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Model Request about emptyepsilon HOT 11 CLOSED

daid avatar daid commented on July 24, 2024
Model Request

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Comments (11)

daid avatar daid commented on July 24, 2024

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.

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Jhovall avatar Jhovall commented on July 24, 2024

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?

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Jhovall avatar Jhovall commented on July 24, 2024

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

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daid avatar daid commented on July 24, 2024

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

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Jhovall avatar Jhovall commented on July 24, 2024

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....

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daid avatar daid commented on July 24, 2024

Odd, can you mail me an example obj? [email protected]

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Jhovall avatar Jhovall commented on July 24, 2024

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

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daid avatar daid commented on July 24, 2024

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

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IvanSanchez avatar IvanSanchez commented on July 24, 2024

@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".

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kwadroke avatar kwadroke commented on July 24, 2024

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

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Jhovall avatar Jhovall commented on July 24, 2024

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 :) ).

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