Star explorer
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do we have to make the mesh in shipyard or do we import it from a program like anim8ter or blender
Obj/mtl seems doable, 3ds seems weird and undocumented..obj and .3ds I think are the main ones all the 3d modelling Programs I have used can save to them
If you are ready to wait a couple of years for me to construct a useful 3D modeling application, then yes.okay but can we also make it in shipyard itsef
If you are ready to wait a couple of years for me to construct a useful 3D modeling application, then yes.
A thing like blender or anim8or takes a team and years of time to make.
I vote for the Anim8or format .an8 because Anim8or seems to be one of the most popular modelers in the Orbiter community right now.
I've looked at it, seems like one hell of a parser to make. But, should be doable.i also vote for anim8or format i find it easyer than blender
Applying textures?What about texturing? Will this program have some functionality for applying textures, or will that all have to be done by the modeler?
Well for me, I want to be able to apply textures like in 3DS Max or any other modeling programs in this program your making.Applying textures?
You can define dynamic textures for a group - VC parts, nametags, similar.
What exactly do you expect?
Oh sweet progress Artlav!!! Keep that!!! (But you don't have to on X-mas Eve and X-mas Day).:speakcool:
Well for me, I want to be able to apply textures like in 3DS Max or any other modeling programs in this program your making.
Yes. For example, I take the lovely little spacecraft3 .cfg file for a spacecraft3 vessel, import it, and it is converted into a .dll.Simply an import function?
Ability to import existing .cfg, spacecraft3.dll, multistage.dll, aircraft.dll, etc craft into the editor as a new project?
So, this:
FUEL_MASS=750
Becomes this:
Code:const double PB_FUELMASS = 750.0; PROPELLANT_HANDLE hpr = CreatePropellantResource (PB_FUELMASS);
Or something along those lines.
I do believe that Vinka has either been sucked into a black hole or ascended to a higher plane of being. You could try and get into contact with him if you want.Anybody knows if Vinka sill works on his dll's?
Last update seems to be in late 2006.
So I'm assuming it will have a built in compiler?Neither, it only gives out a complete DLL.
If you mean something like the UV Mapper Pro (not the basic), then maybe yes. I was thinking of being able to apply and edit the textures in this program, i.e. drag and stretch, drag and turn, etc.Like a UV mapper?
If it don't, what's the point of obj support?and will you support the textures from the .mtl file ?
Technically, it's doable. Some features will remain unsupported - manipulators for example, but the bulk will make it thru.Yes. For example, I take the lovely little spacecraft3 .cfg file for a spacecraft3 vessel, import it, and it is converted into a .dll.
I do believe that Vinka has either been sucked into a black hole or ascended to a higher plane of being. You could try and get into contact with him if you want.
Even GCC can't compile Orbiter DLL, so i have to use a different approach to DLL creation than needing a compiler built-in or installed.So I'm assuming it will have a built in compiler?
I was thinking of being able to apply and edit the textures in this program, i.e. drag and stretch, drag and turn, etc.
So, texture mapping support, what is called UVW mapping?Well for me, I want to be able to apply textures like in 3DS Max or any other modeling programs in this program your making.
So... no texture mapping then?So, texture mapping support, what is called UVW mapping? Highly unlikely. The point of OSH is to put together an Orbiter vessel out of already-made meshes, not making said meshes.