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Pirat

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  1. Omg! Thats what I'm looking for!
  2. Hello! I have a problem with modeling circular shapes i know of amazing work with circles: http://steamcommunity.com/sharedfiles/filedetails/?id=892351957 But can't find out how to do slopes with them, or half spheres. Here is a obj of what i intend to make: https://skfb.ly/68IsS Any help?
  3. First try And original concept art:
  4. Block stats menu is so usefull thanx! I still have two problems: Transition from edge block 1x1 [angle 45'] to edge block 1x2 [angle 30'/60']. To make it smooth seems impossible. I tryed to make slim plates on slopes, and it is fine as long as they are straight. Sloped ones get crazy.
  5. Wow, good job. There is only one thing left to see with this mod: Playerless system simulation.
  6. Good job! But if you know arts of Code-Fu, I have a challenge for you! .obj to avorion XML converter! Or rather Voxelizer XML to Avorion XML converter! http://drububu.com/miscellaneous/voxelizer/
  7. Does it still work? It seems that Stations need 5 items not less for research now, or am I wrong?
  8. Good work! Is this mod dead? And why [rather how] use the regular ship AI, I mean set up commander onyour ship and just command it as it was another ship of your without you on board. It would need just a button "Commander on/off deck", and than issue regular command via ship menu.
  9. @Pyrax: It is 58 meters long, but i wanted to use this grid as scale about 180 meters, so it would be about 1 to 3 scale?? Still small, but big enougth for detali. And i chose the smallest from fleet collection as it is the simplest of them. @MRT: This was a timley process: First blender with proper shading and camera at flat view side i rendered with openGL flat PNG. I used bunch of Blender tutorials for that. Rendered each side separatly. That with gimp added filter->render->grid to each one. @Fox: Wow! I would love it if i could see it few moments [hours] earlier! Hmmm... is it really not compatible? There are few changes [more like diferances] to XML, Voxelizer gives voxel by voxel position. This is memory-consumig after all, so first Avorion fuses as many voxels as possible, [just make a 100x100x100 cube of 0.1 blocs to crash my PC], and beside that Avorion voxels have properties, the easy one are material and coulor. Up to this point it would be fairly easy to write some code to convert this. But: HP. Somehow it is calculated for every voxel based on its size [i guess/assume]. But two things make it reasonably hard to imposibble: Index/parent block, relative positioning. After creating and naming blocks they are positionet relative to parent block. And than there is that STRANGE thing going on: The grids are so uneaven! Like its always a matter of 0,0000019... I dont get it.
  10. This is a big project, so I will start right off with You, maybe I'll need some help. First thing first: I would love to make them as close to originals, so i downloaded 3d obj files, and converted them to 2d grids, this is what i got with corvett [missile one] And i see no option to have optimal grid... Even with 0.01 it is hard... How do you do this??
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