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Model Request #50
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Currently it's not possible to rotate models. It is possible to shift them with setRenderOffset in model_data.lua 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. |
Hey, Too bad, Then I should do the same for a lot of models in blender, too bad. I will see about the player and station naming and change my template when needed 👍 On the other hand, I assume *.Jpeg's are not loaded, since they only give a black model? |
Hello, Somehow my blender exported *.obj's are not recognized by EE (Aka, they crash on main screen). 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 |
Make sure you export the obj with normals and uv-maps. Else EE indeed crashes (sorry, little checks in that code) |
That is not the problem it seems, |
Odd, can you mail me an example obj? daid303@gmail.com |
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 |
The ships I got from AngryFly are positioned like this :-) |
@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". |
I also had to rotate ships I exported from Artemis SBS in the OBJ files. |
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 :) ). |
add <memory> to prevent debian compilation error
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
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