Page 5 of 31
RE: Completed Pioneer Models
Posted: Thu Jul 21, 2011 11:21 am
by s2odan
Quote:
Was Novo Hamburgo added?
Is that actually a real name? It sounds like 'New Hamburger' or something...

Better than 'Old Hamburger' I suppose

No gherkins on that one please.
RE: Completed Pioneer Models
Posted: Thu Jul 21, 2011 6:55 pm
by highlander
"New Hamburg", I guessLike "Nova Scotia" is "New Scotland".
RE: Completed Pioneer Models
Posted: Fri Jul 22, 2011 12:38 am
by Marcel
Was Novo Hamburgo added? Yes!

This reminds me of Frontier where everyplace seemed to be new something or other. New San Francisco, New York, etc.
RE: Completed Pioneer Models
Posted: Fri Jul 22, 2011 3:19 am
by highlander
More than the requisite number of people had the surnames "Hooper" or "Kawasaki" - they seemed to be everywhere!
RE: Completed Pioneer Models
Posted: Mon Jul 25, 2011 6:42 am
by ollobrain
surname variance is ok
RE: Completed Pioneer Models
Posted: Sun Aug 21, 2011 12:47 pm
by Marcel
[attachment=878:station_splash.png]Here's an updated station splash screen for alpha 13. Save the above image in your data/ships/default_ship_textures folder and overwrite the old one. I'm still working on those stations, making slow but steady progress.

RE: Completed Pioneer Models
Posted: Sun Aug 21, 2011 5:10 pm
by Brianetta
Is it a bug that this remains in English when I play in German?You're going to have to release an awful lot of updates for this model if you really want to pretend to show the BBS at the end of the docking bay.
RE: Completed Pioneer Models
Posted: Sun Aug 21, 2011 7:08 pm
by robn
I seem to recall saying this at the time

RE: Completed Pioneer Models
Posted: Sun Aug 21, 2011 11:03 pm
by Marcel
That's an interesting point. I could revert it to the previous "Diet Steakette" ad, but oops! it's in English. All the other adverts are, too. As I said before, I'm not totally attached to it. I just thought it was a cute idea. I could just do a version with no text at all, or perhaps the people producing the other language versions would have to translate the ads as well. I'd have to spend all my time translating ads. I'd rather be doing stuff like this.[attachment=879:mushroom_inside00.jpg]All I did was add a simple floor texture to the old ground station, but it makes a big difference. It seems more like a room now. I should have done this a long time ago!
RE: Completed Pioneer Models
Posted: Tue Aug 23, 2011 12:26 am
by Marcel
Another thought on the station splash thread. There were some excellent BBS backgrounds posted a while ago. I'm not sure who did them now, maybe s2odan? Anyway, I don't know why they never made it into the game, but they deserve to be in there imho. The station splash advert would look fantastic without text and with noise over the screen with a background like that. Be that as it may, I'm for random adverts in the stations. Call a function that determines where you are and places random ads as appropriate. I may figure out how to do this later but I'll probably ask for help. That's for the future. Right now I'm working at the limit of my ability trying to texture the mushroom station.

So many ideas, so little brains...
RE: Completed Pioneer Models
Posted: Tue Aug 23, 2011 5:04 am
by Geraldine
Marcel wrote:
So many ideas, so little brains...

Nice one Marcel and so true too, at least in my case

...............

Yes I remember those backgrounds, I wonder what happened to them? Very "industrial" looking. The "traditional" blue background is fine, very Frontier like, but perhaps (like many things already done in the game right now) it's time to have a think how the BBS could be made to look better? Pioneer after all is starting to leave Frontier behind now.Also, didn't Gernot do a lot of ads for the game......um including.......some

Commodore ones? How hard is it to do ads? I know the ones in Oolite are really funny at times

RE: Completed Pioneer Models
Posted: Tue Aug 23, 2011 5:51 am
by Luomu
Geraldine wrote:
Marcel wrote:
So many ideas, so little brains...
right now) it's time to have a think how the BBS could be made to look better? Pioneer after all is starting to leave Frontier behind now.Also, didn't Gernot do a lot of ads for the game......um including.......some

Commodore ones? How hard is it to do ads? I know the ones in Oolite are really funny at times
Easy. Just make .png textures in power-of-two sizes (64x64, 128x128, 256x256... not too gigantic please), then we rename them to something like ad01, ad02 and pick at random. They can have alpha channel for transparency (if it's not already supported, we'll add it). As for content... avoid copyrighted stuff and anything can be mercilessly removed at a later date :]
RE: Completed Pioneer Models
Posted: Tue Aug 23, 2011 5:54 am
by robn
Ads are easy; just textured quads really. If someone wants to put some together I'll hook you up with someone who can grok enough of the model code to get them into the game (a pretty easy thing really).Station backgrounds have been discussed. There's a few competing ideas around, each with their own pros and cons. s20dan did those industrial ones with the cutouts for the faces and menu text that we've been discussing here again. Friendly (the chap who did the new control panel) did a nice mockup for some "generic" patterned backgrounds. There was also a recent discussion on IRC about simply applying some alpha and maybe blurring to the world view and showing UI screens over that, in which case the "background" would actually be the game proper. This is more code than art but the engine support isn't quite there yet (but coming rapidly).I think we won't have a clear picture of the "best" approach until experiments have been done.
RE: Completed Pioneer Models
Posted: Tue Aug 23, 2011 7:47 am
by s2odan
Quote:
There were some excellent BBS backgrounds posted a while ago. I'm not sure who did them now, maybe s2odan?
Here are any backgrounds that were ever made:https://github.com/pioneerspacesim/pioneer/issues/315Please join in the discussion and voice your opinion. Personally I far prefer this industrial looking menu to a generic non-descript background but Im in the minority allegedly :)The people have spoken and they want I-Pioneer. While these blue menus with some blur might look very nice and clean, they aren't very immersive when compared to a more realistic background, thats my opinion.
RE: Completed Pioneer Models
Posted: Tue Aug 23, 2011 8:10 am
by robn
Ahh, I forgot we had an open issue. Re-reading it now it doesn't sound like we had any strong consensus, so I wouldn't say "the people have spoken". More input welcome!
RE: Completed Pioneer Models
Posted: Tue Aug 23, 2011 8:45 am
by s2odan
No I suppose not, but it just seemed like those involved (Myself, you, Luomu, and Brinaetta) seemed to be leaning towards the I-Pioneer look. I was even convinced for a while

RE: Completed Pioneer Models
Posted: Tue Aug 23, 2011 9:25 am
by Brianetta
s2odan wrote:
No I suppose not, but it just seemed like those involved (Myself, you, Luomu, and Brinaetta) seemed to be leaning towards the I-Pioneer look. I was even convinced for a while

I never expressed a preference. I don't even have one. As long as the UI remains usable, I'm happy.
RE: Completed Pioneer Models
Posted: Wed Aug 24, 2011 10:20 am
by stringue
Hi, I wanted to make a model to put into this awesome game (thankyou all very very very much for making it! big fan of elite 2 way back then), I used wings 3d to make a model and gimp to texture it and exported it as an obj into the mods folder along similar vein to cobra using that lua as a base. I cannot however get my model to change skins as do some of the others.Is there a way for a single .obj model with a .mtl file to have different textures, basically i want it to change top and bottom textures from 1 camo pattern to another ;[img=http://img839.imageshack.us/img839/3584/33360476.th.jpg]Also I tried to make the engines glow with locallights but the ship went dark, I realise this is mentioned in the wiki but are there any other ways of getting a texture to glow? I do not know how to make the ships directly from instructions in the .lua so I am probably at a disadvantage with a single obj model but I thought I would ask anyway.Thanks for any help,stringue
RE: Completed Pioneer Models
Posted: Wed Aug 24, 2011 3:57 pm
by s2odan
I take it you were actually able to get it to load in-game? If so this is easier to explain..Anyway, the current way of using varying textures randomly is using the selector function as I don't think (seed) can be used with a ships .lua yet. Although if it can that would be a better way.Here is the commented out selector function from the Viper which would if activated randomly select between the set of textures, in this case regular and police:
Code:
selector2()select2 = 10if select2 < 56 thenif lod > 3 thentexture('viper_a1.png')elseif lod > 2 thentexture('viper_a2.png')elsetexture('viper_a3.png')endelseif lod > 3 thentexture('viper_pol1.png')elseif lod > 2 thentexture('viper_pol2.png')elsetexture('viper_pol3.png')endend
There are quite a few other examples of the selector function in many ships, such as the Eagle and Imperial Courier.As for engine glow, certainly don't use local lighting, thats for internal stuff like cockpits or the pilots face

Edit//, actually you could so it that way, but I prefer this way:The best way is to select the engine (glowing parts) in Blender or Wings 3d and cut it from the main model and save that as a seperate model, you must also save the original without it in :)Then assign a glowing material to that single part in the ships lua :
Code:
set_material('glow', lerp_materials(get_arg(1)*0.25, {0, 0, 0, 1, 0, 0, 0, 0, 1.7, 2.2, 2.5 },{0, 0, 0, 1, 0, 0, 0, 0, .1, .2, 0.5 }))
Things to note there: This is your colour : 1.7, 2.2, 2.5 It actually doesnt go above 1.0 but Ill explain this in a moment.And this is the second colour: .1, .2, 0.5. It cycles/scales between those colours at a rate defined by : lerp_materials(get_arg(1)*0.25. Increase or decrease 0.25 to speed or slow the cycle.Having the first colour above 1.0 just means that it stays at one colour for a longer time during the cycle, then quickly shuts off...It would be nice to scale glows by temperature or throttle instead of time, but we can't do that just yet.P.S. Very nice model

RE: Completed Pioneer Models
Posted: Thu Aug 25, 2011 12:08 am
by Marcel
Geraldine
Quote:
Also, didn't Gernot do a lot of ads for the game......um including.......some

Commodore ones? How hard is it to do ads? I know the ones in Oolite are really funny at times

Take a look inside the \data\models\spacestations.lua file with wordpad or whatever. Search for station_splash to go to where the ad is called. You can replace the names of the models with others that are already in the game if you want. Station_splash.lua is in the models folder. It's a basic ad model. You simply have to make a powers of two image, not necessarily square, and rename things to get it to display where you want. I think a few people around here would be quite happy if you'd replace station_splash with something better.
