The Shipyard at the End of the Ooniverse. Modeller's bit.

Discussion and information relevant to creating special missions, new ships, skins etc.

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Diziet Sma
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Re: The Shipyard at the End of the Ooniverse. Modeller's b

Post by Diziet Sma » Wed Mar 06, 2013 7:19 am

Looking at your Planet Express ship, I notice that the x,y,z "0,0,0" point isn't located in the centre of the ship. It's important in Oolite that this be corrected as the bounding-box that Oolite uses will be much bigger than required, leading to a number of problems in-game.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied

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Re: The Shipyard at the End of the Ooniverse. Modeller's b

Post by Smivs » Wed Mar 06, 2013 9:29 am

Paradox wrote: Help meeeee... I can't stop long enough to even play now! };]
Ha, I don't think I've 'just played' Oolite for well over a year now, maybe two. 8)
<Takes another cookie from the jar...>
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Re: The Shipyard at the End of the Ooniverse. Modeller's b

Post by Diziet Sma » Wed Mar 06, 2013 11:14 am

Smivs wrote:
Paradox wrote: Help meeeee... I can't stop long enough to even play now! };]
Ha, I don't think I've 'just played' Oolite for well over a year now, maybe two. 8)
<Takes another cookie from the jar...>
Hehehe.. maybe we should declare an official "Just Play The Damn Game" week (or month?), where all OXP work is to cease, and everyone must just play for the fun of it! :lol:
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied

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Re: The Shipyard at the End of the Ooniverse. Modeller's b

Post by Rorschachhamster » Wed Mar 06, 2013 11:22 am

Diziet Sma wrote: Hehehe.. maybe we should declare an official "Just Play The Damn Game" week (or month?), where all OXP work is to cease, and everyone must just play for the fun of it! :lol:
OH, I'd like that. But let me first post my question(s) in the scripter's cove. :lol:

And I think a week would be enough. :wink:

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Re: The Shipyard at the End of the Ooniverse. Modeller's b

Post by Diziet Sma » Wed Mar 06, 2013 11:25 am

Rorschachhamster wrote:OH, I'd like that. But let me first post my question(s) in the scripter's cove. :lol:
Yeah sure.. so you'll have something to keep working with, in secret, when you should be playing.. :lol: :wink:
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied

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Re: The Shipyard at the End of the Ooniverse. Modeller's b

Post by Paradox » Wed Mar 06, 2013 5:05 pm

Diziet Sma wrote:Oh man.. SandJ is just gonna "squeeeee!" when he sees that Spaceman Spiff model! (Spiff is his avatar) And the Planet Express ship is awesome! 8)
The Spiff model was just a quickie to see if I could come close to making something recognizable... Without having transparency, and hence, no Spiff inside, I don't think it would be much use.. Plus it would be so small....
Diziet Sma wrote: Welcome to the Darkside of Oolite! Cookies are on the plate over in the corner. :mrgreen:
Ooh cookies! Thank you! };]
Diziet Sma wrote: Here are a set of External Views I adapted from a Caduceus for use with a Behemoth. They might make a better starting point for your Leviathan. As they are generally in the 1.5-3.0 km range from ship centre, they might be a little too close still, but you should at least be able to see enough of the ship to be able to tweak the x,y,z coordinates to suit...
Thank you! I will give them a try. If I can get my brain off modeling for a while, I am thinking of making two different FS Leviathans, a small "young" one that a player could have, and then some full size wandering giant npcs...
Diziet Sma wrote:Looking at your Planet Express ship, I notice that the x,y,z "0,0,0" point isn't located in the centre of the ship. It's important in Oolite that this be corrected as the bounding-box that Oolite uses will be much bigger than required, leading to a number of problems in-game.
That picture was taken before I began scaling it etc. I do all my modeling/texturing first, then scale and position it so I can write down all the coordinates I need for the plists. I got it in the game, and it's currently 50 meters long. I managed to screw up 3 out of the 20 frikin' engines on the back, so I need to fix that today. I also need to re-work my rear laser/view solution. I took a few artistic liberties, but they aren't working too well just yet.}:]

BTW, what is up with the engine exhaust stretching? At the slowest acceleration, they line up fine, but as you speed up, and they begin to stretch out, the base also moves -z way out from the original coordinates. }:[

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Re: The Shipyard at the End of the Ooniverse. Modeller's b

Post by cim » Wed Mar 06, 2013 5:46 pm

Paradox wrote:BTW, what is up with the engine exhaust stretching? At the slowest acceleration, they line up fine, but as you speed up, and they begin to stretch out, the base also moves -z way out from the original coordinates. }:[
Oh, yeah, I meant to fix that. It should keep the same origin as you accelerate.

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Re: The Shipyard at the End of the Ooniverse. Modeller's b

Post by Commander McLane » Wed Mar 06, 2013 6:18 pm

Paradox wrote:
Diziet Sma wrote:Oh man.. SandJ is just gonna "squeeeee!" when he sees that Spaceman Spiff model! (Spiff is his avatar) And the Planet Express ship is awesome! 8)
The Spiff model was just a quickie to see if I could come close to making something recognizable... Without having transparency, and hence, no Spiff inside, I don't think it would be much use.
While there's indeed no transparency, you can sort of emulate it by reversing the normals for the dome. It's not perfect, but it's the best that can be done. It works because Oolite allows you to look through any structure from the inside, and by reversing the normals the dome is turned inside out.

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Re: The Shipyard at the End of the Ooniverse. Modeller's b

Post by Paradox » Wed Mar 06, 2013 6:28 pm

cim wrote:
Paradox wrote:BTW, what is up with the engine exhaust stretching? At the slowest acceleration, they line up fine, but as you speed up, and they begin to stretch out, the base also moves -z way out from the original coordinates. }:[
Oh, yeah, I meant to fix that. It should keep the same origin as you accelerate.
So put that cookie down and go tickle your keyboard! If I gotta input 20 engine exhausts, they should at least have the decency to stay put! };]

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Re: The Shipyard at the End of the Ooniverse. Modeller's b

Post by Paradox » Wed Mar 06, 2013 6:35 pm

Commander McLane wrote:
Paradox wrote:
Diziet Sma wrote:Oh man.. SandJ is just gonna "squeeeee!" when he sees that Spaceman Spiff model! (Spiff is his avatar) And the Planet Express ship is awesome! 8)
The Spiff model was just a quickie to see if I could come close to making something recognizable... Without having transparency, and hence, no Spiff inside, I don't think it would be much use.
While there's indeed no transparency, you can sort of emulate it by reversing the normals for the dome. It's not perfect, but it's the best that can be done. It works because Oolite allows you to look through any structure from the inside, and by reversing the normals the dome is turned inside out.
OK, makes sense... more or less. I will do a re-model and see what I can do. Gonna have to be an awfully big Spiff though. }:]

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Re: The Shipyard at the End of the Ooniverse. Modeller's b

Post by Diziet Sma » Wed Mar 06, 2013 6:36 pm

Paradox wrote:
cim wrote:
Paradox wrote:BTW, what is up with the engine exhaust stretching? At the slowest acceleration, they line up fine, but as you speed up, and they begin to stretch out, the base also moves -z way out from the original coordinates. }:[
Oh, yeah, I meant to fix that. It should keep the same origin as you accelerate.
So put that cookie down and go tickle your keyboard! If I gotta input 20 engine exhausts, they should at least have the decency to stay put! };]
Even when cim does fix it, you'll have to install trunk to see it working.. or wait for 1.78 to be released.. :mrgreen:
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied

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Re: The Shipyard at the End of the Ooniverse. Modeller's b

Post by Paradox » Wed Mar 06, 2013 6:44 pm

Just a quickie screencap. of Planet Express. }:]

Image

You can see my attempt at integrating a rear laser/viewpoint under the engines in back, but I might ditch that, and put another dome/laser (like the one on the top) under the "belly" between the rear fins.

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Re: The Shipyard at the End of the Ooniverse. Modeller's b

Post by Diziet Sma » Wed Mar 06, 2013 6:49 pm

Wow. 8)
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied

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Re: The Shipyard at the End of the Ooniverse. Modeller's b

Post by Paradox » Wed Mar 06, 2013 10:43 pm

Diziet Sma wrote:Even when cim does fix it, you'll have to install trunk to see it working.. or wait for 1.78 to be released.. :mrgreen:
I can wait, it's not a big deal most of the time, just looks messed up...}:] As long as it doesn't keep me out of the black.

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Re: The Shipyard at the End of the Ooniverse. Modeller's b

Post by Paradox » Wed Mar 06, 2013 10:45 pm

Diziet Sma wrote:Wow. 8)
Lol! Thanks, I am proud of this one, and as soon as I get Spaceman Spiff finished, I will try to tweak this one enough to maybe upload it.

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