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Modeling task: hoop spacestation
Posted: Mon Jan 28, 2013 5:41 am
by robn
I've just merged this nice replacement for the hoop station from fluffyfreak:Its shaping up well, but it still needs some love. Major things missing at this point are lights and a door. For extra credit it could use more bays inside.The model itself will be in the next nightly, which I'll post in the next couple of hours. Max and Photoshop files are here.If you're interested in playing with a model that already exists and improving something that is guaranteed to be in the game, now is a great chance.
RE: Modeling task: hoop spacestation
Posted: Mon Jan 28, 2013 11:31 am
by mikehgentry
I might give that a go. Feeling a bit burned out with my ship, so something more manageable appeals. Is there anything resembling a time it needs to be done by? For anyone else completely bamboozled by git / github, the web interface won't let you download the .psd file - it's too big. You can get a zip of the whole assets repository here: [url]https://github.com/pioneerspacesim/pioneer-assets[/url] Or if you've got git installed: $ git clone git://github.com/pioneerspacesim/pioneer-assets.git There's probably a way to do a partial download, google keeps telling me to use git archive --remote, but I can't get it to work personally...
RE: Modeling task: hoop spacestation
Posted: Mon Jan 28, 2013 12:46 pm
by Vuzz
If you're interested in playing with a model that already exists and improving something that is guaranteed to be in the game, now is a great chance. You honestly think it's an improved model ? thanks a lot , but i prefer continue to play with these one :
RE: Modeling task: hoop spacestation
Posted: Mon Jan 28, 2013 1:03 pm
by mikehgentry
Ah, actually I'm not sure I know how to get Blender or Wings3D to read .max files (there's an import script here [url]http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/3DS_MAX_Scene_Interchange[/url] , but that seems to be for .scn), and importing the .dae from the game models folder doesn't seem to be working either for some reason...
RE: Modeling task: hoop spacestation
Posted: Mon Jan 28, 2013 1:27 pm
by fluffyfreak
You honestly think it's an improved model ? thanks a lot , but i prefer continue to play with these one : That would be why we're asking for an ARTIST to help

Although if you want to make it look more like that one you can at least modify the texture on the new one since it's mapped to avoid stretching single pixels across the inner & outer surfaces of the rings.
RE: Modeling task: hoop spacestation
Posted: Mon Jan 28, 2013 1:42 pm
by fluffyfreak
@mikehgentry:What format would you prefer the file in? I can convert it to something else if not DAE.There's the old fall back like OBJ / 3DS / ASE. Or more modern ones like FBX.
RE: Modeling task: hoop spacestation
Posted: Mon Jan 28, 2013 2:31 pm
by robn
You honestly think it's an improved model ? Welcome back, Vuzz! Now returning you to my block list where you belong.
RE: Modeling task: hoop spacestation
Posted: Mon Jan 28, 2013 3:10 pm
by mikehgentry
It seems you can export FBX from Blender, I'm not sure if you can import. Hard to say without trying it... Probably better to go with the oldest / simplest open format that isn't lossy. obj seems popular, afraid I haven't a clue though. I can read .daes normally, it's just that the ones in pioneer/data/models/stations/hoop_spacestation don't seem to work. I import them and nothing appears on the outliner or in the scene. Odd...
RE: Modeling task: hoop spacestation
Posted: Mon Jan 28, 2013 5:35 pm
by Vuzz
Welcome back, Vuzz! Now returning you to my block list where you belong. je n'en attendais pas moins de toi , mon cher ^^ , toujours egal a toi même .
RE: Modeling task: hoop spacestation
Posted: Mon Jan 28, 2013 5:57 pm
by shadmar
@mikehgentry Here a quick pack of different formats you could try : dae,fbx,X,obj,u3d,3ds
RE: Modeling task: hoop spacestation
Posted: Mon Jan 28, 2013 6:01 pm
by shadmar
Here is some style motivation (or maybe this is big_crappy?) [url]https://www.google.no/search?q=2001+a+space+odyssey+space+station&hl=en&client=firefox-a&hs=COe&tbo=u&rls=org.mozilla:nb-NO:official&tbm=isch&source=univ&sa=X&ei=DAMHUYifF8Ly4QSt9YHwDQ&ved=0CDYQsAQ&biw=1076&bih=513[/url]
RE: Modeling task: hoop spacestation
Posted: Mon Jan 28, 2013 6:03 pm
by Marcel
thanks a lot , but i prefer continue to play with these one :Thanks for that, but it is going away. I'd like to take up the challenge myself, but I'm not ready yet. I'm still working on the Gingerbread Man tutorial. :dontknow:The picture you posted isn't even from the latest version. That one has more detail on the struts and windows. In lua I used a trig function loop to place transparent disks around a circle. I can't wait to find out how something like that is done in Blender! :O
RE: Modeling task: hoop spacestation
Posted: Mon Jan 28, 2013 6:48 pm
by Brianetta
je n'en attendais pas moins de toi , mon cher ^^ , toujours egal a toi même .Heh. *plonk*It's a sound I never tire of hearing.
RE: Modeling task: hoop spacestation
Posted: Tue Jan 29, 2013 2:31 am
by Vuzz
Here is some style motivation (or maybe this is big_crappy?) [url]https://www.google.no/search?q=2001+a+space+odyssey+space+station&hl=en&client=firefox-a&hs=COe&tbo=u&rls=org.mozilla:nb-NO:official&tbm=isch&source=univ&sa=X&ei=DAMHUYifF8Ly4QSt9YHwDQ&ved=0CDYQsAQ&biw=1076&bih=513[/url] link , give me an idea , We can join 2 space stations ( big or hoop) together to have a double capacity space station ? with two entry in the oposite side and two dockin' aera ( with dockin' placeeach called with a number)
RE: Modeling task: hoop spacestation
Posted: Tue Jan 29, 2013 5:02 am
by shadmar
Maybe this could be used : [url]http://www.solcommand.com/2009/12/jungle.html[/url]
RE: Modeling task: hoop spacestation
Posted: Tue Jan 29, 2013 5:33 am
by robn
Maybe it can - I certainly have no objection. But lets stay on topic here.
RE: Modeling task: hoop spacestation
Posted: Tue Jan 29, 2013 7:44 am
by Marcel
Well, at the risk of straying off topic, I have an objection to Sol Command's Jungle Station. The stations in Pioneer spin to simulate gravity. Sol Command's station, although beautiful, does not spin. It uses a Star Trek type of artificial gravity. Look at the orientation of the river. I think that with some modification it could work very nicely indeed, but the coriolis effect should be taken into account for any upgrades or new designs for Pioneer stations.
RE: Modeling task: hoop spacestation
Posted: Tue Jan 29, 2013 10:05 am
by mikehgentry
I think coriolis effect is what causes cyclones to spin. Centrifugal effect is spinning to create gravity. Thanks Shadmar - those seem to work. I'll have a play around with it, try to get some doors and lights attached, then see if I can come up with some variations. I figure the models don't take up too much space (especially if they're sharing texture), so pretty much the more the merrier right?
RE: Modeling task: hoop spacestation
Posted: Tue Jan 29, 2013 10:59 am
by Brianetta
Coriolis would be very noticeable in that station, if it was turning. You'd row in a straight line across the river and wind up on the bank you left...
RE: Modeling task: hoop spacestation
Posted: Tue Jan 29, 2013 11:33 am
by mikehgentry
Oh - sorry Marcel, I misunderstood what you were getting at.