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RE: Completed Pioneer Models

Posted: Fri Apr 20, 2012 3:09 pm
by Marcel
That seems to have worked. I now have the textures that were missing on the Viper X, the Adder textures look right and I see the new textures on the Imperial Trader. I do see a draw depth issue in the shipyard and ship info rotating image, but it looks fine in 'real life'. ;) [attachment=1172:Imperial Trader draw depth01.jpg]

RE: Completed Pioneer Models

Posted: Fri Apr 20, 2012 3:51 pm
by Potsmoke66
yes, looks weird, i noticed similar problems in the modelviewer (alpha20 windows build), but only in closeups.i have no idea where's that from, additionally it seems the third engine is positioned wrong? (perhaps done willingly by me)i will check that soon. but if it looks good in "real life", it has no priority and can be fixed with the next release. i assume with shaders on, i won't see the depth issue.perhaps it's a issue with the bounding radius?thanks, for the quick reply, good to know it works.[/hr]just as info for the mac users,there is some strange behave in the mac build still with semi-transparent layers.i changed the textures a bit for that and that helps somewhat, but the textures turn to somekind like 8bit depth. you can see that on the shot of the viper.a little tech info,strangewisely, the sub-models like the decals don't show this issue, means i didn't had to change them the result is as i expected or remembered.to precise it, i changed the textures alpha channel so they won't use the full scale of the 8bit alpha channel, i experienced if there is no 0 it works (ergo i use from ~10 to 255 only, that leaks a bit, because the overlayed texture has a little darker shade you can see that sometimes).the viper didn't get's covered fully by a semi-transparent layer, only the polys that contain the "chrome" textured parts are overlayed/doubled.still the whole model shows only the quasi 8bit textures.i will experiment with that info a bit, i mean it's interesting that the issue didn't appears when i take a sub-model from the sub_models folder, they show no wrong transparency neither that the rest will turn to quasi 8bit.i assume now if i split those parts from the model and put them in a sub-model (in the same script) the issue should vanish completely.as a further possibility i can change the model and use a boolean operation to separate the "chrome" parts in the "legal" way from the random material.adds only a few polys for this model, but leaves perhaps some ugly creases on the hull.some parts i can overlay even opaque, that will be the simpliest solution.but all this wil be delayed to the next release, there is more ahead especially some (old) new ships, like the "ADC-44", the "Typhoon", the nearly finished "Bloodrunner",the "Atomic", the "Shift", the "Gunboat" and the "Hullcutter". (can't you make some more?)ok, yes i can revive the SW-XWA conversions too :roll: yes, style is inconsistent of my models, personally i don't care to much about that - different races, different manufacturers, different styles.korean cars even didn't look the same as american, german or italian oh, erm and not to forget british (sports) cars (i like best).yes TODAY they look very similar, but that's only because of the "CW value" (right term?), back when style was more important, what a difference, what wide range of cool looking cars we had. TO ME they look today all like cut from a piece of soap (which is true).when i started with making models i only made a lot of conversions of cars i downloaded for NFS4 or SCGT (my biggest love, cool real racetracks, cool sports cars, cool mods, thanks even to all the aussies who worked hard to keep SCGT alive, respect! love!) unfortunatly they are all in "shangri la" and actually this is the only screenshot available if you take a very close look you can see it's George Harrison driving a E-Type ;) Ringo was driving a Aston Martin DB2, and John the Ferrari Testa Rossa (if i remember right) i'm by myself was driving a '66 corvette (of course what else). a little tech info to the cars (meshes) for NFS4, they use(d) a own mesh file format, semitransparency for windows is set by a polygon flag instead of the alpha channel, that leaves the opportunity to take the alpha channel for the, for cars unevitable, color variations, means the alpha channel was split to 4 sections/ranges (0-63,64-127,128-191,192-255) and used one for the cars body, one alternate body color, one for the drivers dress, one for the helmet. since my drivers have no helmets or colored dresses i used all to spice up the variations of body colors, just as a hint/examplethese will be the next stuff i upload as a bundle too i guess (without SW-XWA of course that's a complete different setup for all even the submodels).or do you like them to install separately?

RE: Completed Pioneer Models

Posted: Fri Apr 20, 2012 5:19 pm
by Marcel
Hmm...you've got me wondering what Paul was driving. So anyway I went back to my regular game and noticed that my scanner had been upgraded, which gave me an excuse to post this beautiful picture. This is what I'm driving. :D [attachment=1173:Fortress Chandler01.jpg]

RE: Completed Pioneer Models

Posted: Fri Apr 20, 2012 5:24 pm
by Potsmoke66
...a ugly old hay wagon :lol:cool scanner no? sweeps over all 3 extensionsi always had planned to make a scripted geometry for the scanner, this is the result. if all fails :roll: i would have to convert it.i like the brown camouflage eagles best, besides of the all silver MKIIbut needs a better texture, i feel it's abit odd and one can see that i really was a bloody beginner when i made this texture (i feel).but actually on the mac with gimp i can't make good handcrafted textures, it's really not suitable for such.i have none of tools i need to make textures like i made for the "shift" or the "hullcutter" in gimp.that might sound strange that a 15 years old paint program does it better, but the name tells it already PAINT not photo or image manipulator.i don't manipulate pictures or photos, i paint textures.if all fails, i will paint them on a paper sheet and scan them :roll: actually, there are three new scanner models.the one you recognized, a "old military style" grill and a saucer type which is also the basic model for my terrestrial radio antenna model.the actual, by you presented one, i hope will made it once to the release, for the others i'm not to sure about, because both the "military" (i even don't know how it appears now, because i had to remove the matlib from it and now everything is "wrong" textured) and the "big saucer" have a rather high polycount, the "military" because it's a grill made with a boolean operation, the "big saucer" simply because it's big and has a lot of details like a little receiver at the thorn a "whatever" unit on bottom of the thorn (i would have liked also some cables on it, but i guess this definatly goes to far), but also this one uses the LOD as far as possible to keep it lowpoly from far.but if i remove the textures from the "military" it will help, actually i removed textures for many of my sub-models, because i felt you won't recognize a big difference, they are only small parts and texture isn't really needed, they look quite good without, imo (missiles, "insect antenna" and ECM models).the "military" type is used for the retro style ships, the "big saucer" was ment once for the "modern" ships, but i replaced it with what you discovered.so it's reserved now for multiple use as terrestrial or scanner on spacestations or whatever one thinks a scanner will look good on (the model differs a bit for the terrestrial and the ships, actually i removed the terrestrial scanner model from the sub-models and it's used exclusive for the big radio antenna, while the smaller lowpoly one, is actually used for the smaller companion of it).finally, i like to get rid of the scripted pilot, if i can manage to get all in shape, all models will use only the latest pilot model i made.the sub-models are a mess actually, but as long as it works it's ok. when all is running with the latest "crap", the remnants can be removed and it will look quite neat then in the sub-models directory.if possible i will leave the new "ships specs" untouched, so the specs won't change, anyway they will always be included in the uploads, it makes it a little safer i guess.the scale i will perhaps fit for some to my intention actually the eagle respectively the unscaled old pilot looks like a giant, he must be 4m tall, i estimate.well maybe he's a "Haluter" or some other race of giants.

RE: Completed Pioneer Models

Posted: Mon Apr 23, 2012 7:55 am
by Potsmoke66
nothing new, only a updated sidewinderhas jaws now (for all ships actually), some small fixeshttp://spacesimcentral.com/downloads/Pioneer/Potsmoke66_Files/ships_updates_12-04-20.zipi missed the folder for the sidewinder (data/models/ships/sidewinder), take care ;) flash gordon is back again :D [attachment=1175:Bildschirmfoto 2012-04-23 um 16.55.13.png]http://spacesimcentral.com/downloads/Pioneer/Potsmoke66_Files/bloodrunner_wip.zip

RE: Completed Pioneer Models

Posted: Wed Apr 25, 2012 5:26 am
by Potsmoke66
i've added a few "old" models and my custom systems to the download pagehttp://spacesimcentral.com/downloads/ft2.php?dir=/Pioneer/Potsmoke66_Filesthe custom systems replace the whole systems directory, while the original files stays unchanged you can easy add, remove or alternate the customized systems.this allows i.e. to simply override a "local star", you can take "p66_simple_systems.lua" as template and add to or modify it's content, or do the respectable work to "hardcode" one.[attachment=1180:2012-04-25-11.00.jpg]

RE: Completed Pioneer Models

Posted: Wed Apr 25, 2012 5:55 am
by fluffyfreak
That's a nice looking ship. Which one is it?Any reason that more of these aren't included with the game as standard?

RE: Completed Pioneer Models

Posted: Wed Apr 25, 2012 7:47 am
by Potsmoke66
:roll: :?: - :lol: the rapierperhaps a handicap, it uses the new pilot model...therefore i changed the (scalable) Landinggear so it won't use a .obj in a dynamic function anymore (that was a handicap to).it was ment once as "default wheels", with the advantage that you can scale the model to your needs seperately for each vector.what would mean a ship like the cobra-redux could have a set of wheels which share the same radius but have different lenghts for the lever.i know marcel tried to work with it once and encountered a problem also i know that the actual one, i used for this ship only, still misses a proper solution to position the texture on the wheel. before i decided to use .obj for the wheels, i used like now a cylinder and tried to move the texture U,V with the scale, but unfortunately it ended up in a repetition of .5 means every half unit of the chosen scale it has fitted else not. i have thought already about that again and ask myself now what the problem was, because i guess it should work, at least i have a idea (perhaps the same as before).additionally it cuts out a hole for the recess and can be used on any (flat) scripted geometry (of course even on a .obj) to reach a acceptable and quick result.finally you call a function and get as result a landinggear, while you still would have to put each in a sub-model to position the landinggear on the ship, of course you could add a translation to and a rotation and... in the end the function call is half a mile ;)if there is one real advantage of scripted geometry then it's this, you can make standard parts and use it in a very flexible way.i know that it's very limited on the other hand, but with this it's even still to think about kits, like a lego ship :D , but with the possibility to scale the parts to your needs.

RE: Completed Pioneer Models

Posted: Wed Apr 25, 2012 12:44 pm
by Potsmoke66
@marcel,still interested in OGLE?i found a page where to get both the "interceptor" and the frontend, after reading what's needed to get proper results i was surprised myself how easy it is to use with the frontend, most things you don't have to care for to snapshot a model out of the pioneer modelviewer. as i remember only make sure it ends in objects per material, only tris and quads and no normals reading, textures will be exported by choice.at least, it didn't took me long to get useful results.http://www.foxsan.com/scripts/software/disclaimer: still think of it as a manipulation/violation of OpenGL

RE: Completed Pioneer Models

Posted: Wed Apr 25, 2012 4:46 pm
by Marcel
Thanks! I'm thinking of trying to convert the pad station with it. I'll give it a try when I get my newer computer. It should be only a couple of days. The person I'm buying it from has his new machine. As soon as he's moved over what he wants to keep and wiped the drive I'll be able to pick it up and be able to see shaders!

RE: Completed Pioneer Models

Posted: Wed Apr 25, 2012 6:20 pm
by Potsmoke66
that's good newswhat happens with the old? i would suggest to try the GLXtractor first (or only) on the old machine, so you stay clear of problems.i'm really not sure what OGLE copies to your system (a lot) some libraries could influence the system stability.i'm not sure, real problems never appeared, but it's still to expect that something acts later different.best is to trie such on a spare OS.it's a little like those benchmarking programs and GFX card tweakers, they can leave a "mess" in the GFX card or to Open GL (not really messed up, but changes things you don't see and cannot influence usually. i had a benchmarking program that really makes a "X" to a "O").i experienced once a strange behave with one of my old NVIDIA after using a GFX card tweaker, nearly every "switch" was inverted in it's function even after uninstalling.usually most problems vanish after a re-installation of the drivers and DirectX. but exactly DX is a crux, it prevents from downgrading and refuses to replace existing same aged or newer files, even if it reports "DirectX successfully installed", mostly nothing had happened.

RE: Completed Pioneer Models

Posted: Wed Apr 25, 2012 9:14 pm
by Marcel

Quote:
what happens with the old?
If you're asking about my old computer, I'm going to use it to test what a minimum spec machine does with whatever I come up with for Pioneer. If you mean the old pad station, I'm not sure we'll be able to use lua scripted models in the future.Anyway, I've updated the inside of the Coriolis a bit more. The interior of the station in the previous version was something I was playing around with and wasn't really intended to be included. I forgot to fix it up before uploading. :oops: I stole some better textures from potsmoke and centered the text on the wall to fix issue #1154. I also replaced the station_splash kitten with an ELITE logo, 'cause I was getting tired of it. It's not intended for the official download, in fact this whole thing is just to play with for now. The kitten is still there as a backup. You can install this in a clean Pioneer folder or the one you put the previous version in.[attachment=1181:Berry Citadel.jpg][attachment=1182:spacestations 14b.zip]

RE: Completed Pioneer Models

Posted: Thu May 03, 2012 12:26 am
by Marcel
I was flying around the galaxy and happened upon a hoop station. Tate by name in the Urand system. I looked at it and decided that it really needed a makeover. Here's what I did with it. It looks better if you install one of Potsmoke66's new ship models because you'll get his new scanners, and for some reason it displays a little differently in alpha 21 than it does in the 827aabb-win32 daily build that I've been using. The stripes on the main struts display as rings.[attachment=1185:Hoop Station - Tate.jpg]Anyway, here it is. It's part of my work in progress, a replacement for /data/models/spacestations.lua. You must install spacestations 14b above for this to work because it needs the textures that are included with that. I hope you'll like it. :)[attachment=1186:spacestations-hoop_upgrade.zip]

RE: Completed Pioneer Models

Posted: Sun May 06, 2012 10:15 am
by Potsmoke66
now we have the intermediate ship which always was missing ;)

RE: Completed Pioneer Models

Posted: Sun May 06, 2012 11:30 am
by Marcel
That's really cute and funky! It reminds me of an old European economy car somehow.[attachment=1187:Messerschmitt-Mony.jpg]I'm not sure it needs the third engine though.

RE: Completed Pioneer Models

Posted: Sun May 06, 2012 11:32 am
by Potsmoke66
yes, i will include them soon... added a cockpit, that's all

RE: Completed Pioneer Models

Posted: Sun May 06, 2012 1:41 pm
by Potsmoke66
the Imperial shuttle is ready to use, i didn't made no Undercarriage and i want no, perhaps i even remove it from the courier to.the clip shows the ship running in alpha21 with the included sub-models imp_shuttle_12-05-06_1.zipthe adder with cockpitadder_12-05-06.zip[/hr]i have problems with the fuelscoop on all ships which use one, everytime i fit one the game quits.any comparable issue?

RE: Completed Pioneer Models

Posted: Sun May 06, 2012 4:31 pm
by Marcel
Thanks for the ships! The fuel scoop is working for me on my Viper Defense Craft. (I had to sell my Cobra III. I was in a system with 1 port, no hydrogen available and not enough money to buy a scoop.)took a look in model viewer. The shuttle looks fine (love the pilot), but the adder does this,[attachment=1188:adder_error.jpg]

RE: Completed Pioneer Models

Posted: Sun May 06, 2012 5:06 pm
by walterar
"the Imperial shuttle is ready to use, i didn't made no Undercarriage and i want no,..."The LGGR (landing gear by gravitational repulsion) works Ok. :D

RE: Completed Pioneer Models

Posted: Sun May 06, 2012 5:30 pm
by Potsmoke66
thanks marcel, i forgot, the missiles helper wasn't the only change needed for the adder.i changed the selector to, it wasn't wise not to put it to it, it's safe to run with the old models. but there is one major change/issue, i made some selections fixed, means you can enter the gender and your favorite colors, while some stay random.unfortunately i added a rand_reg function to it to replace selector1.i can attach the script here, but you might like to change the character in the selector.lua.
selector.lua.zip
like i said it's safe run this with all existing models, but the selection for all variations (i.e. decals), will be for all ships the same, with exclusion for the new adder.edit: this will "downgrade" the adder to use it with the existing selector scripti guess i better "update" the whole model to.
adder.lua.zip