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RE: Completed Pioneer Models

Posted: Thu Apr 05, 2012 2:22 pm
by walterar
Postmoke. You are crazy cool. :lol: I would like to see more of their models in Pioneer. ;)

RE: Completed Pioneer Models

Posted: Thu Apr 05, 2012 3:22 pm
by Potsmoke66
ncc1701_plus.zipthe ship is far to small, 10 times or more, somekind of "micromachines" scalehave fun 8-)

RE: Completed Pioneer Models

Posted: Thu Apr 05, 2012 6:34 pm
by Geraldine
I see you have retro fitted an improbability drive :lol:

RE: Completed Pioneer Models

Posted: Mon Apr 09, 2012 11:49 am
by Marcel
There's a plausible explanation for that ship in Pioneer. You're a rich nostalgic hobbyist obsessed with that ancient TV show. Kind of like a 33rd century equivalent of this guy.[attachment=1156:Nautilus004.jpg]That's a working minisub! Here's the link.[url]http://www.vulcaniasubmarine.com/NAUTILUS%20MINISUB.htm[/url]

RE: Completed Pioneer Models

Posted: Mon Apr 09, 2012 5:52 pm
by Geraldine
Very cool. 8-) It just goes to show that with enough effort, anything is possible. :)

RE: Completed Pioneer Models

Posted: Mon Apr 09, 2012 6:48 pm
by Cody

Marcel wrote:
Nautilus004.jpg
That's a working minisub!
I want one!

RE: Completed Pioneer Models

Posted: Tue Apr 10, 2012 6:19 am
by Potsmoke66
looks fantastici like that late 19th - early 20th century style, even when it's a interpretation of a interpretation ;) ,this guy really made his dream come true, fascinating to see how he bypassed all doubts."nonetheless" is the right word for it.and it shows again HOW MUCH we are all influenced by disney and entertainment industry in general, for good and for bad :mrgreen:...but i like it...

RE: Completed Pioneer Models

Posted: Tue Apr 10, 2012 7:13 am
by ollobrain
hey what about that steam train at the end of back ot the future wonder if we could create a space train or a space whale always wanted moby dick

RE: Completed Pioneer Models

Posted: Tue Apr 10, 2012 11:58 am
by Marcel
I found these in Google 3D Warehouse. With a little bit of lua...[url]http://sketchup.google.com/3dwarehouse/details?mid=221b25f1faf1586aff26a3c025fbb9f6[/url] might try it if I ever get around to finishing that pad station. :roll: Here's a cool site for steampunk Vernean inspiration.[url]http://www.vernianera.com/Nautilus/Catalog/[/url]

RE: Completed Pioneer Models

Posted: Wed Apr 11, 2012 9:27 am
by Potsmoke66
the ship has been namedRoomba D Type :D edit: actually i think it isn't a good idea to take a name of a brand, even if i like the nameexpect changesRhoombha will do the trick i guess

RE: Completed Pioneer Models

Posted: Wed Apr 11, 2012 9:39 am
by fluffyfreak
It was meant in jest! I promise! :DIt's a good looking ship, in the video, how did you do the radar and other things appearing? :?:

RE: Completed Pioneer Models

Posted: Wed Apr 11, 2012 10:31 am
by Potsmoke66
it's "moving images", simply cut together, i didn't changed the view angle and bought one upgrade after the other (and forgot the scoop and the missiles :( ).:idea:

RE: Completed Pioneer Models

Posted: Wed Apr 11, 2012 3:04 pm
by Potsmoke66
just because, for this clip i tricked a little more, to make the equipment appear i hacked the savegame and reloaded the altered files, one state after the other.edit: i fixed those little things, included the scanner model and made a different named version, now you can decide if you like Rhoombha or Typhoon as name for the shipbtw, since the models are scripts (.lua), you can open them with any texteditor and enter a name of your choice in the ship specs.it won't make no difference how the model is named, only the name in the ship specs will appear in the game and only by this the ships are identified.nonetheless, i seperated both into two different named folders/models.note: changing this name will prevent from loading previously saved games with the former name model.the directories "typhoon" resp. "rhoombha" belong to ".../pioneer/data/models/ships/", either one or the other.

RE: Completed Pioneer Models

Posted: Sun Apr 15, 2012 4:46 pm
by Potsmoke66
50 seconds Bloodrunner WIP Flash Gordon is back!this time as a "original" P66 modelneeds only a few more details (pilots,scanner,missiles) and away we go.it's not ment as a reproduction of the ship from the series, rather a loose interpretation of it.music: - 2 years of blpsq mix.ogg (50secs of 1:20hrs)

RE: Completed Pioneer Models

Posted: Mon Apr 16, 2012 3:39 pm
by Potsmoke66
a promise,in the near future i will pack my models in a selfextracting zip file, as i did in the very beginning (has nothing to do with the ongoing).the reason is offens it is comfortable for you and especially the actual changes make this unavoidable to prevent mistakes.further, i often make models which aren't ment to be in a official release and will be posted only here, to be accsessable to the community.to make it as easy as possible all needed stuff will be included, perhaps sometimes duplicates, but even this to make it possible to install each seperately if you like to.that could perhaps produce errors, i can't foresee every possibility, but i'm depending on thee.perhaps i open a new thread or put them in a blog, though comments won't pollute the access and you can easy find any model i ever posted.i will revive also all old SW-XWA conversions i guess at least some will like them.

RE: Completed Pioneer Models

Posted: Thu Apr 19, 2012 9:47 pm
by Marcel
This is a work in progress addon for Pioneer alpha 21. It adds textures and details to the ground stations and updates the coriolis station a little bit. The stations aren't yet fully optimized, but the pad station is working much better than before thanks to potsmoke66. I've also taken the liberty of including his groundstations. I haven't asked his permission, but I'm sure he won't mind. His are the really cool ones. ;) This, plus my hometowns addon is the setup for Pioneer that I'm currently using. I think it adds a lot of rather nicer looking places to go to than before, so I thought I'd share. Frankly, it pains me a bit to see that naked pad station in people's pictures and videos. I understand that this whole scripted modeling thing is going to be tossed out in favor of more efficient .obj objects eventually. I hope this will provide at least some temporary enjoyment. To install drag the included data folder into your main Pioneer folder and allow it to overwrite.Edit: Oops! potsmoke mentioned below that I left out a submodel. :oops: If you installed spacestations 14 then add his model posted below. If not, here's a revised version with the submodel included.[attachment=1168:spacestations 14a.zip]

RE: Completed Pioneer Models

Posted: Thu Apr 19, 2012 11:21 pm
by walterar
"I hope this will provide at least some temporary enjoyment."It was a good idea, is great as it changes.These are the things that delight the eye.Hopefully there is more. :P

RE: Completed Pioneer Models

Posted: Fri Apr 20, 2012 6:58 am
by Potsmoke66
a little homework ;) to all that are interested and have some power left on their machines, plus have the patience to do so.i disabled one of the animations for the "sport_outdoor_p66".it's a "tube train" which draws a wide circle around (through) the city.the reason to disable it was mainly the additional performance hit it produces perhaps.if you search for the keyword "crazy_track" in "sport_outdoor.lua" (folder, "sport_outdoor_p66")you will find 4 instances of "--call_model('crazy_track',v(0,0,0),v(1,0,0),v(0,1,0),1)"just remove the comment markers "--" and you got the train running.fortunately me or marcel uncommented the submodel already and it will work with this little modification.disadvantage:the tube crosses buildings sometimes, that will look a bit weird. this because it has no collision mesh, else the whole radius of 1000m would be empty (no buildings).any animation costs some frames per second. (vice versa, if you have performance problems, you would have to disable more of the animations)for a little more advanced "modders" this means, you could also change the radius of the "crazy_track", to let the track circle around a wider radius, so it won't cross any buildings.i.e.open "crazytrain.lua" (folder, "sport_outdoor_p66" too), edit: sorry, "bullshit" :roll: we've made a little mistake (both marcel & me, i will fix it) there is a submodel missing :shock: , you didn't noticed it marcel, so it's in your sub-models folder already.anyway i got this error msg returned

Quote:
Error: [string "models/stations/sport_outdoor_p66/sport_out..."]:207: call_model() to undefined model 'cargo1'. Referenced model must be registered before calling model
[attachment=1164:Bildschirmfoto 2012-04-20 um 12.47.17.png]let's see what i decide, perhaps i pack all to a selfextracting zip, and it will be placed to sub-models, who knows maybe someone finds them useful for whatever.i will also add the "robot_mf" script, it's not used yet, but for interested modders it can be nice to have it, i use it in some ships, but usually disabled it in my uploads.because it's alittle high poly for a small little robot, even when i reduced the polycount already a lot, but a curved tube needs some polygons. (i wished i could zoom better in/out in the MV, it's hard to impossible to catch a small model, i.e. slow down instead speed up with shift, or smaller increments)as a quick fixit's very tiny and ok to attach it here, but in future you will find the selfextracting zip's in the download area under "spacesimcentral.com/downloads/Pioneer/Potsmoke66_Files"due to the many changes that will be ahead, i will let D1 erase the folder from alpha to alpha, and i hope that in this way my models will be always up to date (that depends also on if i'm able to update all in the rather short timespan we have from one to the next release).this one goes to your sub_models directory:

RE: Completed Pioneer Models

Posted: Fri Apr 20, 2012 11:07 am
by Potsmoke66
i found a second small error in the stations script :o "sport_hostile" has more then one instance, because the name has been used for the "sport_outdoor" too in the script.no big thing, i guess it won't halt pioneer.i put the "sports" as soon as possible in the download section (i guess it needs further little approvements).i guess i have a affinity to bugs ;) they seem to like meno, i only watch always the terminals output when starting a game.once i was watching it such attentive, i missed that i ran the wrong version :lol: (has produced a big confusion)

RE: Completed Pioneer Models

Posted: Fri Apr 20, 2012 1:01 pm
by Potsmoke66
first update ready, it's to find in the download section pioneer/potsmoke66_filesit includes updates for three of the existing ships (incl. ship specs),- Imperial Courier / Imperial Trader- Viper X- Adderplus all the submodels needed to make them workit changes,- the appearance of the models,- adds some additional sub-models like the "0_robot" or "0_cargo", actually these are not needed by the ships, but i will include them always, so you won't miss them.- changes some submodels, which have been set on a diet ;) or adds some enhancements to others e.g. the "imperial sign".new texture for the courierfixed mirrored texture for the adder[attachment=1170:Bildschirmfoto 2012-04-20 um 17.27.52.png]fixed "lost body" for the "viper x"[attachment=1171:Bildschirmfoto 2012-04-20 um 17.32.55.png][/hr]i need some echo of thee,means i had the plan to make a selfextracting.zip, but since i use a mac now, it will turn to a .app and that's shitty for win users. likewise vice versa the .exe is shitty for the mac.it includes the complete folder structure and it SHOULD unpack at the right place if you drop the zip into your pioneer directory and unpack it.BUT i can't test this because the mac acts a bit different as windows, he refuses to overwrite in all cases and copies the data always to a new directory (costs me nerves, such).i would appreciate it a lot, if one of the win users could test it for me and report issues as quick as possible (in this thread).windows users might feel that the "viper x" hasn't changed (i don't know, i havn't installed alpha21 win build to "Wine" yet)at least the mac users should see a difference.[/hr]ships_updates_12-04-20.zip