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Forum » SpaceEngine » Archive » MOD - Importing space ships 0.96 (How to import space ships models)
MOD - Importing space ships 0.96
Jabberwockxeno6109Date: Monday, 14.01.2013, 04:56 | Message # 46
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EDIT:

Victory!


Edited by Jabberwockxeno6109 - Monday, 14.01.2013, 05:14
 
DoctorOfSpaceDate: Monday, 14.01.2013, 05:16 | Message # 47
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Quote (Jabberwockxeno6109)
I had it to the .sm path before, but it crashed whenever I tried to teleport it.

Well, it's working now, for some reason.

Kinda.


Just use this

http://www.datafilehost.com/download-97f51c7e.html

Edit:

Well at least you got it





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Edited by DoctorOfSpace - Monday, 14.01.2013, 05:18
 
Jabberwockxeno6109Date: Friday, 18.01.2013, 02:36 | Message # 48
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Spaceenginner, can you add support for specular maps and colored specular highlights, like from 3ds max's car paint material?

Maybe a "duplicate" tool so one can have more than one ship in game of the same type?

Added (18.01.2013, 05:36)
---------------------------------------------
Question regarding detailbump: Can this be a normal map, too?

 
HarbingerDawnDate: Friday, 18.01.2013, 03:38 | Message # 49
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Quote (Jabberwockxeno6109)
Maybe a "duplicate" tool so one can have more than one ship in game of the same type?

This has already been suggested and something like it will probably be implemented in the future.





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InfinityseedDate: Wednesday, 30.01.2013, 20:06 | Message # 50
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Quote (SpaceEngineer)
The physics engine will use the mass distribution and realistic engine's parameters, generated heat that must be emitted by radiators, bump a ship with a micro-meteors and dust, etc. Your ships from the movies and other games will not work!
cry

Clearly, sir, you are a genius. This work of yours is beyond belief. And you certainly have the right to guide its course in any direction you see fit, but, if you'll pardon my saying so, perhaps it would be best to let us have our fantasies while enjoying your vision. I agree with other posters about the possibility of developing technologies that are currently impossible with our understanding of the universe. Also, there is something to be said for style and aesthetic quality. Art does not need to follow logic or scientific rules to be great or beautiful or true; indeed, it needs only obey one rule--to remain true to the artist's vision, which Space Engine certainly does. In any case, I cannot wait to see what develops here with your project. It has such great potential. happy
 
Jabberwockxeno6109Date: Wednesday, 20.03.2013, 19:36 | Message # 51
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Quote (Infinityseed)
but, if you'll pardon my saying so, perhaps it would be best to let us have our fantasies while enjoying your vision.


Seconding this. The removal of the OPTION to custom import models and assign custom attirubtes to them regardless of realism would be foolish at best, IMO.

Also, I think the ability to use self illumination maps would be very helpful, along with support for reflection and/or specular maps.


Edited by Jabberwockxeno6109 - Wednesday, 20.03.2013, 19:40
 
HarbingerDawnDate: Wednesday, 20.03.2013, 20:49 | Message # 52
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Quote (Jabberwockxeno6109)
Seconding this. The removal of the OPTION to custom import models and assign custom attirubtes to them regardless of realism would be foolish at best, IMO.

He's not saying that you can't do it. He's saying that the way the physics engine will work will make it difficult to add oddly shaped vessels. You could no doubt compensate for this by coding the engines to be in different places than they appear on the model, but depending on how things are implemented that might lead to some odd looking engine effects. The point is that some kinds of designs would not work without either altering the ship to compensate for its design, or altering the (planned) physics engine. Doing the latter could potentially destroy the intended experience. So like with any flight simulator you plan to make craft for, it's something that you have to keep in mind when adding your ship.

In any case this is something that will not actually be happening for a long time, so there's not much sense worrying about it now.

Quote (Jabberwockxeno6109)
Also, I think the ability to use self illumination maps would be very helpful, along with support for reflection and/or specular maps.

All of this is already planned, and specular maps are already supported (in the alpha layer of the diff map). I don't think standalone spec maps are supported in this version but they might be in the next version. Anyway, since you can already use them integrated in the diff maps it makes little difference.





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Jabberwockxeno6109Date: Thursday, 21.03.2013, 22:06 | Message # 53
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Quote (HarbingerDawn)
All of this is already planned, and specular maps are already supported (in the alpha layer of the diff map). I don't think standalone spec maps are supported in this version but they might be in the next version. Anyway, since you can already use them integrated in the diff maps it makes little difference.


Well, it just so happens the specular maps are in the alpha layer of the diffuse ones for the halo assets, but my issue is that the reflection maps are insanly important for the visual appearance of covenant ships, as they look radically different without it.

Which reminds me: specular color. Being able to choose the color of specular highlights or allowing a seperate, colored specular map to be used.
 
HarbingerDawnDate: Thursday, 21.03.2013, 22:11 | Message # 54
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Quote (Jabberwockxeno6109)
Which reminds me: specular color. Being able to choose the color of specular highlights or allowing a seperate, colored specular map to be used.

You can already assign specular color.





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Jabberwockxeno6109Date: Thursday, 21.03.2013, 22:26 | Message # 55
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Quote (HarbingerDawn)
You can already assign specular color.


Wait, really?

How?

Another idea: Support for models that use more than one diffuse/normal/specular map, as well as transparency for maps.

Basically just throw in all the features a 3d modelling program would have for it's materials, I guess. tongue
 
HarbingerDawnDate: Thursday, 21.03.2013, 22:33 | Message # 56
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All of these things are already planned for the future, don't worry. Spaceship models are still a very experimental feature and were just implemented in this version for the first time. Multiple diff maps, materials, etc. will be in 0.97. Other stuff will come later.

Quote (Jabberwockxeno6109)
Wait, really? How?

It's right there in the spacecrafts.sc file...

Code
    SpecularPower  150
    SpecularBright 10
>>> Color  ( 1.00, 1.00, 1.00 ) <<<





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Jabberwockxeno6109Date: Tuesday, 26.03.2013, 23:14 | Message # 57
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Is that in HSV or RGB?
 
HarbingerDawnDate: Tuesday, 26.03.2013, 23:23 | Message # 58
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Quote (Jabberwockxeno6109)
Is that in HSV or RGB?

RGB





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CrossworldsDate: Wednesday, 17.04.2013, 23:06 | Message # 59
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Hey, there. I'm sure this has been discussed already, but I can't find anything in searches here that gives me quite what I'm looking for: I've been trying to import some custom ships. I've followed the placement of files accordingly, but no matter what I do, they don't appear in the list of ships. Even when I tried simply copying the entry for the shuttle, naming it something new, etc, in the spacecrafts.sc file, they don't show up. Any idea what might be going on...?
Thanks! happy
 
HarbingerDawnDate: Wednesday, 17.04.2013, 23:09 | Message # 60
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Hello Crossworlds. If you've input the new entry into the spacecrafts.sc file correctly then the entry should appear in SE.




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Forum » SpaceEngine » Archive » MOD - Importing space ships 0.96 (How to import space ships models)
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