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RE: Planetary Exploration model
Posted: Sun Dec 05, 2010 8:46 pm
by Coolhand
s20dan wrote:
I managed to convert the viper:
3dsmax 2010-12-06 01-31-54-17.jpg
I positioned everything to neutral so that the gear is ready to be animated in pioneer, however the model crashes the game with no explanation why. I've a feeling its the residual animations, or perhaps its even a by-product of converting it..

its also completely lost its smoothing groups... i'll see if i can dig out the original geometry.
RE: Planetary Exploration model
Posted: Sun Dec 05, 2010 9:28 pm
by s2odan
Quote:
its also completely lost its smoothing groups...
Its a problem with Blender unfortunately, but it should be better now I have the originals.
RE: Planetary Exploration model
Posted: Sun Dec 05, 2010 10:33 pm
by s2odan
It took bloody long enough, but here we go:[attachment=328:modelviewer-msvc-9 2010-12-06 03-28-22-89.jpg][attachment=327:modelviewer-msvc-9 2010-12-06 03-28-13-49.jpg]

At least it is in and working now. I just have to re-do the landing gear animations now.Man that ship looks so sweet :)As for the sasquatch, I've been unable to effectively make it 'drive' on the ground by rotating the wheels/collision model as their is no friction.So far the wheels rotate and you can slide yourself along the floor to make it look like its driving, but then it will fall through the ground

RE: Planetary Exploration model
Posted: Sun Dec 05, 2010 10:55 pm
by Coolhand
thanks dan, looks like there's some issues with uv mapping, look at the intake interior for example. aside from that its looking great.

s20dan wrote:
It took bloody long enough, but here we go:
modelviewer-msvc-9 2010-12-06 03-28-22-89.jpg
modelviewer-msvc-9 2010-12-06 03-28-13-49.jpg

At least it is in and working now. I just have to re-do the landing gear animations now.Man that ship looks so sweet :)As for the sasquatch, I've been unable to effectively make it 'drive' on the ground by rotating the wheels/collision model as their is no friction.So far the wheels rotate and you can slide yourself along the floor to make it look like its driving, but then it will fall through the ground
RE: Planetary Exploration model
Posted: Sun Dec 05, 2010 11:18 pm
by s2odan
I see that now, its just the way Pioneer applies textures, to fix it that part needs to be seperated from the main model so no texture is applied to it.It is also apparent on the retro thruster recess as well as the cockpit I think.Any chance you can whip-up a low poly version using the same texture co-ordinates for the LOD?Also is there a video somewhere of the gear animation in action so I can see what needs to be done? The back gear is easy enough to see how that goes, but Im not so sure how the front gear works.Edit, hehe forget it, I forgot about simply playing the animation. Hmm, that looks like it will be hard to simulate in Pioneer.Edit2 Hmm I have an idea of how to do it, its kind of a cheat and will make the model folder larger but it will save me a hell of a lot of work :)If I just save lots of various models at different stages of the animation, and load them up at the correct stage of the landing gear cycle, that should work well enough.
RE: Planetary Exploration model
Posted: Sun Dec 05, 2010 11:30 pm
by Coolhand
s20dan wrote:
I see that now, its just the way Pioneer applies textures, to fix it that part needs to be seperated from the main model so no texture is applied to it.It is also apparent on the retro thruster recess as well as the cockpit I think.
yes there are a number of problem areas... i'd really like to find a way to resolve this.. could you explain the problem further? How is pioneer different? It looks like the UV's have been scrambled.. does it look like this in your modeller viewport?
s20dan wrote:
Any chance you can whip-up a low poly version using the same texture co-ordinates for the LOD?Also is there a video somewhere of the gear animation in action so I can see what needs to be done? The back gear is easy enough to see how that goes, but Im not so sure how the front gear works.Edit, hehe forget it, I forgot about simply playing the animation.
the front landing gear is a cargo access ramp... really its intended to be separate from the landing gear, dont worry about animating it if its a pain.
RE: Planetary Exploration model
Posted: Sun Dec 05, 2010 11:40 pm
by s2odan
Its different because Im not using the materials file, I could perhaps try and use that and save even more time :)But basically there are areas on your model without any UV mapping, and since Pioneer is blanketting the whole model with the texture, it doesnt know how to apply the texture to those areas. Whereas the materials file contains that information, telling it not to put a texture there.Its just like when you apply the wrong texture to a model.So you can either use the .mat file or seperate the relevant sections from the main model and apply them seperately in the .lua with no texture to solve the problem.Edit// It seems the .mat file cant be used which is a shame. I'll have to correct that manually then.Or if you fancy doing it yourself, I can hand the model over to you once its all set-up and show you what needs to be done.Edit//
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But basically there are areas on your model without any UV mapping
Actually Im not so sure about that now. Ill have to look into it further.Edit again//Problem solved

[attachment=329:modelviewer-msvc-9 2010-12-06 05-33-56-28.jpg]
RE: Planetary Exploration model
Posted: Mon Dec 06, 2010 2:12 am
by s2odan
Here she is :[attachment=330:pioneer-alpha7 2010-12-06 07-09-51-02.jpg][attachment=331:pioneer-alpha7 2010-12-06 07-10-03-34.jpg]Collision mesh and LOD need some work. And she also needs some radars and missiles ect added to the .lua, but other than that she is nearly ready

RE: Planetary Exploration model
Posted: Mon Dec 06, 2010 8:01 am
by Coolhand
s20dan wrote:
Here she is
ah, you've done some great work in this short time, i guess the model is not the most efficient but it works! I'm happy enough with that landing gear!Sorry to say though, i'm still seeing uv errors.
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basically there are areas on your model without any UV mapping
there really shouldn't be! one thing you should understand is that i never leave surfaces for games untextured, so all surfaces also have UV coordinates.I'm wondering if there was something screwy with the file i sent you, if you apply the texture to the ship in your viewport, the UV#s should look perfect with not a single deformed surface and the texture should cover every area. looks like you managed to sort out a couple of the bigger problem areas, Whatever you did to fix the other areas needs to be applied to the interior of the intake, the upper engine, the lateral engines and their recesses and the cockpit, also around the join between the hull and the fins.I dont mean to be a pain in the arse,

but i made sure the model was perfect before going into d3d, and i think it reflects badly on me if there's errors with the UV's, so i think we need to get that fixed, i probably wouldn't be happy with releasing it with errors like that... IF you explain what you did with the other parts i'll probably be able to fix it myself... it kinda looks like it might be looking for the coordinates from the wrong mapping channel or something.the cockpit may need some extra attention btw... the windows should be transparent, but again with a texture. if thats difficult it can be left opaque as long as the mapping is good!Thanks again, Steve.
RE: Planetary Exploration model
Posted: Mon Dec 06, 2010 11:20 am
by Coolhand
finished uv-ing the wheels and chassis... textures are still a wip really but i guess they're nearly acceptable.
RE: Planetary Exploration model
Posted: Mon Dec 06, 2010 12:26 pm
by s2odan
Quote:
there really shouldn't be! one thing you should understand is that i never leave surfaces for games untextured, so all surfaces also have UV coordinates.
There isn't, as I mentioned in the previous or one before that post. It was something else.
Quote:
I'm wondering if there was something screwy with the file i sent you, if you apply the texture to the ship in your viewport, the UV#s should look perfect with not a single deformed surface and the texture should cover every area.
Theres nothing wrong with it, its just Pioneers quirks and I really couldn't be bothered to get any more done last night as I was falling asleep at the wheel ;)Pioneer is completely unfinished and .obj support is relatively new I suppose, there was a time a short while ago when .objs would have many more issues with them than they do now.Ok I will repeat myself for a third time:To fix this you must seperate the areas from the main model (the parts that have problems) I have started along this course.I realise that I write some long posts, but I already mentioned all of this.And sorry if I seem rather groutchy

Im in a bad mood, stupid Women.. always the problem..

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Whatever you did to fix the other areas needs to be applied to the interior of the intake, the upper engine, the lateral engines and their recesses and the cockpit, also around the join between the hull and the fins.
Mostly done, where are you basing that on... from the pictures or from the copy I sent you?Just load up the copy I sent you if you havent already, load it up in the model viewer to have a real look at what needs fixing, all I see wrong is cockpit and one or 2 lines on the wings/fins. You may have to circle the affected areas in a picture, because the rest looks ok to me.Sasquatch is looking cool, I like that detail on the wheel rim ;)ACTUALLY!!! The problem is with smoothing, but I stumbled on this fix by accident (seperating it from main model), it will allow me to fix a lot of models :DThe way I avoided this in my models was to simply not have smoothing on the affected areas.. But I suppose now I can go back and fix all those quirks that my models had originally.
RE: Planetary Exploration model
Posted: Mon Dec 06, 2010 12:42 pm
by Coolhand
whats pioneers preferred format? the viper should be really friendly for converting to other applications since its just 1 mapping channel and 1 texture. And hey please relax as i'm in no particular hurry so take your time:) i'm just confused as you'd earlier mentioned that you'd have to remove the textures. i appreciate what you've done so far... take a deep breath and move on, if you want to do some more then great, but if pioneer is not ready for the model yet then i guess it'll just have to wait, sounds like something that will be resolved as some point.hope your women troubles are resolved soon. as for me, i've got 99 problems but a ***** aint one.

RE: Planetary Exploration model
Posted: Mon Dec 06, 2010 1:11 pm
by s2odan
Quote:
take a deep breath and move on,
Or a spliff, that works wonders for a bad mood.. hehe.Sorry to be groutchy with you. :)Anyway I have no doubt that between the two of us we will get the Viper looking just as you envisioned it originally.I do want to do more on the Viper, its fun to work with such a high quality model that makes you drool when you check it out in the model viewer ;)Another thing I was thinking of is that the ship doo-dads that we normally add to the ship arent really going to do this model justice.By Doodads, I mean the missiles, radar dish ecm attachments ect...Its a small thing really, but if you want it to be inline with the other models and have detachable parts, then it could look a little tacky.Simply because they are a much lower quality than the main model.Anyway, I'll run down whats in the viper model/lua so far:1: All-round thrusters2: Animated landing gear (It can be made to look better with some ...more time spent on it.)3: Very basic LOD added.4: Very basic Collision model added.5: Corrected a handful of the strange smoothing based texturing bugs,...more corrections to follow....(This is not anything to do with how you made your model but...a flaw in Pioneer's .obj rendering I think, but it can all be...overcome)6: Correct Viper MK-II stats added from FFE.
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whats pioneers preferred format?
I suppose the preferred format is a scripted model like the original FFE and Frontier ships.However its really hard to make a ship like that.Then its .obj as the next preferred format.If someone was to have as much skill at scripting ships as say you do in a CAD program, then you would certainly see the advantages of scripted models. A lot more can be done on the animation and transformation front.You could have fully deformable ships that appear to be a liquid metal

Like 'flight of the navigator' hehe.Or like Mal-metal from the Peter F Hamilton books.Scripted models are also very good for the LOD, as the model could dynamically change the number of faces it contains.
RE: Planetary Exploration model
Posted: Mon Dec 06, 2010 3:15 pm
by Coolhand
Careful the polizi aren't reading that, i dont think its tolerated in this system and they may impound your ship and do things to you;) I think it should use all the same bits as the other ships, perhaps those will be reworked at some point... I probably dont have the time to do that myself, and i dont want to piss people off by redoing others work.... i'm sure whats there will look fine.and along those lines, and i dont want to overwrite anyones existing contributions, but in FFE its a replacement for the mk1, or should be... i remember some complaints about its triangle count or something and i don't know how they configured it in the install.i suppose it really doesn't matter, but i'd have liked to have had a reason to see the polizei skin in the game:D As for morphing ships, i think in FFED3D i could actually make that happen, as the IIRC, the DX format allows vertex animation to be baked into the file. the equivalent i guess for pioneer is that you would have a converter or export tool / plugin / script, that turns animated meshes into scripts. as for doing it 'by hand' though i have edited and built very basic surfaces inside a .msh file with notepad, i can think of better things to do with my life than do it the old fashioned way.;)Anyway, thanks for your hard work i really didn't think it would work as well as you had it in the last update you sent, whatever you're spicing up your life support system with, you deserve it.

RE: Planetary Exploration model
Posted: Mon Dec 06, 2010 4:22 pm
by s2odan
Damn it, I'm used to the Imperial Law, drugs, weapons and slaves. I had better watch what I say around this system, thanks for the tip

I'll change it to the Viper MK1 then, or just Viper.I can't see any problems with the amount of triangles, in fact it has far less than I originally thought it had when I first inspected the model.Its only about 500 more than the average for that size of ship.So basically if you can fly the adder, and everyone here can (I think), you can fly this ship.The only thing its lacking is a good low LOD model, which is something I find very hard to make from a high quality model. When I do my models I make them the opposite way round, start with the low LOD and build higher quality models from there.Normally I'd say its not such a big deal, but this ship will probably take its rightful place as the Police ship, which means lots of ships on screen and some computers might struggle to show them all without a LOD.The problem with it is that the texture co-ordinates will have to be redone for the lower quality model. It would be best if you could do that, as you have the benefit of remembering roughly how the textures were laid out ect.. Plus your better at that than me :)The lower LOD though would never have to be as perfect, as you would see it at quite a distance.
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as for doing it 'by hand' though i have edited and built very basic surfaces inside a .msh file with notepad, i can think of better things to do with my life than do it the old fashioned way.

I know what you mean. Its something I would like to learn, but everytime I try I end up thinking about how much easier it would be to just use my program, and how the same task could be accomplished in minutes.
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Anyway, thanks for your hard work i really didn't think it would work as well as you had it in the last update you sent, whatever you're spicing up your life support system with, you deserve it.

Thanks hehe.anyway I was able to have a play with the model again earlier, I have very nearly fixed the cockpit area, as well as all the other strange textures problems.Can you notice on the 2nd picture in the intake, the out of place bright white line?Thats one part I have had trouble repairing as its so tiny its hard to select it in the modelling program....

RE: Planetary Exploration model
Posted: Mon Dec 06, 2010 10:35 pm
by Marcel
Eeexcelent! *rubbing hands together with glee* This should definitely be the default police ship, with flashing blue lights and all. I hope that this skin will be available to the police exclusively, with your other skins showing randomly in the shipyard. Perhaps a career as a police officer should be a possibility. When I discovered FFED3D and found that my old save games worked with it, I was amazed to see my last game went from this:[attachment=333:ffesave2.jpg]to THIS![attachment=334:ffededsave2.jpg]
RE: Planetary Exploration model
Posted: Mon Dec 06, 2010 11:53 pm
by s2odan
Quote:
with your other skins showing randomly in the shipyard.
I did try to use all of Steve's skins in the .lua, but theres a problem to do with loading the model up that way, as it slows the game down a lot.If its loaded up under a dynamic function then it just runs very slow, and to have changing textures you need to load it up under the dynamic function instead of static.Ah Ive had an idea, maybe I can try another way of loading the model...... watch this space

RE: Planetary Exploration model
Posted: Tue Dec 07, 2010 11:06 am
by Coolhand
you've done some great work here, only thing i could do in D3D was manually change the skin.

Really like the idea of the different versions having different performance values...I think this is a really good idea that you could apply to other vessels, and you have like a consumer spec, and miltary spec with a different skin and better performance.its beyond the scope of a single craft, but you could also have performance degrading with time perhaps until you service or replace your sublight engines.Getting back to the viper, before its released, I need to take a look at trying a couple of things out, i could use the file you've been working on and your obj export settings.Thanks!
RE: Planetary Exploration model
Posted: Tue Dec 07, 2010 6:13 pm
by s2odan
Cheers. I did make a version that could randomly select the different textures, but like I mentioned earlier it made the model run slowly.But theres a few things I can try to attempt that version again.
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its beyond the scope of a single craft, but you could also have performance degrading with time perhaps until you service or replace your sublight engines.
That would be awesome, but its not possible until ship defenitions can be changed dynamically, such as dynamically changing thrust for various situations.Well actually there are probably other ways of doing it, but all would probably require large changes.
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Getting back to the viper, before its released, I need to take a look at trying a couple of things out, i could use the file you've been working on and your obj export settings.
You have all of the files, there was a max fle I was using at one point but its not up-to date now, since I've just been changing the .obj instead.For .obj export settings, I just pick Blender in the pre-configured settings and then change scale to 1.
RE: Planetary Exploration model
Posted: Sun Dec 12, 2010 7:41 pm
by Coolhand
I think Dan spilled the beans a little early on this, but i've been working on an interior / dashboard, the flat panel is where the standard control panel could be projected as possibly an easy way to a clickable cockpit, which could then possibly make an easy template for adding virtual cockpits to other ships. Doesn't mean that one will actually be coded, but perhaps again if its built, some functionality will be added for it.