Page 12 of 14
RE: Pioneer Mods on SSC
Posted: Sat Mar 02, 2013 7:14 pm
by walterar
I see that in SGM models included in version A32, the collision mesh covers the landing gear.
RE: Pioneer Mods on SSC
Posted: Sat Mar 02, 2013 7:41 pm
by Potsmoke66
if that's the way how they do it...i export a landing gears animation at the last set key, works for both collada and x-meshes (to let the ship rest on proper height above the landing pad, but prob. they have a different reason?),one that prob. fails is the viper since i left the landinggear animation unchanged, as used in the original FFED3D model. but i'm prttey sure now it's the missing crew, the "sidie" works proper in autopiloted flight mode, thus because i added some crew there. you can do this little change yourself easy i guess, just add crew_max/min to the shipspecs of my alpha31 versions, that should do the job.i guess most will have 1 crew, but already for the "sidie" i chose a max of 2, should influence obviously the autopilot or similar else i guessif you have only a min or the max of crew. i guess this feature is implemented new and no min/max crew equals 0, that means no autopilot.i know what you think prob. now what the heck has the autopilot to do with the crew.but i think it's a good idea, somewhere you have to change something with the crew min/max,why not autopiloting? obvious a eagle will have a min/max of 1but for ships from upon a adder (or sidewinder), you could add one more for max, while i have no idea how much the degree is, or what exactly it influences, except that it's proof now, no crew = no autopilot. ships from upon a ASP have in FE2 a first crew member where, to remind, his experience ("no i haven't woked yet...","i'm tired of the repetive cargo runs...") and wage play a limited role, but i know a "Tiger Trader" is difficult to dock with the "wrong" crew. --- it would be a idea to detect a landing gears collision mesh, but also only if activated,to make out of the "warning: landing gear lowered, it may be destroyed by micrometeorites" something real, or to get hit at it in a fight, but makes little sense at all i guess.such could be even solved other otherwise, "gear down and orbit true = percentual damage/time (*body mass?)". to let the ship rest proper leveled with above described method works (still) well. it seems the way the animation gets exported plays a big role, i guess because if you export at last key the matrix for the model is in lowered state of the gear (i assume this will work vice versa if you use "gear_up"), thus the models dimensions are in lowered state.in the stations animation sequence we ask for ship_aabb.y this is the lowest y, but not only of the collision mesh, from the whole model. for a LMR model i have no such matrix and how ever i turn the animation around, means if i start lowered or lifted it always counts only thedimensions of the "static" model, while you see the matrix animation exported at last key is quasi lowered at lifted state, but never lowered when lifted,he, he, sounds stupid (the geometry is in state of a lowered landing gear, but the animation starts with a lifted gear). btw, if they keep this behave it's a real plus for the SGM, brcause you can level any ship proper due to this,though even ships like the courier which "lift" the landing gear due to moveable wings will be proper levelled. a good rule would be to give ships with a "common" resting position, a "gear_up" animation and export as usual at key 0.while for ships with moveable wings a "gear_down" should reach the same if exported at key 0.if your animation is made already as "gear_down" and you would have to change it (while this is neither a big thing simply to mirror it)to let a ship rest proper you can also export the model at last key.a possible difference will be the appearance in the preview, it looks like if you export a lowered geometry (either a "gear_up" anim or "gear_down" exported at last key)the preview will show a model with lowered gear, but that's fine as vice versa. i like the changing ships in the menu, well could have been my idea...(or, i was above to..)
RE: Pioneer Mods on SSC
Posted: Sat Mar 02, 2013 8:13 pm
by walterar
No landing ends, is suspended almost touching the pad. You must press f5 to "fall" and ends landing. Try the "Eagle lrf" in A32 Start on Earth F5 up a bit F4 1 F4 2 ??? F5 END OK Mesh collision? I'm trying new things for Scout + and I not have ships SGM I'm going crazy, but I must resist the temptation to learn how to use Blender. :prankster:
RE: Pioneer Mods on SSC
Posted: Sat Mar 02, 2013 8:33 pm
by Potsmoke66
erm, yes this slight problem i recognized since a while, with either "proper levelled" LMR and SGM models,but usually i can dock when i simply disengage the autopilot, the ship lands then, but prob. when the gravityis very low it will need a little down thrust. but just for this i don't make "oversized" collison meshes, we have them to get at least some reasonable collision detectionif i add the size of the landing gear i can get hit there, makes advantages of small ships less good, no that's no good thing for me. even if one could argument that it won't play a big role. but i will see, i have a idea, i guess the upcoming SGM models will land "autopiloted"... but i won't get hit where no hull is...
RE: Pioneer Mods on SSC
Posted: Sat Mar 02, 2013 8:53 pm
by Marcel
I'm going crazy, but I must resist the temptation to learn how to use Blender. :prankster:If you try to use Blender you will either become completely crazy or completely sane. I think both are currently happening to me. :tease:
RE: Pioneer Mods on SSC
Posted: Sat Mar 02, 2013 9:11 pm
by Potsmoke66
yeah, this feeling i know well... it's a beast to handle when you start with it, i guess every blender user will confirm this.and it's still, even if it has get quite more comfortable. but what is good at blender is the crux with it, it's user configurable, and it was even harder with 2.49.it's a bit to much and you can loose easy overwiew. how's about splitting windows? arrange the windows how you like to, that helps a lot in the beginning.use less, at least i do so. in general i have only three windows, the 3d view to work on the mesh, the "buttons" view and either UV or ipo curves.that works for me well, someone else might like it different. also not to miss are the side menu strips, which you open at the plus symbol, but even here less is more and the transform and view info is usually enough, i won't miss them, i use these fields often.all the mesh tools which are on the left strip you can reach either via keys or the pulldown menu, while i prefere to have it on top of the window, i'm used toand to me it's very uncommon to open a pulldown on bottom, but choices are different. erm, yes since i was used to work with 2.49, i prefere this theme/setup, anyway i like to work on a bright background instead of a dark,but also, how you like and because of the many how you likes.... but yeah, i have a problem with the new release to, i haven't found out yet how to set the amount of vertices/segments for a new object.either that has been forgotten, or i don't know... --- @walterar if this "change" was because of the resting position then i fear it was needless if not counterproductive,because to use the geometry depending on "gear_up" or "gear_down", is a elegant solution i feel.to use the collision mesh, or to make this to a condition, i didn't think is as good.
RE: Pioneer Mods on SSC
Posted: Sat Mar 02, 2013 9:55 pm
by walterar
@Marcel "I think both are currently happening to me." We must recognize that if we are here, we are not very sane, right? :crazy: But no. Fear not, modelers. I will continue writing assignment and let you do your work to the right people.

@gernot I wish I could solve the problem of mesh, but the truth is I do not even know where to start. If no solution I will have to "multiply the loaves" :wizard:
RE: Pioneer Mods on SSC
Posted: Sat Mar 02, 2013 10:10 pm
by Potsmoke66
before i speculate further i can't reproduce this error with the sidewinder model,took a short trip from l.a to l.a, docked without problems. ?
RE: Pioneer Mods on SSC
Posted: Sun Mar 03, 2013 2:37 am
by Vuzz
Really don't understand why alls decide to build in SGM ...
RE: Pioneer Mods on SSC
Posted: Sun Mar 03, 2013 4:54 am
by Potsmoke66
not all,but i do understand well why it's more attractive.no question, it's far easier. you could say also say "higher levelled". but "high level" = easy to understand but as higher the level the more it limits flexibility,no matter if we are talking about softs or something else. highest level would be a "one button" program/machine, but that can't work and would be fairly limited,except that thing can read minds.

apropos LMR tourist, you might have noticed that i uploaded a wip of my FFE mod to my skydrive.a main difference is the revisited "old" pilot model, it's almost as it was used in the release since a while.i still have some changes to that in mind, but the model itself will stay (centering is new, but needed to scale ships and pilot "lossless", for some ships it's sometimes hard to find a proper scale, in this way a scaling in a limited range changes nothing to the position of the pilot even or especially if you keep the pilot 1:1). i kept some old models, they simply call the new model and translate it according to the change. in short words, all LMR models containing a pilot should work with only this script. what prob. will change is the way the variations get exchanged, or i like to have a few more, because actually you have in fact only 3 really different,a female, a male and the robot, you can call only these three, though a ship with three visible crew will always have a female, a male and a robot pilot, only with changing colors/faces/positions. it should even replace the very old pilot model, while the call for the replacement model isn't scaled neither proper translated forcompatibility, but i guess not many models still us this one (prob. some, but in the way i used them, none). [url]http://sdrv.ms/XOgYh4[/url] "caribou" and "boa" call already the new pilot.ok, you find here only FFE ships, the rest will follow, buit i like to get this bunch firstin proper shape, also the decals position i have changed (and i added a few new ones), after thinking ten times if i really should,but it's somewhat easier to position one if it's centered in centre instead centered on lower left corner.i should have done that a long time ago...the faction symbols i made once are since a while only geometry, if you lower opacity to 50% they look quite good, or alternatively you canuse a texture with a alpha channel (noise) and they get part of the hull.
RE: Pioneer Mods on SSC
Posted: Sun Mar 03, 2013 9:30 am
by walterar
Another day, another dollar. @potsmokeThe SideWinder (Saint Gernot, Models :derisive: ), curiously, has no problem with the landing. What's different with your other models? You have seen that A32 now supports flashing lights? Something basic but it works. @TouristFear not, A31 (and Genesia) will remain the LMR sanctuary :fan: , and visit from time to time to remember and play with his wonders. A31 also will feature updated versions of Scout + :scout:
RE: Pioneer Mods on SSC
Posted: Sun Mar 03, 2013 11:04 am
by Potsmoke66
first i have the hullcutter ready [url]http://spacesimcentral.com/ssc/files/file/1000-mod-hullcutter/[/url] but patience, it needs to be reviewed first. second,like i said crew, prob. that's really the only reason for this behave. third,nah, i guess we will continue walterar, that might be hard and steps will be small,but certain things, not flashing lights, will be forever "locked" else. but the main difference for me is that with the LMR i decide, i decide how i use something.but only for myself, no one has to use it in the same way as i do. simplyfied said, "free" certainly, and i said that often, the main advantageare the matrix animations and mesh materials,but on the other hand, mesh materials was simply disabled (and are still for wavefront),not without "help" from myside, or just because they didn't worked out well,further are the GL Materials of blender or max no reference for the game,and usually you had to "tune" them anyway for the final model(that has changed somehow and the material of the SGM looks quite like in blender,but if something should be taken as reference then it would be a rendering andnot the materials how they appear in the workspace). and i'm convinced with a solution to animate a wavefront andproper mesh materials it would be as easy to setup a model script asthe model files now for SGM, or as close to, at least it wouldn't need a large script. of course any detachable object like missiles or scanner gives a little extra workbut that it will do anyway in one or the other kind. but you would keep the "freedom" to do in this or the other way. but suggestion have made long ago, decision was different
RE: Pioneer Mods on SSC
Posted: Sun Mar 03, 2013 11:53 am
by Potsmoke66
and "finally" the Adder [url]http://spacesimcentral.com/ssc/files/file/1001-mod-adder/[/url]
RE: Pioneer Mods on SSC
Posted: Sun Mar 03, 2013 1:02 pm
by walterar
"but patience, it needs to be reviewed first." :drag:
RE: Pioneer Mods on SSC
Posted: Sun Mar 03, 2013 2:28 pm
by Potsmoke66
yes, unfortunately all last week uploaded must get crew added. and even my ffe mod needs this for all ships.
RE: Pioneer Mods on SSC
Posted: Sun Mar 03, 2013 4:11 pm
by Potsmoke66
added crew to all models i uploaded last week,though the SGM models will be ready for alpha32 (more or less).
RE: Pioneer Mods on SSC
Posted: Sun Mar 03, 2013 7:48 pm
by walterar
"added crew to all models" These are the details that make the difference.
RE: Pioneer Mods on SSC
Posted: Mon Mar 04, 2013 5:38 am
by Potsmoke66
not quite, it was only the crew in the ship specs, but it seems that's needed at least for "alpha32freeze",though don't be surprised when there is "nobody" in the adder.but actually it's more important to get the models proper working as to have a pilotor other details i forgot or delayed (like navlights). pilots for SGModels are anyway a "problem" for me,what kind i ever put in, it's the wrong one,though i can only choose between either female or maleand you will have to live with that. what i can do is to make two versions like i did for the "sidie".one female, one male, with prob. other little differences,then at least you can choose which version you like to buy. but ok, as long as only i have the desire to put a "humunculus"in a spaceship, i will be the only one who cares about. but i can live with it, let's say; why do i mind at all? choices are different and i hang on the "elite" concept (a game of lonely space adventure?),doesn't have to be "elite", but by the same criterias. while like i said choices are different and of course certain things and that starts with things like alanding gear and ends with a pilot or a scanner, lead to a certain design, imho. though, there exist many freaked out and futuristic space ship designs,but, overall i ment, the less have a resonable layout, not even halfways reasonable.what shouldn't mean i wouldn't have some models that are even rarely reasonable ("Gelios"). but whatever pleases one, that's ok. i always liked the Eagle of Space1999, i guess that shows my choice well.i have to say overall i like the style of it, certain things look fairly overaged today,but the ship and station models are still outstanding realistic in layout. it's the concept you see behind, you can see someone has made some thoughts about it.and kept this concept to the smallest detail, check once set pictures of the models,a fantastic craftsmenship you will see. --- andi like toys

[attachment=1711:Bildschirmfoto 2013-03-04 um 12.35.06.png] [attachment=1712:Bildschirmfoto 2013-03-04 um 12.37.01.png] not enough to have only a pilot or two,why not make a observation deck and put some passengers in?
RE: Pioneer Mods on SSC
Posted: Mon Mar 04, 2013 7:52 am
by Potsmoke66
for the impatient ones (while i couldn't see one...) [url]http://sdrv.ms/VDFELP[/url] i added a "old" model for alpha31 or Genesia to the skydrive folder it's "Greyoxide's" Large Galactical Cruiser or originally named as "Concept Ship" (out of several). personally i don't like "anime style" ships, but why not?
RE: Pioneer Mods on SSC
Posted: Mon Mar 04, 2013 9:17 am
by Vuzz
Aproved for Genesia , the style is not a mater ( in 31st century many style comes from varied cultures galactic's sectors ), it's a big ship and the game need a lot of theses sorts of large cruiser . => going make R4 especally for its . Thanks Gernot :thankyou: