Orbiter Shipyard Project: Gathering ideas

do we have to make the mesh in shipyard or do we import it from a program like anim8ter or blender
 
you can import it that's why I asked about what model files it supported
 
.obj and .3ds I think are the main ones all the 3d modelling Programs I have used can save to them
Obj/mtl seems doable, 3ds seems weird and undocumented.
I guess i'll also export the model loading to plug-ins, so other format readers could be added later.

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.

What about texturing? Will this program have some functionality for applying textures, or will that all have to be done by the modeler?
 
so this will support .obj and .mtl ? if it does that makes it a lot easier for me all I need to do then is export as a .obj and put it in to this program :)
 
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.

okay thanks. i have made 3D stuff in anim8ter before so i could do it (still a noob in anim8ter though geuss i will read a few tutorials).

okay so if the meshes are inported how do the animations work.

i also vote for anim8or format i find it easyer than blender
 
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 also vote for anim8or format i find it easyer than blender
I've looked at it, seems like one hell of a parser to make. But, should be doable.

.obj on the other hand is simple enough to have a basic loader done by now.

What about texturing? Will this program have some functionality for applying textures, or will that all have to be done by the modeler?
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:


Applying textures?
You can define dynamic textures for a group - VC parts, nametags, similar.
What exactly do you expect?
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.
 
and will you support the textures from the .mtl file ?
 
The shipyard does work on .msh files with a converter for other files
 
I was just wondering about texture functionality, I wasn't going to request it because I know how hard texturing is from both the developer of the program, and modeler's point of view!
 
well if it supports textures in .mtl then you just need to do them in your modelling program and import them in to this
 
Simply an import function?
Ability to import existing .cfg, spacecraft3.dll, multistage.dll, aircraft.dll, etc craft into the editor as a new project?
Yes. For example, I take the lovely little spacecraft3 .cfg file for a spacecraft3 vessel, import it, and it is converted into a .dll.

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.

Anybody knows if Vinka sill works on his dll's?
Last update seems to be in late 2006.
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.

Neither, it only gives out a complete DLL.
So I'm assuming it will have a built in compiler?
 
and will you support the textures from the .mtl file ?
If it don't, what's the point of obj support?
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.
Technically, it's doable. Some features will remain unsupported - manipulators for example, but the bulk will make it thru.
I'm trying to contact Vinka for his opinion on the matter, no response so far.

So I'm assuming it will have a built in compiler?
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.

...

What about C++ code output of a generated vessel?
Will anyone find it useful?
Or generating whole VS6 project of an above-average feature complexity vessel with a few mouse clicks sound like a massive overkill?

I was thinking of being able to apply and edit the textures in this program, i.e. drag and stretch, drag and turn, etc.
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, 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.
 
An output of the cpp file would be good ;)

A VC6 project may be overkill.

With mesh manipulation, I would say that it is the job of Mesh Wizard to do that, not OSB. I would prefer only .msh files being able to be included.

Edit: Vinka was last here on the 17th of November.
 
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.
So... no texture mapping then?:( What about colouring certain parts with solid colours?

.......


WOOT!!!!!! 1 MORE POST TILL 200 POSTS!!!!! YEAH!!!:woohoo:
 
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