KingHaggis, what program you used to capture the game screen?i guess i downloadet one (virtual dub), but it's a bit complicated to setup.or even better i will post you a special version of pioneer and you make the vid

but i think i have to work on it still a bit and it's far from beeing useful for play, because it's a framerate killer and models have to be restricted to allow some others.but i would like to see my new city buildings in a vid for shure[attachment=186:2010-09-10_131314.jpg]i want to put it on a free server but the ads are to rude, so i place this here, i can still change the content later on

testversion_data.7ztry to setup a separate install of pioneer and replace the models and sub_models folder, replace copy over won't work because then all models will be loadet and that didn't works (on my machine at least)to all others, feel free to download it, it comes with my adder which i waited to upload so long because of some troubles it gives when installed all shipmodels (on a standart pioneer alpha4, it should work, but then you can't use many more), but it comes with absolutely no warranty!on the other hand would be interesting to hear how it works for others, i'm constantly getting to the limit of modules running, actually i had to disable some environmental sounds just to make it playable again (else allways in battle the game terminates).
Quote:
there are some disabled models in the folders, combo1 and combo_0, you can replace the existing ones (combo_0, combo, don't get confused by the names) with this a bit older set it runs somewhat better, best is you zip the existing folders delete them and unzip the older ones.
edit: sorry that won't work with the arco, i forgot

edit2: ok, for those who dare arco_01 older version that will work with the older combo buildingsarco_01_old.7zfurther you need to unzip the building base sub_model to make that work (for the factories, they need that, i later implemented it to the combo_0 script).i'm really curious if some can re-enable more models as i allready did in this setup, you can do simply by unzipping them,or zip some others you don't like and delete the folders afterwards.standart ships are all disabled except for the interdictor, you can re-enable them by renaming the ships.lua.bak (remove .bak). there is also a excerpt of it to enable the ladybird separately (ladybird.lua.bak).a hint from times before mod exchanger, use 7-zip or ultimate zip to create exe's from the models or whatever, place a shortcut into your pioneer folder, now you can exchange the models easy by clicking on the .exeto assign the folder in which the exe-zip stands simply leave the field for the default folder blank when setting it up.yes, i know the ports need a cool new building to, it is allready finished...in my head :mrgreen:still i'm not arrived at gliese825, there is a courier on my way and it carries a hull auto repair system, what a mean beast!yes i could reload a older savestate but i changed some buildings in the meantime (changed the tags) and the savegame won't work now without reverting the buildings.edit 3:there's a small other bug, shanghai will appear, but some other cities need at lest one building of sort 'city_power' i guess, that was the reason for the unloadable gamesave and last city i aproached it terminates also because of that.sorry havn't known that and i thought, ok game runs i can see shanghai.again

here's a replacement script name it "extra_bld.lua" and put it into "data\models\city\combo\"or edit the existing one and add the 'city_power' tag yourself.
Code:
define_model('green_bubble', { info = { lod_pixels = {.1,10,50,0}, bounding_radius = 5, materials={'default', 'cutout', 'glow1', 'glow2'}, tags = {'city_starport_building', 'city_power'}, }, static = function(lod) --set_material('glow1',0,0,0,.9,0,0,0,0,1,1.6,1.8) set_material('default', .43,.5,.63,1,1.26,1.4,1.66,30) set_material('glow1',0,0,0,1,0,0,0,0,1.5,2,.7) set_material('cutout',0,0,0,.95,.6,.6,.6,30) local v0 = v(4.359,0,6) local v1 = v(-4.359,0,6) local v2 = v(7.053,0,-2.292) local v3 = v(-7.053,0,-2.292) local v4 = v(0,0,-7.416) local v10 = v(2.18,3,3) local v11 = v(-2.18,3,3) local v12 = v(3.527,3,-1.146) local v13 = v(-3.527,3,-1.146) local v14 = v(0,3,-3.708) if lod > 3 then texture('alu.png',v(.5,.5,0),v(.2,0,0),v(0,0,1)) elseif lod > 1 then texture('alu_s.png',v(.5,.5,0),v(.2,0,0),v(0,0,1)) end use_material('default') quad(v12,v13,v11,v10) tri(v12,v14,v13) quad(v0,v2,v12,v10) quad(v2,v4,v14,v12) quad(v4,v3,v13,v14) quad(v3,v1,v11,v13) quad(v1,v0,v10,v11) if lod < 3 then if lod > 1 then texture('glow_s.png',v(.5,.5,0),v(.05,0,0),v(0,0,1)) use_material('glow2') sphere_slice(4*lod,2*lod,0,math.pi*.5, Matrix.translate(v(0,3,0)) * Matrix.scale(v(2.99,2.99,2.99))) end if lod > 1 then texture('bubbles_s.png',v(.5,.5,0),v(.05,0,0),v(0,0,1)) end use_material('cutout') sphere_slice(4*lod,2*lod,0,math.pi*.5, Matrix.translate(v(0,3,0)) * Matrix.scale(v(3,3,3))) end call_model('bld_base2', v(0,0,0),v(1,0,0),v(0,1,0),1.2) use_material('glow1') call_model('bld_base2_fce', v(0,.5,0),v(1,0,0),v(0,1,0),1.2) end, dynamic = function(lod) if lod > 1 then set_material('glow2',lerp_materials(os.clock()*0.3, {0,0,0,1,0,0,0,0,1.6,1.9,0}, {0,0,0,1,0,0,0,0,1,2.5,0})) end if lod > 2 then local trans = os.clock()*.1 if lod > 3 then texture('models/city/combo/wtr_x.png',v(math.sin(trans),math.cos(trans),0),v(.05,0,0),v(0,0,1)) else texture('models/city/combo/wtr_x_s.png',v(.5,.5,.5),v(.05,0,0),v(0,0,1)) end use_material('glow2') sphere_slice(4*lod,2*lod,0,math.pi*.5, Matrix.translate(v(0,3,0)) * Matrix.scale(v(2.99,2.99,2.99))) if lod > 3 then texture('models/city/combo/bubbles.png',v(.5,.5,0),v(.05,0,0),v(0,0,1)) else texture('models/city/combo/bubbles_s.png',v(.5,.5,0),v(.05,0,0),v(0,0,1)) end use_material('cutout') sphere_slice(4*lod,2*lod,0,math.pi*.5, Matrix.translate(v(0,3,0)) * Matrix.scale(v(3,3,3))) end
i'm really sorry, but i had no idea that at least one of this (each?) sort is needed.what is this good for?buildings tagged 'city_building', appear, let's say spread allover the citybuildings tagged 'city_starport_building', appear only close to the starport (very close)buildings tagged 'city_power', appear on the very outer circle of the city sometimes never (i recognized now small ones work good for that, so you can use it for little wind or solar power plants.