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Posted: Sun Jun 26, 2005 4:50 pm
by Cmdr. Wombat
Star Gazer wrote:
How much is it worth if you blow it up? :twisted: :twisted:
Right now, nothing. It screams for help when shot at. And it shoots back. :twisted:

I might have it dump a couple of tonnes of textiles (crappy T-shirts)...

Posted: Sun Jun 26, 2005 4:57 pm
by Arexack_Heretic
Maybe you could add a 'drivetru', a hollow box/tube/ring.
'Fly through here' and: dockingrings/menu.

In 'reality' the ship is parked docked to the ring.

Posted: Sun Jun 26, 2005 5:00 pm
by Arexack_Heretic
Oh!
How do we add the touring through the belt in a small rent-a-craft (escapepod)?
Can you exchange a ship temporarily for another?
(Besides selling and buying.)

Posted: Sun Jun 26, 2005 5:01 pm
by Cmdr. Wombat
Arexack_Heretic wrote:
Maybe you could add a 'drivetru', a hollow box/tube/ring.
'Fly through here' and: dockingrings/menu.

In 'reality' the ship is parked docked to the ring.
With complimentary "free parking"! :D

I'll work on it.

Posted: Sun Jun 26, 2005 7:43 pm
by Selezen
:D :lol:

There goes the solemn ambience!!! :wink:

I could place it about halfway between the main station and the GY Dodec.

You could always have it that if you transfer a few credits to you they fire a cargo canister at you to scoop up! :lol: :lol:

Rxke, don't worry about the uploaded files, I've worked on them enough now and think I've fixed the bugs - it hasn't bugged out or done anything wierd yet...

A_H, can you upload the dat and texture and a sample shipinfo file so that I can try and integrate it into my version - I might have more luck than Rxke...

Posted: Sun Jun 26, 2005 8:34 pm
by Rxke
Selezen wrote:
A_H, can you upload the dat and texture and a sample shipinfo file so that I can try and integrate it into my version - I might have more luck than Rxke...
That"s cheating! :lol:

when I get a .dat file, it works (of course!) it's only that I can't seem to figure out how to export a .datfile from wings with UVMapping included...

Posted: Sun Jun 26, 2005 9:00 pm
by Cmdr. Wombat
Selezen wrote:
:D :lol:

There goes the solemn ambience!!! :wink:

I could place it about halfway between the main station and the GY Dodec.
I've, ummmm, expanded the concept a bit. I suspect it may be banished to out to near the witchpoint beacon... :D

Posted: Sun Jun 26, 2005 9:13 pm
by aegidian
Steps on how Giles moves files from Wings to Oolite:

1. In Wings, rename the texture(s) to something useful ('constrictor_texture')

2. Make the texture(s) External to the Wings file, choosing PNG as the format if it's available. Choose the same folder as the Wings file to save to.

3. Export the model to Wavefront (.obj) format (don't choose 'Export Selected' - if you have nothing selected you'll get an empty .obj file). Choose 'One group per material', don't swap the Y and Z axes, and use 1.0 as the Export Scale, and choose PNG as the default texture file type. Again, save to the same folder as the original Wings file.

There should now be a .obj file, a .mtl file, and at least one .png file alongside the original .wings file. We're done with Wings at this point.

4. If you have the DropObj2DatTex application, drop the newly created .obj file onto it, otherwise using the CLI run the DropObj2DatTex.py script with the full path to the .obj file as the argument.

This should create the .dat file from the .obj file and copy in the textures from the .mtl file.

The most important thing to remember is that the .obj and .mtl files should be in the same directory.

Posted: Sun Jun 26, 2005 9:32 pm
by Selezen
Cmdr. Wombat wrote:
I've, ummmm, expanded the concept a bit. I suspect it may be banished to out to near the witchpoint beacon... :D
Actually, that's quite a cool idea!

That way the shop will get all of the visitors to the system!

:lol:

Are you going to OXP it yourself or make it part of the main one? If the latter can you send me the information to go in the planetinfo file?

Posted: Sun Jun 26, 2005 10:31 pm
by Cmdr. Wombat
Selezen wrote:
Actually, that's quite a cool idea!

That way the shop will get all of the visitors to the system!

:lol:

Are you going to OXP it yourself or make it part of the main one? If the latter can you send me the information to go in the planetinfo file?
I can either do an oxp myself or send the files once it's ready. I was going to write a script so players who dock can go shopping (anyone want a "I visited the TGY" bumper sticker?). :D

Which brings me to my current large obstacle. I can't figure out how to add a docking slit in the right orientation. I'm trying to use the hermit-docking-slit since it fits better with the model I have, but any docking slit will do. Anyone know how to do this? I have a cube of side 500m. I want to put the docking slit on the face centred at (0,0,250), with the slit going in to the cube toward the origin. :?

Posted: Sun Jun 26, 2005 10:52 pm
by Arexack_Heretic
aegidian wrote:
Steps on how Giles moves files from Wings to Oolite:
1.>The most trouble arises when I import a standard texturefile from my library...
2.>Ok, I make my textures internal, just before I export to obj. And I save them as bmp's, Win-Wings3d doesn't support png. What I do is use the bmp inside wings for looksies, then open in Photoshop and save as png.
3. >I do that, standard settings, except again textures to bmp or tga. How critical is the saving to the same directory? I gather my files before uploading.
>Ok, next time when I send an obj, I'll send the texturefiles too. :oops:
Usually I send a *.wings file to Rik to evaluate, with textures internalised. They are in there, because they bloat the file considderably (Usually by 2000%). He should have no trouble extracting the textures from that.
4. >post wings stuff, I leave to the people with Macs. Possibly I could do it, but lacking a way to test them afterwards I don't really see the point.

Thanks Giles, for the hints and the game and the forum and stuff. :)

Posted: Sun Jun 26, 2005 11:48 pm
by Selezen
Here's where you are going wrong:
Arexack_Heretic wrote:
What I do is use the bmp inside wings for looksies, then open in Photoshop and save as png.
Wings, or any exported file (like your OBJ) will reference the original BMP file as the required texture. It won't even look at your PNG.

What you will have to do is send the wings file and the BMP file to someone who has the Mac version, and they might be able to re-export the texture as a PNG and do the conversion for you.

Note that the only way to use a PNG as a texture through Wings is through the Mac version.

Posted: Mon Jun 27, 2005 12:25 am
by Rxke
I have absolutely no problem extracting the textures, but the .datfile does only contains the mode's 'shape'l info, not what textures come where... Only at beginning of file it says which textures are used.

should *i* do something with the wingsfile, I get from Arnoud maybe? prior to hitting export ?
So no stuff like bottom_metal.png 256 256 49.152000 0.000000 shows up.
That worked with the dodec, though.... those extracted ok...

Posted: Mon Jun 27, 2005 12:56 am
by Arexack_Heretic
About the png's: drat!

I have just been cleaning up my Oolite-folders and converted every finished model to a zip containing mtl/obj, BMPs->converted PNGs.

Is there no way to edit the .DAT files to point to the PNGs i.s.o. the BMPs?

But as Rxke points out, his problem is with the UV-maps...


Done:
Finished the buoy-skin. :D
Did a couple of small objects today. :)
Cleaned my workspace. :shock:
Studied Hermitage for multiple object coordination hints. :?
Flattered Giles. :oops:
Goofed around with Wings, I almost have an infinityloop model. Next :arrow: a moubius! :roll:

edit:Put some spikes on a spherical-station-concept, now it's Fleisher's-Egocentric-Monument-to-hounour-his-l33t-combateeringskills!
Now only for the skins...sleepy. A good days work in all. Gnite. :zzz:

Posted: Mon Jun 27, 2005 1:35 am
by Rxke
emailed you: half succesful in exporting.

Don't worry about .bmp reference in .datfile, that's easily changed in texteditor. So long there's the uv mapping, that's good.

going to sleeeeeeep now