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Model Request #50

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Jhovall opened this issue Sep 22, 2015 · 11 comments
Closed

Model Request #50

Jhovall opened this issue Sep 22, 2015 · 11 comments

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@Jhovall
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Jhovall commented Sep 22, 2015

Dear all, Just some remarks

Might it be possible to add an option to rotate and shift models? I am putting new models of ships into the game, for SevCol and it is quite a hassle to open every *.obj, rotate it, correctly, save it again (I got about 'free' 50 ships, although at least half of them will be non-combatant ships).

If I have imported them, would you like to have a copy of it and make the player be able to choose which shiptemplate to use? Or don't you want to import them and just keep them seperate? My ships will probably be more durable statted, due to the nature of the LRP (Ships need to be able to surrender :) and our battles shouldn't last 10 seconds).

You have created an option to make a pack yourself with a python script, but I noticed that the script is not neccesary and that the game just looks into the Solcommand path and imports every texture/spec/glow/obj. Why did you create the option to make this pack?

Why do the player ships need "PLAYER" In front of their shipname? Is it not better to make an option: "Possible player ship" in the ship template?

I didn't quite figure out what the requirements are for a 'ship' model to be recognized as a space station, I know in march I was able to do it, when the template-models were differently composed. Could you tell me, since I got a few nice stations. Might it also be possible to let player-ships doc at just one side of a space station, the part which contains the actual hangar, or does this need programming rehaul?

Thanks for answering,

Jhovall

@daid
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daid commented Sep 22, 2015

Currently it's not possible to rotate models. It is possible to shift them with setRenderOffset in model_data.lua
I do fix each model in blender myself, applying proper normals (edge split tool) and rotation.

I could add them to the default set, depending on how they look and how large the final package becomes. Choice is never bad.

The "packgen" script is to generate .pack files from files. This is due to the fact that the models I bought come with a license that do not allow you to distribute the source files. So I need to distribute those models in a none-editable format. Hench the .pack files. (Models from .pack also load quicker then .obj)

I should make the player/not player a property of the template instead of a odd implicit thing with the name.

Every ship-template can also be used as a station. Yes, this is a bit odd. Only template names that end in "Station" will show up in the GM screen as station options. (Once again, odd implicit naming stuff that I should fix)

Docking at specific location would require code modifications.

@Jhovall
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Jhovall commented Sep 22, 2015

Hey,

Too bad, Then I should do the same for a lot of models in blender, too bad.
We will see about the package and I will send you it when it is finished next week.

I will see about the player and station naming and change my template when needed 👍

On the other hand,
I have added so many ships that the GM screen can not contain them all :), so I can't spawn them all properly to test, will have to do it by script then ....

I assume *.Jpeg's are not loaded, since they only give a black model?

@Jhovall
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Jhovall commented Oct 1, 2015

Hello,

Somehow my blender exported *.obj's are not recognized by EE (Aka, they crash on main screen).
They are visible by other viewer programs.

What I do is import an obj (which works in EE, but is turned wrong), I turn it in EE and export it. I try to apply the edge split tool, but it seems like nothing changes when I do.

What options do I need to flag, or not flag to export a usable *.obj file

Greets

@daid
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daid commented Oct 1, 2015

Make sure you export the obj with normals and uv-maps. Else EE indeed crashes (sorry, little checks in that code)

@Jhovall
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Jhovall commented Oct 1, 2015

That is not the problem it seems,
The checkboxes, include edges, apply modifiers, write normals, include Uvs and objects as obj objects are on, but it still crashes....

@daid
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daid commented Oct 1, 2015

Odd, can you mail me an example obj? daid303@gmail.com

@Jhovall
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Jhovall commented Oct 6, 2015

Just wondering.

Why did you choose to make every ship turned 270 degrees on the Z axis. All the ships I have found (like 40+), have the convention to align the same axis. It is a bit ... stupid that i have to turn every ship every time :).

Grtz

@daid
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daid commented Oct 6, 2015

The ships I got from AngryFly are positioned like this :-)

@IvanSanchez
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@Jhovall I don't think it's about turning the ships, it's about the meaning of the axes. In Artemis SBS, the X coordinate goes port to starboard, Y goes dorsal to ventral, and Z goes fore to aft (because some game designers like to interpret x-y as screen coordinates and as depth), so "forward" means [0, 0, Infinite].

I guess that the folks at AngryFly have a different concept of coordinate systems, and for them "forward" means [0, Infinite, 0]. It's just conventions and lack of a standard of what's "front".

@kwadroke
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kwadroke commented Oct 6, 2015

I also had to rotate ships I exported from Artemis SBS in the OBJ files.

@Jhovall
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Jhovall commented Oct 6, 2015

I think angryfly folks are the ones with a different definition. And since daid got it that way, he implemented the ships in the engine like that.

It is just a hassle to turn every ship in blender. (Also to find the engine emittors and to get the right scaling I want, but that is another subject :) ).

amir-arad pushed a commit to amir-arad/EmptyEpsilon that referenced this issue Sep 20, 2018
@daid daid closed this as completed Oct 18, 2021
StarryWisdom pushed a commit to StarryWisdom/EmptyEpsilon that referenced this issue Dec 11, 2021
add <memory> to prevent debian compilation error
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