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RE: Completed Pioneer Models
Posted: Mon Mar 12, 2012 6:09 pm
by Potsmoke66
ok, here are the size comparison screenshotsfirst the actual size of the ships (alpha20) with a proper scaled pilot (eagle model scale 0.45 > pilot scale 2.22, ip_shuttle model scale 1.8 > pilot scale 0.55)[attachment=1106:Bildschirmfoto 2012-03-12 um 23.01.31.png]can you see the pilot? did i liked to make a "Lockheed SR-71"?you can walk through that ship, it's such oversizedit get's even worse in the next one[attachment=1107:Bildschirmfoto 2012-03-12 um 23.02.34.png]i guess anybody can see that this is wrong, no?if you think now: "hey, the pilot didn't appears that small in my pioneer".the reason is simple, the ships have been scaled up, but the pilot hasn't scaled down by the same factor, that's all, so you got a pilot in the eagle and the shuttle which is in fact 4meters tall.the crazy thing is (but it's a logical fact) as more you scale the ship up the smaller the pilot will get in relation to it.for the "eagle" it's 0.26 to be exactly the same size as in FE2, 0.3 is fine because the pilot get's a little extra space for it's legs to stretch. 0.4 i can accept as a maximum (i tried) it still looks large but reasonable, but i would like 0.3.for the "ip shuttle" it's 1.0 because i calculated the scale before i scripted the model, it's already quite large imo.scale in FE2 isn't bad, before i ever tried to check the model export of FFED3D i oriented myself on following:- i "parked" a eagle in front of a small suburban building (that with the four dots as windows)- i assumed a floor height of 3meters and got a building height of 9meters as result, i estimated the "eagle" as ~20meters.i have done this many years ago before FFED3D when i made the courier by scratch for a NFS4 mod (i had to know how large the ship would be).not bad if you finally compare the "wheel stations docking port" (height 50m) to the building (~9m).i have made once myself a mistake and took this as width of the docking port, but i was wrong and it's also not logical, the height is of interest to know.the buildings floors are a good scale template in FE2.btw, my courier model hasn't a proper scale and that's why it's scaled 1.3 now, the reason was in the beginning i intented to make the ship smaller and even name it different rather "courier", but later i din't liked the idea and resized it to what i have made for FFED3D (1.3).perhaps, interesting to know FE2/FFE scale is 1:10 or exactly 1:10.02, this was estimated by the wheel stations docking port height = 50m.exported to blender and scaled up until 50m was 50m.
RE: Completed Pioneer Models
Posted: Mon Mar 12, 2012 6:49 pm
by Potsmoke66
and now how they should look, imoscale 0.3 not bad, ok if you like it bigger, but 0.4 is a reasonable maximum[attachment=1108:Bildschirmfoto 2012-03-12 um 23.43.46.png]i guess a scale of 0.35 will result in a proper sized ship, if you don't like it as small as it's in FE2.and "yes it looks like 17m width".scale 1.0, still it's a very big van almost a truck.[attachment=1109:Bildschirmfoto 2012-03-12 um 23.45.26.png]could be already a bit smaller when you look at the mass of the ship.i hope that explains my problem well and i'm not longer the only one who argues, "scale's wrong".yes i'm aware that FE2's scale is inconsistent, but never double or half.some ships in FE2 are completely out of scale, i.e. Constrictor, Viper, Hawk, if you lay one mesh on top of the other and compare them you can see that very quick, most fit but some are out of scale (i assume the lesser models will be the wrong scaled ones).but like i said i had once the idea to make all FE2 ships exactly sized as the originals (mass to, so you can refere to something). because imo, that would give a good guideline if you create a own one, especially for larger ships which aren't so easy to estimate by the eye.[/hr]but usually i forgot that i'm only a modeler and have no influence on the final appearing of my models

[/hr]or we can forget all that and we have ships of totally inconsitant scale in the end (compare natrix, far to large for 40tonnes).if we haven't something like the FE2 ships that have a reliable scale this will happen more often.unfortunately many wil refere to anything else rather then me, but do as you like fellows, my scaling is proper.construction workers usually have a "good eye", we estimate volume and mass by it, daily.finally,sizing the eagle up a bit is fine as long as the pilot didn't looks like a "antman".sizing the Constrictor down is a must because a 120tonne ship can't be bigger as a 150tonne ship (ASP, while the ASP looks fine compared to the rest).
RE: Completed Pioneer Models
Posted: Mon Mar 12, 2012 7:37 pm
by Brianetta
I actually quite like the bigger Eagle. I agree that your shuttle should be smaller still.
RE: Completed Pioneer Models
Posted: Mon Mar 12, 2012 7:42 pm
by Potsmoke66
yes, i can live with a scale of 0.4 for the eagle, even when i feel it's oversized (0.45, even when it's only 0.05 more makes some difference).but you have to guess that the size of the ships as they appear will influence all further models that will be made.though simply if we have a oversized Eagle all the rest wil be oversized and in the end we will have first a inconsistant scale and second a general scale of 2:1 instead 1:1.
RE: Completed Pioneer Models
Posted: Wed Mar 21, 2012 4:07 pm
by Potsmoke66
i'm allowed to introducesparks cobra mk3and yes, that's a LRC in the background

edit: changed model to use existing submodels, sorry[attachment=1123:cobra3d.zip]therefore a small fix for the missiles, i guess they didn't work proper else

[attachment=1124:missilefix(untextured).zip]*untextured, the misseles are untextured, but i guess that doesn't matters[attachment=1125:Bildschirmfoto 2012-03-21 um 22.23.12.png]
RE: Completed Pioneer Models
Posted: Thu Mar 22, 2012 11:32 pm
by Marcel
Finally! A proper Cobra!

Hopefully It'll be added for the ELITE start position. I think the 0.3 Eagle looks right, but that Shuttle should be shrunk some more. How does it look in scale 0.3?
RE: Completed Pioneer Models
Posted: Fri Mar 23, 2012 4:54 am
by Brianetta
Whenever I think "proper Cobra" I picture something like this:(original link)Otherwise, the same sort of thing in blue, because I also played the Arc version. I barely recognised the one that Gernot posted. It's dark and busy, two things which detract from the simplicity of the Elite ships.If it must be made so much more complex, why not go all the way? It could be re-shaped like on the cover of The Dark Wheel. I'm not saying I like that, either. (-:
RE: Completed Pioneer Models
Posted: Fri Mar 23, 2012 9:51 am
by Potsmoke66
marcel,scale 1 is ok for the shuttle it represents the original size and i think it fits (a lot of empty space in the cockpit i know, it's rather simple made and the hull has no thickness, perhaps worth to make it a little better).brianetta,first it's only a conversion of a existing FFED3D model made by "Sparks", i guess he looks at this as somekind of oldie, he made it 10 years ago, he said. http://sparks116.blogspot.com/i know this ships has some fans, black or not

(and it's already brighter as the original plus a lot of specularity)but yes, the one on the cover of The Dark Wheel is close to what i would imagine.
RE: Completed Pioneer Models
Posted: Fri Mar 23, 2012 10:25 am
by Brianetta
That Cobra model by Sparks is special because it has that "wow" factor. I don't think that it should be the regular Cobra model, but one which is seen rarely. Since it has the Jolly Roger on it, perhaps it should be flown mainly by pirates, whilst traders and other civilians have a more normal looking Cobra 3.
RE: Completed Pioneer Models
Posted: Fri Mar 23, 2012 11:27 am
by Potsmoke66
chances are 50/50 to get either a blue or a black one

anyways, i updated the model a little bit, i was fearing i missed something and was wondering why no ones argues that it won't work.but it seems it was fine.nonetheless, the thrusters likewise the "billboard lights" get oversized when a model is scaled (doesn't matter with scale = or when a model is called). the billboard you can fix with sizing them extra small, but the (new) thruster glow you can't scale down without scaling the thrusters flame down.so i had to rework the model a bit to make all appear as ment.additionally i have made cockpit and "greebles" LOD sensitive, perhaps they vanish a bit early, i run pioneer in lo-res.
RE: Completed Pioneer Models
Posted: Fri Mar 23, 2012 5:51 pm
by Potsmoke66
now i really made a mistake

i forgot to scale the collision mesh up by 10, the ship will be very hard to hit

that will fix it, sorry[attachment=1134:cobra3d.lua.zip]replaces only the script
RE: Completed Pioneer Models
Posted: Sat Mar 24, 2012 4:45 pm
by Marcel
Tip; if you want to use the Sparksmoke Cobra, you may want to disable the old one in data\models\mods\cobra.lua because they have the same descriptions in the shipyard.Also, I thought I should mention that I can't see the cockpit interior. It shows up as an opaque glowing white area on my machine. Another shader problem?The Dark Wheel Cobra looks nice, but it doesn't have the angularity that I think a Cobra should have. It would look cool in the game, but perhaps it should be given a different name.Here's a link to George Hooper's Elite site that has some nice fan art of the Cobra with cutaway views and such.[url]http://ffeartpage.com/ships.htm[/url] wow factor works for me. The ship looks really badass. Since the Cobra was probably inspired by the Millennium Falcon the greebles don't bother me a bit, but then again, there's something to be said for simplicity.[attachment=1137:cobramk3004.jpg]That's what I always wanted Frontier to look like. Pioneer is getting there!

RE: Completed Pioneer Models
Posted: Sun Mar 25, 2012 6:48 am
by Potsmoke66
[attachment=1138:Bildschirmfoto 2012-03-25 um 12.43.jpg]looks like this?i will see if i find what's the reason for it.
RE: Completed Pioneer Models
Posted: Sun Mar 25, 2012 8:53 am
by Potsmoke66
fixed it and made some additional enhancements, the engines turn off now when docked and i added a cargo/fuel scoop.the reason is the "tricked light". i used for some ships to lighten up the cockpit, to sad it didn't works in the mac build, i'm pretty sure the windows build still shows it right. it's not possible to replace that extra light with anything else, local light is "only" local and material glow in the window results in opacity. only the "glow" from the billboard function has left that issue/opportunity, until you terminated the setting with a call of any model.[attachment=1139:Bildschirmfoto 2012-03-25 um 14.52.jpg]screenshot made with GL shaders off.here's the updated, cleaned up shipcobra3d_alpha20_4.zipedit: it didn't works no more in general, well i didn't begged to keep it.

RE: Completed Pioneer Models
Posted: Sun Mar 25, 2012 1:37 pm
by Marcel
That worked for me! I also like the engines and lights off when landed, and it almost touches the pad.

RE: Completed Pioneer Models
Posted: Sun Mar 25, 2012 9:35 pm
by Potsmoke66
still i've made a mistake

i guess the engine and scoop glow won't stay in hyperspace, sorry.on the other hand that's a small leak.
RE: Completed Pioneer Models
Posted: Mon Mar 26, 2012 1:15 am
by Marcel
I'm not sure why a fuel scoop should glow anyway. Maybe only when it's working, but you'd be too busy looking at the horizon in cockpit view to see it. It would be really cool if the scoop would only appear when you have one installed.
RE: Completed Pioneer Models
Posted: Mon Mar 26, 2012 2:59 am
by Potsmoke66
this is offens and of course you can only see it when fitted (while some ships have a fixed fuelscoop i.e. adder. but o.k. i'm working anyway on this model and have combined the texturs, shouldn't be a big thing to change that).it needs to be outrigged a bit, if it has to work as cargoscoop to.i havn't tested it, but you can set a geomflag for a collision detection of a commodity to scoop, actually i placed it a bit in front of the real scoop.but like i said i havn't had the chance to see if that already works.other ships will have only a fuelscoop mounting and no cargo scoop or perhaps no scop at all (fighters).it's true it doesn't have to glow anyway, it was a style decision and not a functional one. but something must be inside this "cave", else it looks a bit odd. if it's not a grille or some device inside, then at least something glowing

in fact you won't see it while scooping. but i guess this can't be the rule, else you won't need a ship at all, because most of the time you don't see it?then we could go back to the days of C64 and do spaceflight only by numbers, not very funny.apart from that i'm not bad in controlling a ship like the "Atomic" manually, but i guess i would get nowhere when i can use only a calculator, i need to control a ship by view.no joke, it took my only three tries to complete the task and i never did it that way before (without computer controlled speed).first i ran into a dead end after hyperspacing because the fuel consumption was far to high and i used already 50% of the propellant only to accelerate to 100km/s, that's "nothing" and will take you weeks to get to the inner planets (~10AU, for the actual target). then i changed it to 10 times less assuming that i can accel. to 1000km/s with half of the fueltank. while in fact the second try i accelerated to 500km/s, but due to the gravital influence i ended at the half way close at 1000km/s, and haven't left enough propellant to break, approach and land.the third try it worked out because i chose a speed of 300km/s, ended up at 500km/s at half way and had still 30% propellant left after reaching the planets vacinity.unfortunately i forgot to record some minutes, but the whole trip is one approach and only interrupted because of gamesaves (which i didn't needed, except the one after hyperspacing) and stopping/starting the screen capture (keeps the clips smaller and better to handle afterwards).did you know, we have actually systems in the game that have a entering point 1000AU from the system (a quadruple system), i wonder how to get there, or how long that it takes to get there. i cancelled the flight to this system with only the propellant a cobra mk3 can carrie you get nowhere, or only very slow. the system is Howada (4,-2,-2).
RE: Completed Pioneer Models
Posted: Mon Mar 26, 2012 7:04 am
by Potsmoke66
[attachment=1140:Bildschirmfoto 2012-03-26 um 13.01.jpg]a nice "green light" in this system,
RE: Completed Pioneer Models
Posted: Mon Mar 26, 2012 12:02 pm
by Marcel
Sorry, I didn't notice that you had already done what I suggested with the scoop.

I'm going to check out that system when I can. I do need to get out more.
