Project So... I've decided to make an addon

Right mouse button click on face and Reverse face.
 
It's been a few weeks, but I'm still around. I'm afraid this project has been put on the back burner, though, due to being busy in the "real world".

It turns out I need the professional version of Sketchup 6 to export a file into a 3ds or obj format. The professional version costs around $600 dollars. That's highway robbery. And besides, I don't have the money.

Because this has turned into a vessel that will primarily be operating between LEO and Luna, I will need to redo the mesh. Since I don't want to go back to anim8or, I've settled on Blender. I know, I know, Eric just needs to pick a modeling software, but I hear good things about Blender. Being a n00b, though, it will take a while for me to get the hang of it.

I would start to code if I didn't need a mesh before I started. But alas, I will need to refer to the mesh for much of the coding...
 
no you dont I think there is a way to get the model file out.


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export it as a google earth 4 file then extract it and in the models folder there is a .dae that I think you can open in modelling programs
 
no you dont I think there is a way to get the model file out.


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export it as a google earth 4 file then extract it and in the models folder there is a .dae that I think you can open in modelling programs
Thanks. I'll have to give it a try. :speakcool:
 
Hi everyone, its been a while. I've taken a bit of a hiatus because of the dreaded thing called "real life", but I've had a few days off and I'm back to work on this project.

I've abandoned Sketchup due to its horrendous export capabilities. I began learning Blender with use of the wikiBook on the subject, and I know that Blender is a very popular software, but in terms of complexity the program is horrid. I went back to anim8or with much reluctance, but I found that using the other two programs helped broaden my horizons a lot. I put together a far superior mesh than previously done in about half an hour, though I'm afraid I don't have any screenies.

Currently I am focusing on writing a .dll for the Unity. The t/space proposal includes the use of cargo canisters for lunar habitats. I made a mesh for a simple config-based cargo canister but I need to work some bugs out of the config file.

I intend on creating two more variations of the Unity (cargo and tanker) as well as a space station in LEO.


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lunaunity.jpg




Here's the cargo cannister/hab:


lunahab.jpg




They aren't the prettiest in the world, but they'll do.


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I'm getting a few little bugs when attempting to compile the Unity .dll, but right now I want to focus on modelling the space station. I would appreciate it very much if one of you code-savy orbiternauts will take a look at the source code to see if I'm missing anything obvious. It's very simple, just based on the delta glider code (but much smaller). I included a custom HUD as seen in Sputnik's Ascender, but I defined the HUD in the .h file instead of the .cpp.
 
Because of an infinite number of technical difficulties, I've dropped the source code and decided to use a minimal implementation (no .h file). The .dll compiled perfectly and Unity has made its first successful test flight! A lunar flyby followed by an aerobraking maneuver in Earth's atmosphere as detailed by the t/space proposal. :speakcool:

To Do List:
- Define all eight engines and custom exhaust (only used one powerful engine for the test flight)

- Refine the mesh and add more textures

- Create cargo and tanker variants

- Create LEO station
 
I think there's a plug-in for Blender that allows you to open .dae files... Can't remember, it was called "Collada" something, forgot where I found it.
I'm also thinking of starting to make spaceship addons, would you recommend making it in Sketchup and using the complicated export procedures or making the mesh directly in Blender?

Good luck for your Unity project! I hope you will enjoy making it and we will also enjoy piloting it :)
 
I think there's a plug-in for Blender that allows you to open .dae files... Can't remember, it was called "Collada" something, forgot where I found it.
I'm also thinking of starting to make spaceship addons, would you recommend making it in Sketchup and using the complicated export procedures or making the mesh directly in Blender?

Good luck for your Unity project! I hope you will enjoy making it and we will also enjoy piloting it :)
I recommend Blender. Sketchup has virtually no export capabilities unless you purchase the $600 version. ;)
 
So I'll have to relearn everything again, Blender-style :(
I've been considering a way to hack around the export limitations... First, export in GE4 format, change file extension to ".zip", extract the ".dae" file out of it, import the ".dae" file in Blender, export to ".3ds" file from Blender, then finally convert ".3ds" into ".msh"...
Thanks for your advice :)

When do you think you will finish Unity?
 
I've... eh... "reorganized" the code. Now Unity has a custom HUD which displays a G-meter and a radio altimeter (altitude below 2500 feet). Both of these were taken from sputnik's Ascender source code, but credits and such will be detailed in the documentation.

I am working on adding UMMU capability. All of the code is in there and the .dll is clean, but for some reason UMMU will not work ("Misc Error"). :dry: I will need to look at the shuttlePB source code included in the UMMU demo.

I am also working on "destroying" the ship when it touches down faster than 8 m/s. Right now all you get is an annoying "Your crew is dead" message, but with a few additions I will have all the fuel deleted as well.
 
Unity now has the same UMMU capabilities as the UMMU demo. Now I am going to work on getting this released, hopefully before the weekend is out. :cheers:


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I finally finished programming the darn thing. Now all that's left to do is write the documentation and the scenarios. It should be uploaded soon.
 
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