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 »

actual size is w31,h10,l60but it's not the final size i guess, i only multiplied the model by 10 to have something i can check. i started the model without a exact idea about it's size, should be smaller perhaps for 80t total mass i guess.a counterpart to the galaxian "player ship" is planned to, a "Galaga" type ship. but first this has to get a landing gear, guns, missile pylons and other extras.[/hr]
fluffyfreak
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RE: Completed Pioneer Models

Post by fluffyfreak »

That's really cool. I like how you've taken the source of your inspiration and turned it into a fully 3D model from just a few pixels too!
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Geraldine
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RE: Completed Pioneer Models

Post by Geraldine »

Now that is an interesting concept for ships in the game. Use ships from arcade classics, R-Type, Defender, Gorf the list goes on and on. Great idea Gernot! :)
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

- R-Type - Defender (hard to imagine how that will look like)perhaps more a airplane like ship, if i look at the up sized picture now (original 15x6 pixels)short history of the Galaga player ships (incl. Galaxian).there might exist more different ship types for Galaga, this game has been cloned and hacked like no else.197919811984this is a hack of the 1981 version1988if i look at them now, it was a good decision to take the Galaxian ship, all other of the Galaga series doesn't look that unique (mostly airplanes).R-Type is a next step in the same direction i guess (only a different view).yes, it looks like a "Eagle Interceptor" ;)
s2odan
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RE: Completed Pioneer Models

Post by s2odan »

That R-type ship would ROCK... From the size of the glass cockpit though it would probably be a very small one-man fighter, like the Eagle or Talon... right?
Quote:
should be smaller perhaps for 80t total mass i guess.
Well your the engineer ;) But when I look at the pictures, the number 160 screams out at me.... (160 tons)Enough for a big drive, enough for some lovely exploration and a bit of trading ;)
Luomu
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RE: Completed Pioneer Models

Post by Luomu »

An R-Type inspired ship would probably be some sort of leisure atmospheric craft. I wouldn't get into a huge vulnerable glass tube and then into vacuum :]You know which game had memorable little spriteships?Star Control 2 (missing the flagship there...). 8-)
fluffyfreak
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RE: Completed Pioneer Models

Post by fluffyfreak »

For cool spaceship ideas in this vain you should really check out Prometheus Spawning Grounds... although, some of his art is a little, erm... girls pants showing... BUT if you scroll about 1/3rd of the way down there's totally awesome (and BIG style) spaceships :mrgreen: [url]http://androidarts.com/starflight/starflight.htm[/url]
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »


Quote: why not use the embed feature?
version 2 of the "Defender I", scale reduced to ~30m diameter, but feel free to tweak the ship by your own flavor.and a extra ship...SW-XWA Scout LG-RP ("Supa Fighter")[/hr]
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

for those who like some SW ships as "real" models[url]http://www.spacesimcentral.com/forum/viewtopic.php?f=2&t=2173[/url]
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

i updated my conversion of darksabres millenium falcon somewhat, here's the result.YT-1300_2011-06.7zthe model is somewhat lightened and the package includes a updated squad color model (allows to call it as a function) and the SW-XWA sub-models (actually not needed by this model, but for completeness and other Star Wars models that will follow).[attachment=796:2011-06-16_165212.jpg]
fluffyfreak
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RE: Completed Pioneer Models

Post by fluffyfreak »

@potsmoke66I've read through the 3D modelling guide ([url]http://pioneerspacesim.net/wiki/index.php?title=3D_Modelling[/url] but can't find quite what I'm looking for. Sometimes when starting a new game you get an Eagle which uses the material colours to affect the colouring of your ship, but not always. Is this down to the definition of the materials in the models lua file? If so can you tell me where?Andy
s2odan
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RE: Completed Pioneer Models

Post by s2odan »


Quote:
Sometimes when starting a new game you get an Eagle which uses the material colours to affect the colouring of your ship, but not always.Is this down to the definition of the materials in the models lua file? If so can you tell me where?
Thats down to the selector() function which gives different ship colours based on reg numbers.
Code:
if select2 < 26 then -- plain green with light blue bottomset_material('top', .1,.3,.05,1,.4,.4,.4,50)set_material('bot', .63,.7,.83,1,1.26,1.4,1.66,30) use_material('top')call_model('eagle_lrf_v0',v(0,0,0),v(1,0,0),v(0,1,0),1)elseif select2 < 51 thenset_material('top', .1,.3,.05,1,.4,.4,.4,50)set_material('bot', .63,.7,.83,1,1.26,1.4,1.66,30)use_material('top')call_model('eagle_lrf_v1',v(0,0,0),v(1,0,0),v(0,1,0),1)else if select2 < 76 then -- cv set_material('top', get_arg_material(1))set_material('bot', get_arg_material(0))use_material('top')call_model('eagle_lrf_v0',v(0,0,0),v(1,0,0),v(0,1,0),1)else if select2 > 75 then set_material('top', get_arg_material(1))set_material('bot', get_arg_material(0))use_material('top')call_model('eagle_lrf_v1',v(0,0,0),v(1,0,0),v(0,1,0),1)endend endend
Argh those blocks of 'End' really grate me :) Thats my obssessive compulsive side shining though ;)Anyway notice how material selection is different based on values returned by the selector funtion?But bear in mind that selector function has a few problems with it, most notably of those is that it seems to be the cause of inconsistent colours for ships between the three platforms.
fluffyfreak
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RE: Completed Pioneer Models

Post by fluffyfreak »

Yes that's what I was looking for. Some of them don't use the LmrParams values. Got it. :)EDIT: fixed my typo :)
Marcel
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RE: Completed Pioneer Models

Post by Marcel »

Hm, I was thinking of variable station colors based on the system seed so they'd be consistent. Now I'm thinking I can do it using the station name instead, which is actually much better! Unfortunately, I'm at work right now and won't be able to mess with it for 30 hours or so.
Potsmoke66
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RE: Completed Pioneer Models

Post by Potsmoke66 »

marcel,check the selector function,you can alter it easy to your needs and implement it to the stations script.since you don't have symbols in a stations name you can forget the most of the original script and simply convert the string to numbers (it's that long ago, i nearly forgot how i did it ;) )this converts the stations name to numberstonumber(get_arg_string(0),36)"36" is the base, or in other words, you can restrict here how many alphanumerical symbols are translated to numbers, "36" stands for the whole alphabet simply.possible numbers will be left unchanged, a "space" or any other symbol will make troubles of course, then we need a more complex translation.easiest would be to use only the first three letters in the name and hope that they will never contain anything else then alphanumerical (no ' , -, "space", or such).tonumber((string.sub(get_arg_string(0),1,3),36)this will only use the first three letters of the stations name, maybe that's safer to use (four letters might work to, i guess a ' wont appear in between the first four letters of a name, except maybe one is named i.e. "xxx's", three is really safe, as long nothing is named "xx's").a replacement isn't very useful in this case, because you won't know where a possible non alphanumerical symbol will appear (unlike the ships registration, where the dash is always the third symbol).you could use this number already for your different preset materials, but it will have different length perhaps.it's better to use math.random to generate a number with a given length, so you will know in which range the selection has to be.to get a seed you can use with math.random use it this waymath.randomseed(tonumber((string.sub(get_arg_string(0),1,3),36))right below generate now the random number from the seed, i.e.local my_no = math.random(0,100)the math.random function will use now the above seed to generate a quasi random number between 0 and 100then use a if request to specify the materials, i.e.if my_no < 50 thenset_material('hull', .5,.5,.5,1,.3,.3,.3,10)elseset_material('hull', .1,.75,.75,1,.3,.3,.3,10)endyou can make a function of that and put it in front of the stations script.
Code:
function my_number(self) math.randomseed(tonumber(string.sub(get_arg_string(0),1,3),36)) my_no = math.random(0,100) end
the result of the callmy_number()ismy_nowhile "my_no" is now any number between 0 and 100use it now with the above described if request in the dynamic part of the models script.make sure that this is only called above LOD1 (because arguments won't be passed to the collision mesh, it will return then "nil" and halts the process), means
Code:
if lod > 1 then my_number() if my_no < 51 then set_material('hull', .5,.5,.5,1,.3,.3,.3,10) else set_material('hull', .3,.7,.6,1,.3,.3,.3,10) endend
alternatively you could also use the random stuff where the "my_number()" call stands, instead to create the function "my_number". (don't forget to list the material "hull" in the info section under "materials = {...},")i hope that works, i haven't made it proof.report if it didn't works, and what was probably the error message, then i will check what can be done against that.---the idea to use the original seed isn't bad, but the modules arguments won't be available for models, that's why i had to find a different method for the ships variations i.e. (textures or preset colors).to use the "name" (string(0)), was the easiest and safest way.in certain cases this is sad, because i.e. i can't request the cities name from a building, which i would have liked to for the factory's name like "ACME bolts and nuts, division (city name), or it's neither possible to give the chappel a name by name generation (i.e. St. Morton).it's possible to use "os.clock" for this, unfortunately the name will change then each time you enter the system.i guess to make it possible to request the systems initial seed or better the cities name* to generate a random number from it, would be a nice extra for buildings (* makes it possible to cover both, a name for industrial and other buildings, i.e. "xxx city hall" and a random number for extras or variations of a building).terrestrial spaceports will allow a get_arg_string(0), it's possible to use the cities name on a spaceport to.
Marcel
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RE: Completed Pioneer Models

Post by Marcel »

Thanks a lot Gernot! This would have taken me weeks to figure out on my own. I used to do similar string and random number stuff in BASIC years ago, but lua does things a bit differently. I'll report back after I've had time to mess with this. :D
Marcel
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RE: Completed Pioneer Models

Post by Marcel »

Ok, here's my idea. I'm using the first two letters of the station name, so even a name like Ty's Landing will work.936 --random station colors937 math.randomseed(tonumber((string.sub(get_arg_string(0),1,2),36))938 local red = math.random(0,1)939 math.randomseed(tonumber(red))940 local green = math.random(0,1)941 math.randomseed(tonumber(green))942 local blue = math.random(0,1)943 math.randomseed(tonumber(blue))944 local shiny = math.random(0,1)945 set_material('hull', red,green,blue,1,red,green,blue,shiny)When I do a Luaedit syntax check I get:"C:\Program Files...\data\models\space...':')' expected near ',' (937)There's obviously a syntax error here. I've been unable to figure it out. Any ideas?
robn
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RE: Completed Pioneer Models

Post by robn »


Marcel wrote:
937 math.randomseed(tonumber((string.sub(get_arg_string(0),1,2),36))
Mismatched parens, try:
Code:
math.randomseed(tonumber(string.sub(get_arg_string(0),1,2),36))
Marcel
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RE: Completed Pioneer Models

Post by Marcel »

"Syntax checked successfully!"I was counting those and trying to match them up :roll: Thanks robn!
Marcel
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RE: Completed Pioneer Models

Post by Marcel »


Quote:
Lua was created by brazilians (means Moon, in portuguese), so of course we would make it different.
Maybe it's because you Southern folks are upside-down on the globe, like those Australians. ;) All the blood rushes to your heads. We Northern folks, however have the blood rushing from our heads. :?No wonder this planet is so mixed up. :lol:
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