle bobs" Lanner,it's "sparks" Cobra MK-III, but probably you have this one already downloaded, i don't know. it's a "idea" how to convert them for pioneers SGM.while the model went to many changes, though it differs slightly from the original.but a good example, also to give you the possibility to say:"hey gernot, we like this idea, or we dislike this one" ok, the file is uploaded, it could take a day or so until it's reviewed.unfortunately some more differences between alpha30 and alpha31,the texture looks quite shitty, it wasn't planned this way, but turned out this way in alpha31,something with the specularity map is not quite as i expected and the whole texture lookslike a low-resolution, but i guess it's really only the specularity map which produces this unwanted effect.i will have to check this at home.the MACbook is a quite nice machine, but it can't replace my PC,working with the MACbook is slow, small screen and whatever hinders you from working really productive.thus it could be a MAC issue even, because it's different, and foremost the implemented ATI GFX chipproduces sometimes different results as my NVIDIA card(ATI is good, i owned several over the years, but actually NV suits better, of course you can't compare a build in with a card, never.my PC is a rather cheap "Medion" would have also a built in ATI, which also comes not close to the NVIDIA card).but as a little entertainment, "cheap yes, but phew i was surprised how silent a computer can be, when i first switched it oni really wasn't sure if it's running or not, compared to that is my "old" PC a coffee grinder". [url]http://spacesimcentral.com/ssc/files/file/998-mod-cobra-mk-iii-sparksova/[/url] [attachment=1708:Bildschirmfoto 2013-02-27 um 02.06.30.png]
RE: Many new models of ships for the Pioneer.
That remain me something ... why search about ? we have already this one : Shot from Genesia ^^
RE: Many new models of ships for the Pioneer.
Hello. I want to propose a model of the ship for this game. You can lay on her texture and to change the form of the model to your liking.
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SolCommand
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RE: Many new models of ships for the Pioneer.
Sweet ship ! It reminds me of something but I can't put my finger on it.
RE: Many new models of ships for the Pioneer.
its a clone of the millfalc ? ^^
RE: Many new models of ships for the Pioneer.
It has a certain resemblance. It's like the cars of the 21st century, all look alike, but are different. 
RE: Many new models of ships for the Pioneer.
If someone could help to prepare a model of the game, I can make a few more models.
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fluffyfreak
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RE: Many new models of ships for the Pioneer.
@sapog662There are several guides for getting models into the game on the wiki here: [url]http://pioneerwiki.com/wiki/Model_system[/url]
RE: Many new models of ships for the Pioneer.
Unfortunately I don't work in Blender.(
RE: Many new models of ships for the Pioneer.
It has a certain resemblance. It's like the cars of the 21st century, all look alike, but are different.
i guess this model come from the corellian industry corporation like the YT-1300 ^^
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fluffyfreak
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RE: Many new models of ships for the Pioneer.
@Sapog662Neither do I
but you can still follow the advice like exporting it in certain formats (Collada DAE) and setting up the definition files so that you can see it ingame. The basic SGModel file ".model" only needs to have one line in it to get started - it will use a placeholder texture/material.So if you exported your model and called it "sapogtest.dae" then the ".model" file could be called "sapogtest.model" and inside it could just have one line like: mesh sapogtest.dae Then you create the Lua definition file - I usually copy another ships definition, something similar to what I'm going to make - and that's it, it should be in the game. After that you can add thrusters etc in the modelling program you use. What program are you using?
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fluffyfreak
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RE: Many new models of ships for the Pioneer.
There are modelling tips on the wiki for 3DsMAX as well, a few people use that including me 
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Potsmoke66
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RE: Many new models of ships for the Pioneer.
why not picking up a existing concept? (the bitten hamburger i.e.)it's nice. while, hmm... i would like to see more ships with proper placed thrusters, i know anything would be to imagine and neither i build all my ships with visible thrusters.but i guess it's part of pioneer to use such. try to texturize it yourself?i know it's a long process to get a suitable texture, always.often i invest far more time in the texture wether in the model.that's why even some of mine are still untextured.also, who could know what you had in mind except you? some critics allowed?i feel the saucer section could be a little more divided, except you planned with little divisions,but then i wouldn't smooth the surface for it, this would let it look more like large panels or arrangements of panels.