Dyson Sphere (why do small?)

An area for discussing new ideas and additions to Oolite.

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nijineko
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Post by nijineko »

thank you very very much for these very helpful responses. =D i will go poke at my files now and see what happens. thank you again! be back soon!
arukibito ga michi wo erabu no ka, michi ga arukibito wo erabu no deshou ka?

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nijineko
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Post by nijineko »

ahh, snarf. it seems that i didn't convert it correctly? following errors:

Code: Select all

[mesh.error]: ***** Failed to read NVERTS
Failed to read NFACES
Failed to find VERTEX data
Failed to find FACES data
Failed to find TEXTURES data (will use placeholder material)
 ..... from nijineko_dyson_sphere.dat (from file)
[system]: *** NSRunLoop ignoring exception '*** -[NSPlaceholderArray initWithObjects:count:]: attempt to insert nil' that raised during posting of delayed perform with target 186f3190 and selector 'spawnShip:'
??
arukibito ga michi wo erabu no ka, michi ga arukibito wo erabu no deshou ka?

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Commander McLane
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Post by Commander McLane »

Well, how did you convert it?

Anyway, I suggest you post your .dat-file here. Seems it definitely doesn't contain the information needed by Oolite, or at least not in the correct order.

Here's an example from in-game, the .dat-file of the alloy:

Code: Select all

NVERTS 8
NFACES 12

VERTEX
-2.5, -4.5, -0.1
-2.5, -4.5, 0.1
-2.5, 4.5, 0.1
-2.5, 4.5, -0.1
2.5, -4.5, -0.1
2.5, -4.5, 0.1
2.5, 4.5, 0.1
2.5, 4.5, -0.1

FACES
127,127,127,	0.000000,1.000000,0.000000,	3,	7,3,2
127,127,127,	0.000000,1.000000,0.000000,	3,	7,2,6
127,127,127,	0.000000,-1.000000,0.000000,	3,	5,1,0
127,127,127,	0.000000,-1.000000,0.000000,	3,	5,0,4
127,127,127,	-1.000000,0.000000,0.000000,	3,	2,0,1
127,127,127,	-1.000000,0.000000,0.000000,	3,	3,0,2
127,127,127,	1.000000,0.000000,0.000000,	3,	6,4,7
127,127,127,	1.000000,0.000000,0.000000,	3,	5,4,6
127,127,127,	0.000000,0.000000,-1.000000,	3,	0,3,4
127,127,127,	0.000000,0.000000,-1.000000,	3,	4,3,7
127,127,127,	0.000000,0.000000,1.000000,	3,	6,2,1
127,127,127,	0.000000,0.000000,1.000000,	3,	6,1,5

TEXTURES
metal.png	256 256	256.000000 256.000000	0.000000 256.000000	0.000000 0.000000
metal.png	256 256	256.000000 256.000000	0.000000 0.000000	256.000000 0.000000
metal.png	256 256	256.000000 256.000000	0.000000 256.000000	0.000000 0.000000
metal.png	256 256	256.000000 256.000000	0.000000 0.000000	256.000000 0.000000
metal.png	256 256	256.000000 256.000000	0.000000 0.000000	256.000000 0.000000
metal.png	256 256	0.000000 256.000000 0.000000 0.000000   256.000000 256.000000
metal.png	256 256	256.000000 256.000000	0.000000 0.000000	256.000000 0.000000
metal.png	256 256	0.000000 256.000000 0.000000 0.000000   256.000000 256.000000
metal.png	256 256	0.000000 256.000000 0.000000 0.000000   256.000000 256.000000
metal.png	256 256	256.000000 256.000000	0.000000 0.000000	256.000000 0.000000
metal.png	256 256	256.000000 256.000000	0.000000 256.000000	0.000000 0.000000
metal.png	256 256	256.000000 256.000000	0.000000 0.000000	256.000000 0.000000

END
You see that it has basically three parts, namely "VERTEX", "FACES", and "TEXTURES". In the beginning there is the information how many lines the "VERTEX" and the "FACES" part contain (8 and 12 respectively). Each line of the "TEXTURES" part begins with the name of the texture-file that is used (this has to be changed if you want to rename your texture). And in the end there is the word "END". That's the basic structure. Depending on your conversion tool there can be some commentary headlines like "created by ...", but they are not read by Oolite and not necessary.
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nijineko
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Post by nijineko »

let's see. i was following the tut, and used the ootilites to do the conversion. let me check my dat file... brb.

ahah! strangely, i generated the obj file... dropped it on the obj2dattex file, and the resulting dat file is empty.
arukibito ga michi wo erabu no ka, michi ga arukibito wo erabu no deshou ka?

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Play games. Win Amazon gift cards! Brag. Repeat.
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