Search results

    1. jjaquinta

      Ships function vs form

      Building huge gunships is the \"right\" thing because that\'s pretty much all you can really do in StarMade right now. Everyone is solving the same problem, so their designs end up looking the same. If the play options become more diverse, then people will be optimizing for different problems...
    2. jjaquinta

      Offline Ship Editor

      So, while chewing on solving the problem of chunk dropout on big ships, I wrote another feature that should be of general use: text drawing. From the paint bar -> Mods -> Text will let you pick a font, size, style, color and text and then draw it in the selected region. I used it to create...
    3. jjaquinta

      Offline Ship Editor

      Thanks for testing this out. I appreciate it.
    4. jjaquinta

      Offline Ship Editor

      Sounds the same problem as others are getting. The root problem is that StarMade have not documented their format, nor made their code clear. It makes it difficult for people like me, who are adding value to their product, to do what we do. Since it re-reads, I\'m clearly internally consistent...
    5. jjaquinta

      Offline Ship Editor

      Thanks to all your support, and a very generous donation by kahulbane, I have reached my donation target and have ordered the Minecraft Lego kit for my very happy daughter. I now consider this software \"paid for\" and I have removed the \"begware\" bar at the bottom of the screen and replaced...
    6. jjaquinta

      Offline Ship Editor

      Well, you gave me half of what I asked (exact steps). If you had given me the other half (console output) you probably could have solved it yourself. It was running out of memeory. If you play with big ships, you should probably pump up Java\'s memory usage. That\'s why I couldn\'t re-create it...
    7. jjaquinta

      Offline Ship Editor

      Once a ship is loaded, it usually doesn\'t really matter where it came from. Since generated models are easier to test with, I usually use those. But, to make sure, I just loaded the Thunderclap in, and I was able to replace/stripe without incident. I\'ll do a video tutorial using this as an...
    8. jjaquinta

      Offline Ship Editor

      I think I\'ve updated SMEdit to support custom textures and blocks. I tried a texture pack I found and it seemed to deal with a higher resolution OK. I don\'t have a custom block pack to try out. If someone uses custom blocks, it would be great if you could test this for me.
    9. jjaquinta

      Offline Ship Editor

      I failed to initialize one of my structures correctly. >_< Should be fixed now. What priority is export-with-textures? I figure it would help people doing machinima.
    10. jjaquinta

      Offline Ship Editor

      I just Used Modify -> Hull to create a 500m x 20m x 20m needle. Did (Paint) Mod -> Stripes, used the defaults, and got an expectedly striped ship. Can you post a link to \"Thunderclap\" and give the exact steps you used to reproduce the defect? Or try with the generated hull and see if it works...
    11. jjaquinta

      Offline Ship Editor

      Ignore my previous comment. You are probably right. I\'ll see about fixing that.
    12. jjaquinta

      Offline Ship Editor

      It\'s actually exporting them as quads. If you look at the \"t\" lines, they have four verticies. I suspect that what\'s going on is your import doesn\'t recognize quads in an OBJ file. I can look at exporting them as triangles instead. Sounds like that\'s a more common denomenator.
    13. jjaquinta

      Offline Ship Editor

      Sounds like you don\'t have the JoFileMods.jar. Check out the instructions at the top of this thread. There are two jar files you need to have. Or, if you want to beta test, you can just pull down SMEdit.jar, and it should auto-update everything you need. I\'m on the verge of rolling that out...
    14. jjaquinta

      Offline Ship Editor

      You want to give the full path to the obj file. I need to put in a \"Browse\" button here.
    15. jjaquinta

      Offline Ship Editor

      I\'m having trouble replicating with test object. I created a 1000m long needle, but was able to save and view it fine. Can you post your binvox file somewhere? I can try testing with that. In other news I\'ve got the basics of the OpenGL renderer working. But the jury is out at to if it is any...
    16. jjaquinta

      Offline Ship Editor

      Ha ha. You are very kind. I\'d be making a lot more progress if I didn\'t have to fight the damn obfustication in the code. But I\'m glat what is there is useful to you!
    17. jjaquinta

      Offline Ship Editor

      OK. First pass exporting OBJ files done. I haven\'t really got something that can read them, so it\'s hard for me to test. I was able to read the one I wrote back in, so I think the syntax is correct. No textures for now. But I think I know how to do that. I want to first confirm the format is...
    18. jjaquinta

      Offline Ship Editor

      I haven\'t heard this request before. It\'s actually not all that hard. I could even export texture maps without a lot of work. But I\'ll just do shapes first, since that\'s all you\'ll need for 3D printing. I might do it lunchtime. The OpenGL work is hurting my brain. It\'s such an obtuse API...
    19. jjaquinta

      Offline Ship Editor

      Yeah, they are a bit off. They used to be perfect, but that was when it was volume based, not size based. I switched to size based for all the hulls because I thought it would be generally more useful (and I needed it to debug the large ship problems). The thing is, if it\'s size based, then I...
    20. jjaquinta

      Offline Ship Editor

      So if you zoom in, how do you decide what blocks to show and what ones not to? Remember: right now when you zoom, you are changing the apparent size of the ship, not your position relative to it. With the current rendering, there is no such things as \"your curent position\". You are...