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    1. E

      Offline Ship Editor

      It has basic support for reading obj files at present. And since its not a dedicated obj importer/editor, it can\'t read it cleanly. You\'ve got artifacts from errors in the obj model\'s encoding (each program that exports to OBJ does so differently). You should use an obj viewer like Meshlab...
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      Akira Class WIP

      Not great. Docking being broken as it is at the moment, it would not have a functional shuttlebay if it was going to actually have a split-hull design which itself poses problems because it would need a lot of space divoted to docking enhancers which might need more room than it can afford...
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      Akira Class WIP

      Status update. Video format! Enjoy. http://youtu.be/i-GydvPWFNA
    4. E

      Ship Docking "area too small"

      Tis the nature of Alpha. Change happens, things break.
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      Ship Docking "area too small"

      Its because now apparently the docking area is is miscalculating the actual size of your ship. For example my shuttle is L4 W3 H2 (4x3x2) with the core in the very front. It cannot use a normal docking module without an enhancer because it is apparently now \"too big\" length-wise. If I move the...
    6. E

      Ship Docking "area too small"

      I\'m seeing this too. My shuttles are L4 W3 H2 with the Core at the very front middle of the craft. My ship has one bay to house it and this bay is about 10 blocks tall and 10 blocks wide with a door only 5 blocks wide. The bay itself has 3 docking modules in it without any enhancers on them...
    7. E

      Ship Docking "area too small"

      The docking modules now have a default docking dimension of 12x12x12. This breaks the \"EnterpriseHullDone\" blueprint as its shuttlebay has a docking module and it won\'t work under the new mechanics. Ship builders would be forced to make their ships larger to work with the \"buffed\" modules...
    8. E

      Offline Ship Editor

      Still think that we should have a means to pass through blocks in the program when zoming in on the core or whatever other part of the ship we want. Since sometimes when importaing a ship the core is already in the ship so it would be handy to be able to pass through or ghost through those...
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      Offline Ship Editor

      Actually that gave me an idea. Not very feasible I imagine. It centered around using the SM engine to display your ship and thus use whatever texture pack you have. So you are kind of viewing the ship in SM. Since SM\'s engine can zoom in and out on the project much faster and easier than...
    10. E

      Offline Ship Editor

      Can this work for deleting half of a ship and mirroring the remaining half to make it symetrical? Would make fleshing out my project easier in-game. It has problems with my project so far in that it seems to hang when I try to select an area of the akira model I\'ve already got. Maybe it...
    11. E

      Akira Class WIP

      That was the hard part for a while. The tools I use convert a voxelized model into plain grey hull blocks and plops the ship core in what it considers the middle of the model based on its dimension size. For this it kept popping the core in open space behind the aft shuttlebay. Now obviously...
    12. E

      Akira Class WIP

      Except that is a non-cannon source. Beyond what was listed in the most official looking MSDs, there isn\'t a lot of data about the interior. The Starmade replica will have the bare minimum of interiors: bridge, hangar deck, engineering and storage. And since \"turbolifts\" aren\'t possible I...
    13. E

      Akira Class WIP

      First thing first. The interior needs more hallowing out. The ship is an imported binvox that in turn was a somewhat inaccurately converded 3ds max model whose textures weren\'t included (so my tools couldn\'t import those colors). Once I hollow it out more properly I can begin coloring the...
    14. E

      Akira Class WIP

      As promised, here are the screenshots. I still have a lot of work to do in correcting assymetrical parts of the ship by hand and painting the exterior with new hull colors (being based on a mesh that didn\'t have textures, the tools I used couldn\'t color it). This will be the most...
    15. E

      Akira Class WIP

      I\'ve managed to get the base hull done. Its not pretty (smoothed with hull wedges) but its there. Screenshots will follow tomorrow.
    16. E

      Offline Ship Editor

      Hollowing an already hollow hull is okay. When I tell it to fill said hull (in advance of smoothing it out), it stalls hard. On a 524x524x524 ship. Will try again with this new patch as well. Edit: Fill works. But smooth on a 300x300x300 ship that has been filled seems to make it stall for...
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      Akira Class WIP

      Not many. I\'m distracted by guild activities in another game. I\'m crawling along trying to make sure it stays fairly symmetrical. And I am trying out a tool tentatively called \"SMEdit\". Its a nice toy, though the imported binvox gets kind of castrated if I move the core to a more proper and...
    18. E

      Offline Ship Editor

      Replied. Its at the bottom of the page. Moving the core actually changes the bounds. No idea why, but it does. Rotating the ship also changes the bounds, but that I can understand because the \"dimensions\" of the ship are actually changing. The binvox this is based on was flipped in viewvox...
    19. E

      Offline Ship Editor

      Now that I had a little sleep I managed to get screenshots to better describe it. Not that I think it needs further elaboration. The blue dot is where the tool puts the core by default after importing the binvox. The green dot is where I move it to. The red rectangle is the part the tool...
    20. E

      Offline Ship Editor

      I can confirm this behavior since it correlates to what I\'m seeing. Silaz a few pages back noticed this and you confirmed it four days ago. The voxelized ship I\'m using is 300 meters long. If I leave the core in its default location when imported, the ship will write into a blueprint just...