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RE: Completed Pioneer Models
Posted: Tue Nov 08, 2011 12:26 pm
by Potsmoke66
if i comparetoi feel that the lighting has changed much since then.if that's true, then it's not for the models benefit.one could guess a postprocessed (HDR lighting?) view has been used to pitch the scenery lighting (visually)... but i'm only guessing

RE: Completed Pioneer Models
Posted: Tue Nov 08, 2011 12:29 pm
by Luomu
potsmoke66 wrote:
further i can't say how reliable the screenshots are, i run pioneer on a macbook via "wineskin", enough to check the models but not playable (extremely slow) nor reliable in gfx, because it runs with emulated gfx.
Any reason you cannot run the actual mac release?
RE: Completed Pioneer Models
Posted: Tue Nov 08, 2011 12:54 pm
by Potsmoke66
@luomu:?[attachment=973:Bildschirmfoto 2011-11-08 um 18.50.13.png][attachment=974:Bildschirmfoto 2011-11-08 um 18.53.13.png]any difference (to that) from alpha14 to 15? (i havn't tried after alpha14)
RE: Completed Pioneer Models
Posted: Tue Nov 08, 2011 12:55 pm
by Brianetta
Geraldine wrote:
Your just not getting this stealthly thang are you Brianetta?
No such thing as stealth in space. Reflective colours keep spacecraft cool, which is why they're white or silver. Black is a radiative colour, meaning it's the least stealthy colour going - remember, nobody's looking for you with the mark 1 eyeball.
RE: Completed Pioneer Models
Posted: Tue Nov 08, 2011 12:56 pm
by Brianetta
potsmoke66 wrote:
imho, there was no real reason to disable all other buildings,only that now all other tags except "city_building" won't work.
It's temporary. This has already been said.
RE: Completed Pioneer Models
Posted: Tue Nov 08, 2011 1:27 pm
by Potsmoke66
@brianettayes, yes, it's understood, no problem, it was ment as a hint for those who like to get some of them back already.
Quote:
No such thing as stealth in space. Reflective colours keep spacecraft cool, which is why they're white or silver
didn't we have a "realistic" space game already, what's the name of it?

of course your'e right, but white and silver is boring imo (sorry), one of the reasons why i prefered frontier to (m)any other, coloured ships (at least a little bit of individuality). perhaps not very realistic (perhaps it's realistic who knows, some special cooling device?), but "cool" (visually).it's a game and imo if you like realistic (almost) spaceships, well i guess i (we) have to turn everything upside down and a fighter would have at least the size of a "defender" (remember?) and had left only a few tonnes space for goods.i guess "not to take the whole thing to serious" (or the balance between), separates good old fe2 from many other games we had in this genre.i mean, small fighters which can carry a hyperspace engine and you survive that travel and topmost of all you arrive at the set target (but who can tell?), that's already a lot of fantasy... or acceleration far above 10g in a common pressure suit... (let's discover the feeling of two dimensions) :lol:analogue instruments/displays (gauges) aren't realistic neither...but i LOVE themi guess that's a sci-fi related problem at all.each decade in the past century and even now we imagine future technology from the pov of the decade.in each decade we was guessing it could match, but none will imo.respecting this (none will match), it doesn't matters what degree of technology i use (visually).it was discussed often and perhaps spaceships in 3200 will be controlled without any visible device, at least we can imagine such since quite a while...but not very funny to look at a ship build to conditions of space. a fighter shape isn't needed nor practical, i guess spheres or discs will make the match or ships that will look more like a space-station rather then a "airplane".at least very limited in design...imagine a movie like SW with realistic ships and realistic conditions... would you have watched that movie? would it had become a milestone in sci-fi?there are other like kubricks 2001, but that's a complete different thing and you will agree that many find this movie extremely boring (i like it, i like the aspects of realism in this movie, but particulary for this movie/story).kubrick found it risky to show extraterrestrial life, it was discussed and part of a manuscript for the movie, but has been cancelled (some kind of water-world, check for the screenplay versions, it's available as paperback). not realizable, not realistic in any way, how ever we imagine a inhabited extrasolar world.
RE: Completed Pioneer Models
Posted: Tue Nov 08, 2011 1:49 pm
by Potsmoke66
@luomuwell i see it has changed a lot...it runs but fails on loading sounds? (Error:Vorbis could not open data/sounds/interface/OK.ogg)
RE: Completed Pioneer Models
Posted: Tue Nov 08, 2011 4:35 pm
by Potsmoke66
back to topicviper_ch_nov2011_1.zippolice version would work to, but i have to remap the model, the texture is mirrored, seems like i didn't noticed it before...anyway to get a cool police ship it must be separated e.g. the "static_ship" type.what i did before (alpha11), was to name the ship called as police "POLICE" (internally) and specified the model "static_ship", while disabling all ships lower then 100t hull mass for the bulk ship module (and similar).that's not the proper solution, but at least i had a (working) police ship and it never appeared in the shipyard.[/hr]something to put a smile on everybodys faceKlingHiFi.ogg
RE: Completed Pioneer Models
Posted: Tue Nov 08, 2011 7:21 pm
by Potsmoke66
unfortunately i had to disable the local time...

...but still a lot of funi only miss the "sparklers" on this one

bloodrunner_nov2011_1.zip
RE: Completed Pioneer Models
Posted: Wed Nov 09, 2011 8:17 am
by Potsmoke66
one thing i wonder,was there a (good) reason to remove the textures from textures folder; poslight.png,beacon.png,null.png,smoke.png (cloud).1st i miss them2nd i had to remove (change) all old calls for them3rd i miss the null.png, even if your's have no idea what it should be good for, i know what it's good for (just to trick a quasi light with "billboard" into a cockpit which has, doesn't need no local lighting. i can use "smoke.png" of course, but it needs no size neither a real texture or material).[/hr]now let's put all i have made so far together.i even renamed the "pilot" folder so you can simply copy the folders over the existing ones (i'm a nube on the MAC, but it seems, unlike windows, it always replaces folders when pasting a folder over a existing. many folders contain only a updated scripts and no textures nor models, you will have to paste the scripts separate to the associated folder(s).already posted modelshullcutter1_and_model_fixes_alpha15.zip, no renaming needed, it should run "out of the box".courier_new_nov2011.zipshift1.zipviper_ch_nov2011_1.zip, almost the same as s20dans version, both models are named different. you can run both and decide later which you like to keep. Police version temporary disabled.bld_ind_p66.zip, adds a small and a big terrestrial scanner model and some kind of industrial buildings, i've disabled some buildings in this script.updated models:- viper x, some small fixes, uses new pilot model (likewise all ships i posted now, pilot and other submodels in "Hullcutter" download)viper_x_nov2011_1.zip- ground station, new station model, little freaky train to carry some cargo, disabled my big torus monorail.the ground station needs to be overhauled, some stuff isn't working yet (doors), but it's difficult actually to work on the models (no useful editor by now, modelviewer via wineskin is very lame). further it's planned to rewrite much as possible as scripted geometry, it will prevent from making .obj for each lod and keeps a better framerate anyway.- "big crappy" , less doubled geometry, new texture, fixed labels and nav-lights (lights need testing, i had to remove os.clock(), now i'm not sure if all light's work proper, mainly the "running light" on the spokes, it's a very sensitive expression and if the clock isn't 100% precise it won't work proper. to explain this a bit, the distance and frequency is related to each other. it WAS made that it starts and ends always at the same point on the spoke and kept the same distance, synchronized to the frequency of the flashing lights).ground_stations_p66_nov2011_1.zipafter all i feel the lighting has changed much, the "big crappy" wasn't that dark when i worked on the model using alpha11.[/hr]unfortunately i had to remove the "Bloodrunner", i didn't noticed before, especially because the author left no note in the model, it's under a "Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 ", means conversion and altering prohibited (why so ever, i checked the sketchup catalogue and noticed this now). but i don't like to act bad, pehaps i can ask him but he left neither no profile (hides from what?).anyway, i thought to rebuild the model as a scripted geometry, actually i found some good resources on which i can use to build the model from scratch.therefore i can freely add the "Planet Express" this modeler wasn't that eager to put a licence on a work which is neither his (imo).planet_express_nov2011_1.zip[/hr]need some inspiration?[url]http://www.denofgeek.com/movies/286589/top_75_spaceships_in_movies_and_tv.html[/url]
RE: Completed Pioneer Models
Posted: Wed Nov 09, 2011 11:02 am
by Marcel
You're right, the big_crappy looks too dark in the picture. Much more realistic though. I've downloaded it and will test it out after work. Can't wait to see how those lights work. 8-)p.s. Cool spacecraft site! I couldn't check it out at home because it took too long to load, but at work I've got some speed, (and a crappy monitor).

RE: Completed Pioneer Models
Posted: Wed Nov 09, 2011 2:41 pm
by TonySpike
planet express ......I HAVE GOTS TO GET ME ONE OF THOSE lol
RE: Completed Pioneer Models
Posted: Wed Nov 09, 2011 10:26 pm
by Marcel
Sorry potsmoke66, but I can't get it to run. I downloaded the ground_stations and bld_ind files and I get messages saying that ter_scanner and var_scanner_r are missing. What am I missing? Is there something else I must download?
RE: Completed Pioneer Models
Posted: Thu Nov 10, 2011 10:10 am
by Potsmoke66
it should, i tried on a maiden alpha15.but you need to download the "Hullcutter" model to, it contains the new scanner models, they are used partwisely for ships and/or for buildings.some might like to replace the old scanner model on their ships to perhaps.sorry from me to, i thought it's offens, after i declared that most new submodels are in the "Hullcutter" download. only the ones needed exclusively for the stations are included in the "Groundstation" zip.it should run, but will leave a few doubled scripts and overwrite the spacestation.lua with a empty file, and moves the new spacestation.lua into the "spacestations" folder where the needed textures are.
RE: Completed Pioneer Models
Posted: Thu Nov 10, 2011 12:39 pm
by Marcel
Thanks, I'll install the Hullcutter tonight.
RE: Completed Pioneer Models
Posted: Thu Nov 10, 2011 10:26 pm
by TonySpike
i have tried all of these .....i have to say they are awesome ........i can see the same as oolite and celestia happening here ......with people creating stuff from their fave sci fi shows to put into the game (cybertron in pioneer anyone lol) im not saying its a bad thing ..im saying its an awesome thing lol
RE: Completed Pioneer Models
Posted: Thu Nov 10, 2011 11:36 pm
by Marcel
Ok, installed Hullcutter and started a new game on earth. I got a good look at your ground station. I love the train! The elevator needs a cable, I think, and the train seems to pass through a solid wall in the center on my video card that doesn't do shaders. Very nice work! I launched from Mexico City and set the autopilot for Gates. When I got near Pioneer crashed saying it can't find hull_1.png. I hate to be a bother, but could you please tell me where that file is supposed to be and in which download it should be found? (I'm using a stock copy of alpha15, btw)
RE: Completed Pioneer Models
Posted: Fri Nov 11, 2011 5:57 am
by fluffyfreak
spike1984 wrote:
i have tried all of these .....i have to say they are awesome ........i can see the same as oolite and celestia happening here ......with people creating stuff from their fave sci fi shows to put into the game (cybertron in pioneer anyone lol) im not saying its a bad thing ..im saying its an awesome thing lol
There's a 3D model of that using Google Sketchup :)Not sure how we'd get it into the terrain engine though

RE: Completed Pioneer Models
Posted: Sat Nov 12, 2011 6:11 am
by TonySpike
fluffyfreak wrote:
spike1984 wrote:
i have tried all of these .....i have to say they are awesome ........i can see the same as oolite and celestia happening here ......with people creating stuff from their fave sci fi shows to put into the game (cybertron in pioneer anyone lol) im not saying its a bad thing ..im saying its an awesome thing lol
There's a 3D model of that using Google Sketchup :)Not sure how we'd get it into the terrain engine though

lol ..me either ......especialy if you go the whole hog and have unicrons head as a moon

RE: Completed Pioneer Models
Posted: Sat Nov 12, 2011 6:12 am
by Potsmoke66
marcel, i'm happy at least someone found something that didn't works

did you tried to clear the model_cache?i know the wall (fence) is a unsolved problem and will stay unsolved, especially when i rebuild the model as a scripted geometry.btw, i have a depth problem to now, but i expect this is from the wrapper i use.[/hr]yes, of course the "Planet Express" is from sketchup, i guess i note that.i guess he will like it, he enforces people to use it, i like that habit, especially if it's a model based on a movie or tv-series.the idea is what counts imo, you can put as much effort in it as you like, it will never be your own creation.but i respect if someone didn't likes when his models get altered and spread in the web, that's why i removed the "Bloodrunner" (Dr. Zarkovs Ship). i noticed to late that he didn't likes his model to be used somewhere else (which i really don't understand in this case).but, it's a rather simple model and will be no big thing to make a scripted one from scratch in "no time".however, it's rather a fun thing then a "real ship", just like the "planet express", i don't expect to see such in any pioneer release.neither i would mind to remove my FE2 transcriptions from pioneer, when we have enough unique ship models.in fact i would like to see a pioneer only with unique pioneer ships.no need to cry

they will be still available somewhere.and yes, brianetta a set of "realistic" space vessels would be for sure a nice thing.... (with realistic accel. to?, no > 10g, relation between main thrust and lateral in a realistic range? !).