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RE: Completed Pioneer Models
Posted: Wed Sep 19, 2012 7:17 am
by Potsmoke66
new stuff to fiddle around withbut i enciuntered a "new" (or never seen before alpha25/26, or maybe never happened before) issueactually this is a shot from alpha25 but this persists even in alpha26i have no idea to what this is related, the billboard function is used as recommended and i see no reason why they are displaced sometimes.on this picture you see all three billboard lights in the building on the same wrong position.after deleting the model cache it's fine, but it could be next run it will be wrong again.---some hints to the model:it needs my alpha 25(+) sub-models (will work for alpha26), but can be changed back. i left the call for the old adverts and probably you have to disable the little robot which crawls around here.it's designed as replacement mod for the existing groundstations, if you like to keep the existing ones rename this models (all model names, not only the scripts name as example you could name it the same as the "mushroom_station(s)", so it will override them if used as a mod).contains only two versions, 2 landing pads and 4 landing pads.you can adjust the scale (1 = padsize 300m*300m), level over ground (actuallly 30m) of the station and the speed of the robot (actually 350m/sec * 3) in a simple way, i localized the values on top of the script.yes, 30m over ground is low! but it works fine, due to the size of the landing pad you will find always (i hope so...) a little patch to land (probably manually) on the landingpad without any damage (tested at tomm's sanctuary and phobos base).
RE: Completed Pioneer Models
Posted: Wed Sep 19, 2012 8:31 pm
by Marcel
Wow! It looks like you could land just about anything there. I have one criticism. I think the textures are stretched much too much for a pad of that size. It doesn't give the right sense of scale. Imagine what it would look like if you were walking on those pads.I've seen the billboard problem on the stations too. For the past couple of alphas I've been in the habit of deleting the model cache every time I run the game. I remember that someone has mentioned this before. I haven't seen it in alpha 26, yet. I'll post if I do.Update - The issue is still there in alpha 26.
RE: Completed Pioneer Models
Posted: Thu Sep 20, 2012 12:13 am
by Potsmoke66
true, the panel texture is streched, i guess you will fall in the gaps, if i look at the size. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//biggrin.gif[/url] class='bbc_emoticon' alt=':biggrin:' />anyway the size looks wrong due to the giant gates in the building, but the 8m robot needs this large entry, i could have made it 2m, but the you would hardly see that thing.likewise the adverts, they give a wrong idea of the scale, but smaller you won't see them from the ships view, but that's the reason why they stand there.well, feel free to change it, since it's a scripted model, everything can be changed "easy". the tower is a separate model and can be scaled to, i.e. i scaled it down to 75%, because i felt it was to large, the buildings are also sub-models and can be placed different, but you have to keep in mind that the robot rests 20secs in the building.and a little mistake of mine, i guess with the present submodel for the robot, it wil be buried into the ground, sorry my fault, unfortunately i changed the submodel, and its now centered at the manipulators ends and due to this 0.5 m higher (resp. finally in the station model your is 4m lower).i would upload the new ones, but i changed also the centering of the pilot (dammit, why?!), the reason is i liked to make some model easier scalable, i.e. the constrictor or the eagle, you can enter now a scale at top of the script, but the pilot and the missiles will keep scale 1:1.this leads to a problem with the existing pilot which is centered at ther back, if you scale the model down the pilot "grows" and he will sit to much in front, if you scale up th pilot "shrinks" and will be to far in the back, to counter this i centered the pilot now between the tips of the hands, no matter how you scale now, the hands will never leave the desk.besides i'm still working on updating all my ships to this change and fix the thruster issue for all if it's to see, i have to say that it is hard only to do the little fixes and each time i open a model the "fix" grows to a complete overhaul.something wen't wrong here...or not... i don't know, looks like my ship is oriented proper (nose heads in the same direction as text, strangewisely the other ships are oriented wrong)and don't ask me why the conny is placed proper on ground of the pad, that's a trick and i'm not sure if i should use it for all ships now, i still have some hope it will be solved in a intelligent way once (i made the collision mesh dynamic which isn't very good, but this allows to exchange it for the states of "DOCKING" and "DOCKED"/"LANDED", which has allowed it then to me to use a simple quad as collision mesh for a docked ship, placed proper and because the quad has no "y" dimension, the ship will rest on the double of the quads "-y" position, i really dislike the idea of using the diameter of the ship for the resting position, that might work for the eagle, because the ship is rather "thin" and the undercarriage is lowered exactly double of the radius, but for any other design it won't work this way, i'm still longing for a checking of the lowest y when the gear is lowered, or as a alternative a value to enter in ship the specs."what about a flagged geometry for the resting position?"
RE: Completed Pioneer Models
Posted: Thu Sep 20, 2012 7:03 am
by Potsmoke66
the top thrusters, i know, but i havn't noticed it before i watched the clip.also i encountered a new issue with this ship, the local lighting is handled a little different as before i guess, at least now i had to place the local lit lod3 only cockpit to the end of the section, else the local lit command won't get terminated and has lit all following parts locally (still it doesn't gets terminated and the window which has to follow as last because of hierarchy will be still local lit above lod2, but you won't notice this very good), wrong somehow and i remember it was ok in alpha25.a way to workaround that for me is to make the cockpit to a submodel, then the local lit command get's terminated anyway.---something different,[attachment=1432:mod_modules_bodyshop.zip]
RE: Completed Pioneer Models
Posted: Fri Dec 14, 2012 4:01 pm
by Potsmoke66
ok, i'm already curious what issue that will be...(perhaps i'm not busy enough, so i need something to fiddle around with, lol) --- next week, probably, i see the mac build isn't ready yet.but i can run the windows build with wine :drinks: just to see what has changed, or how it has changed.
RE: Completed Pioneer Models
Posted: Sun Dec 16, 2012 12:18 pm
by Loki999
Oh, goody! Ill be adding these!
RE: Completed Pioneer Models
Posted: Sun Dec 16, 2012 3:18 pm
by Potsmoke66
the walrus is... a walrus. good! (am i responsible for this by implementing it to the minimal pioneer?) last dance? (with the LMR). some old (or odd?) alpha11 models... [url]http://sdrv.ms/UqIuAm[/url] they need a general overhaul...contains some buildings from greyoxide (probably they will work in this state),greyoxides, "Large Galactical Cruiser" (originally planned by him as a modular ship)s2odans "Imperial Explorer" (let's see if you remember THIS SHIP)a "mini Suprosa" (SW-XWA model),"Planet Express","Orion","Defender" (sort of a "Galaxian Shoot 'em Up" style Ship), have Phun
RE: Completed Pioneer Models
Posted: Sun Dec 16, 2012 3:41 pm
by Potsmoke66
and there is this "mysterious" script named merlin.lua? [attachment=1606:merlin.zip] somehow i must have lost patience with it... in fact it was my last attempt to transscript a FFE geometry, it's nearly "finished", at least the basic parts of the original geometry are present.if i remember right i got stuck with positioning the undercarriage and the wings have to be attached and animated for landing. the uc should be complete and works already, you "only" have to position it proper.(you can take the undercarriage of this ship or of my rapier as a template for a little nicer looking default undercarriage sub-model for your conversions of Tomm's ships, even the "gunboat" uses a similar undercarriage script, it's based on something i did once, but the scalable default uc failed under certain conditions, but as a template or example it's still useful. i will dig it out probably to, because i noticed i still used it in alpha11 for the cobra1, but i forgot to port the alpha11 sub-models to the mac. well, well, once i had this crazy idea to create a lot of such "default" parts, to build something like a "spaceship kit"... of course, it still could be done, only not with the LMR. wouldn't that be a cool thing, i get at start of the game a amount of credits and have to build my ship myself... sorry i'm a LEGO addicted, i always was).texture and anything else is missing. but it's a sleek designed ship and worth to take a look at, maybe i try it myself. --- vuzznow i understand why you posted once this comment to the vanishing of the LMR... right now you started to get interested in it and make some progress with it and it will be removed, in fact that's sad.
RE: Completed Pioneer Models
Posted: Mon Dec 17, 2012 12:50 am
by baobobafet
Vuzz, Glad you updated the MF ...was waiting for that one :nyam: - btw, nice ramp option. (I just hope all these great mods are getting the visibility they deserve - If I didn't think to look at the 29 page here...hmmm) Edit: I forgot to mention you need to repack your MF and Walrus mod (to many nested dirs) - No worries I make the same ez mistake too

RE: Completed Pioneer Models
Posted: Mon Dec 17, 2012 9:22 am
by Marcel
Vuzz,The Ladybird has a special place in my heart because putting the textures on her was the first thing I did for Pioneer. With your work she's actually looking rather good! I originally intended to texture the rest of those ships but got a little bit distracted. Glad you did!
RE: Completed Pioneer Models
Posted: Mon Dec 17, 2012 1:48 pm
by Geraldine
Vuzz, I am soooooooooooo glad someone decided to show the big ships some love, great work!
RE: Completed Pioneer Models
Posted: Mon Dec 17, 2012 9:04 pm
by baobobafet
Vuzz - Please don't feel guilty - just keep on :locomotive:Where are all the bureaucrats when you need 'em. There should be a 'committee' waiting to handle these sort of packaging tasks!arrghh (throws up hands in frustration) Maybe Santa can be packager in chief
RE: Completed Pioneer Models
Posted: Tue Dec 18, 2012 5:16 am
by fluffyfreak
@baobobafetYou can repackage them yourself, or just gather Vuzz's work together into a mod which can be hosted on here. Either would be helpful, allow more people to use them, and we'd appreciate it!

RE: Completed Pioneer Models
Posted: Tue Dec 18, 2012 6:25 am
by Guest
Is it possible to do a pull request in git, for the fixed Asp Explorer and the other improved models?
RE: Completed Pioneer Models
Posted: Tue Dec 18, 2012 6:33 am
by walterar
Each serves their game.

RE: Completed Pioneer Models
Posted: Tue Dec 18, 2012 11:15 am
by Brianetta
Is it possible to do a pull request in git, for the fixed Asp Explorer and the other improved models?Probably. The authors of the fixes should be the ones that make the request, so that we can be sure that we're not using people's work without their permission.
RE: Completed Pioneer Models
Posted: Tue Dec 18, 2012 1:32 pm
by Loki999
Its fairly simple to learn once you have a play with it. But if none of your friends are forthcoming, ill do it for you.
RE: Completed Pioneer Models
Posted: Wed Dec 19, 2012 2:17 am
by Loki999
Hmm... ok, ill risk it. Is everything packaged together in one place already? Or do i have to pull together your individual mods?
RE: Completed Pioneer Models
Posted: Wed Dec 19, 2012 3:59 am
by Loki999
Ok, great What do you mean by non-official stuff? Surely only non-official is stuff that has not been integrated yet.
RE: Completed Pioneer Models
Posted: Wed Dec 19, 2012 5:03 am
by baobobafet
Anything I can help with no problem. Some of the various space station mods should be individually packaged IMO, due to varying complexity - and it allows players more control over what changes in game. Same with ships - although if there are any specific sets that belong together - than of course, it makes sense to package them so. Vuzz Nice list BTW,