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potsmoke66
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another example of a transparency issue i can't get rid of
 Cкрытый текст   (кликните здесь для просмотра)


the archologies (domes) cutting each other out sometimes, that's simply because one is processed before or after the other.

i would have to make the five archo's as one model to prevent from that, but then is the seeded random look of the cities gone.
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Последний раз редактировалось: HeadHunter (18:15 04-06-2011), всего редактировалось 1 раз
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Good work, potsmoke66 Улыбка !
http://www.elite-games.ru/conference/viewtopic.php?p=2572946#2572946
http://www.elite-games.ru/conference/viewtopic.php?p=2573006#2573006

Jahell-Falcon with your glass-tehnologies. Супер!

potsmoke66 :
he archologies (domes)

P.S.: Fanny trees Улыбка Улыбка .

potsmoke66 :
know still the same old "flying brick", but that's the adder from my point of view.


In my opinion - not bad. Пьем пиво вместе!
Could well be added to the collection of mods. Улыбка

About "glass-tehnologies" -
Сan you collect all the text and examples in one archive?
I'll do it is attached.
Without a good knowledge of English.. very difficult to understand the all topic mass. Хы... Улыбка


P.S.> Sorry for the long silence. Cases prevented.
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Последний раз редактировалось: HeadHunter (13:42 04-02-2011), всего редактировалось 6 раз(а)
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yes, good idea to straighten the "how to"
i guess i make a model for ffed3d and note what is to do
to get a proper transparency.

maybe this one? Гы-гы
 Cкрытый текст   (кликните здесь для просмотра)


it can be sometimes difficult and even in my scripts for pioneer i have to rearrange the model often just because a certain part vanishes behind the glass.
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Последний раз редактировалось: HeadHunter (18:16 04-06-2011), всего редактировалось 1 раз
Последний раз редактировалось: potsmoke66 (17:06 07-02-2011), всего редактировалось 1 раз
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ok, if no one else posts something here, i do Хы...

i can't embed video clips, hm?

ok, then a link must be enough
it's a "claasic" first delivery in Pioneer, ment as demo for noobes.
Pioneer Space Sim - your first Delivery. i can't give no warranties if that reminds you of something.
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potsmoke66
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a re- re- release, done by request, the updated courier for FFED3D
 Cкрытый текст   (кликните здесь для просмотра)




the file is in the FFED3D download area
[url=http://spacesimcentral.com/downloads/ft2.php?method=getfile&dir=%2FFFED3D&file=courier_ffed3d_p66_2011-04.zip]

edit: moved to next post

there is a small transparency issue i can't get rid off, because the rotating engine part is a different model and has a lower position in hierarchy.
i could have implement the engines to the main model but only with loss of the version for the trader.

i have tried to fiddle around with the possible solutions for transparency.

first, i can't use indexed color like coolhand did, i havn't found a way yet to do so, strange.

best way to get a proper transparency is still to edit the file in txt format.

you can search for the parts name that should be transparent (i.e. name it in the CAD "win").

Код:
  Frame win {

    FrameTransformMatrix {
      1.000000,0.000000,0.000000,0.000000,
      0.000000,1.000000,0.000000,0.000000,
      0.000000,0.000000,1.000000,0.000000,
      0.000000,0.000000,0.000000,1.000000;;
    }
Mesh {
18;
0.061300; -3.138100; 0.411400;,
0.061300; -2.895100; 0.498900;,
-0.000000; -3.255600; 0.415500;,
0.061300; -2.895100; 0.498900;,
-0.000000; -2.922700; 0.505900;,
-0.000000; -3.255600; 0.415500;,
-0.000000; -3.255600; 0.415500;,
-0.000000; -2.922700; 0.505900;,
-0.061300; -2.895100; 0.498900;,
-0.061300; -2.895100; 0.498900;,
-0.061300; -3.138100; 0.411400;,
-0.000000; -3.255600; 0.415500;,
-0.061300; -3.138100; 0.411400;,
-0.061300; -2.895100; 0.498900;,
-0.159700; -2.602300; 0.449000;,
0.061300; -2.895100; 0.498900;,
0.061300; -3.138100; 0.411400;,
0.159700; -2.602300; 0.449000;;
6;
3; 0, 1, 2;,
3; 3, 4, 5;,
3; 6, 7, 8;,
3; 9, 10, 11;,
3; 12, 13, 14;,
3; 15, 16, 17;;
  MeshMaterialList {
    1;
    6;
    0,
    0,
    0,
    0,
    0,
    0;;
  Material Mat1 {
    1.0; 1.0; 1.0; 1.0;;
    0.0;
    1.0; 1.0; 1.0;;
    0.0; 0.0; 0.0;;
  TextureFilename {    "skin.png";  }
  }  // End of Material
    }  //End of MeshMaterialList
  MeshNormals {
18;
    0.716605; -0.236335; 0.656148;,
    0.571001; -0.252144; 0.781243;,
    0.000000; -0.297159; 0.954802;,
    0.571001; -0.252144; 0.781243;,
    0.000000; -0.261849; 0.965087;,
    0.000000; -0.297159; 0.954802;,
    0.000000; -0.297159; 0.954802;,
    0.000000; -0.261849; 0.965087;,
    -0.571001; -0.252144; 0.781243;,
    -0.571001; -0.252144; 0.781243;,
    -0.716605; -0.236335; 0.656178;,
    0.000000; -0.297159; 0.954802;,
    -0.716605; -0.236335; 0.656178;,
    -0.571001; -0.252144; 0.781243;,
    -0.829707; -0.189154; 0.525132;,
    0.571001; -0.252144; 0.781243;,
    0.716605; -0.236335; 0.656148;,
    0.829707; -0.189154; 0.525132;;
6;
3; 0, 1, 2;,
3; 3, 4, 5;,
3; 6, 7, 8;,
3; 9, 10, 11;,
3; 12, 13, 14;,
3; 15, 16, 17;;
}  //End of MeshNormals
MeshTextureCoords {
18;
0.532679;-0.873163;,
0.532679;-0.845925;,
0.522812;-0.886361;,
0.532679;-0.845925;,
0.522812;-0.849046;,
0.522812;-0.886361;,
0.522812;-0.886361;,
0.522812;-0.849046;,
0.532635;-0.845949;,
0.532635;-0.845949;,
0.532636;-0.873187;,
0.522812;-0.886361;,
0.532636;-0.873187;,
0.532635;-0.845949;,
0.548392;-0.813131;,
0.532679;-0.845925;,
0.532679;-0.873163;,
0.548436;-0.813108;;
}  //End of MeshTextureCoords
  }  // End of the Mesh win
  }  // SI End of the Object win

thats a excerpt from the above courier. btw, not all programs generate such explanations like blender, if you miss notes like "end of the..."
you will have to count the opening and closing brackets.
in general it's simply this,
{ top level frame,
{ second level
{ third level
} close 3rd
} close 2nd
} closes model

now you have two possbilities.

take that snipped as it is and place it right before all meshes close and the animation part begins.
.
...
.....
0.112642;-0.041555;,
0.104959;-0.022097;;
} //End of MeshTextureCoords
} // End of the Mesh 151
} // SI End of the Object 151

paste transparent mesh data here

} // End of the Root Frame

AnimationSet AnimationSet0 {

Animation {
{ _157 }
AnimationKey {
4;
.....
....
..

or you can alternatively enclose the transparent mesh part with a top level frame and put the mesh on top of the file right before the first RootFrame has started.

..
....
.....
Frame RootFrame {

FrameTransformMatrix {
1.000000,0.000000,0.000000,0.000000,
0.000000,-0.000000,-1.000000,0.000000,
0.000000,1.000000,-0.000000,0.000000,
0.000000,0.000000,0.000000,1.000000;;
}

paste transparent mesh data here

} // End of the Root Frame
.....
....
..

if you need to compress/uncompress respectively translate .bin to .txt
you will find this handy.
MView.zip it's not only a meshviewer you can convert in comfortable way between the .x formats.
also good to check your models, models that run in MView, will usually run in the game.

it's a older DirectX featured program which isn't available no more from MS, someone should tell me why?. with the actual viewers that come with DX you can't manipulate or save a mesh.
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Последний раз редактировалось: HeadHunter (18:16 04-06-2011), всего редактировалось 1 раз
Последний раз редактировалось: potsmoke66 (02:27 21-04-2011), всего редактировалось 4 раз(а)
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courier_ffed3d_p66_2011-04-b.zip

i've made a mistake, i've overseen a small failure, that's why i uploaded a second version, sorry.
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Последний раз редактировалось: potsmoke66 (02:26 21-04-2011), всего редактировалось 1 раз
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We don't have new builds of FFE D3D, still - sad. Расстроен

potsmoke66 :
Pioneer Space Sim - your first Delivery.

Good Улыбка .
RUS theme, about:
http://www.elite-games.ru/conference/viewtopic.php?t=52670

potsmoke66 :
courier_ffed3d_p66_2011-04-b.zip

Sympathetic Улыбка . I uploaded it:

\file deleted (included in the archive)\
_________________
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Здесь, под покровом небес
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Последний раз редактировалось: HeadHunter (01:00 01-11-2011), всего редактировалось 4 раз(а)
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potsmoke66
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thanks, i guess i will have to learn Russian (or get lost).

in Pioneer, the crew changes dress colors and gender randomly, can't do such of course in FFED3D.

you mentioned once i should finish the adder for FFED3D.
here it is, but it still looks like soviet forces, only rusted, it must be the models shape, i guess Подмигиваю

 Cкрытый текст   (кликните здесь для просмотра)




Adder_ffed3d_P66_2011-04.zip
 Описание:
 Имя файла:  Adder_ffed3d_P66_2011-04.zip
 Размер файла:  2.12 MB
 Скачано:  1371 раз(а)

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Последний раз редактировалось: HeadHunter (18:16 04-06-2011), всего редактировалось 1 раз
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i revisited my church (chappel), and added a working clock Подмигиваю
 Cкрытый текст   (кликните здесь для просмотра)



but to get rid of the original clock numbers and the windows the exe must be hacked, else everythings fine.
the clock numbers and (all buildings) windows are NO models, they are simply text, that's why you can't remove them with a "empty" model.

 Cкрытый текст   (кликните здесь для просмотра)


also i ported my factory from pioneer to ffed3d.

 Cкрытый текст   (кликните здесь для просмотра)


the replacement building for the factory ,you would have to choose yourself, actually (that happens sometimes) Frontiermeshes didn't runs properly and this is very handy to find a certain free model.

for those who wonder why there are only the original models to see,
usually i run a minimum ffed3d for test purposes (e.g. check a model), loading time is much shorter.

edit: unfortunately it's not possible to use the original clockhands,
so the clock won't show game time, it shows time since start of game, anyway it's a animation and not 100% exact timed.

noch was,
modelers examine the church, it's a good example how to use transparency issues as an advantage.
the windows are not inlet, i cut a hole in the wall of the church with a quad to make the windows which lay behind, visible.
you will find the relevant part named "cut" by searching for it's name. it's positioned right before the body of the church starts and after all other, due to that it cut's a hole in the surface of "church" and leaves window,frame, and clock visible.
i know that's "cheap modeling" (instaed of using a boolean operation to let them in) but imagine how many polys you can save through that on a bigger model.
the fact that i have used my clockhands in a single top frame is irrelevant, i just did that to check if i can have two animations with a different framerate (minute, hour), but unfortunately that won't work and i had to animate the minutes over the full 12 hours.

MODELS - Buildings P66 01 (248,369,372,374).zip
 Описание:
my older city buildings plus the revisited church, some empty models to
remove the original clockface and clockhands (i forgot to remove the old skin)
 Имя файла:  MODELS - Buildings P66 01 (248,369,372,374).zip
 Размер файла:  2.33 MB
 Скачано:  1435 раз(а)
factory1.zip
 Описание:
"ACME Bolts & Nuts"
for FFED3D
 Имя файла:  factory1.zip
 Размер файла:  365.29 KB
 Скачано:  1227 раз(а)

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potsmoke66
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if you wonder why the factory looks so simple,
here's the reason

 Cкрытый текст   (кликните здесь для просмотра)
Код:
--updated 05/08/2010
define_model('rotor', {
   info = {   
         lod_pixels = {20, 40, 100, 0},
         scale=1,
         bounding_radius = 3,
         materials = {'alu'},
         },
   static = function(lod)
       set_material('alu', .5,.52,.55,1,.45,.5,.55,50)
       use_material('alu')
      circle(4*lod, v(0,0,0), v(0,1,0), v(0,0,1),.3)
      xref_tri(v(0,0,0), v(1.3,0,.25), v(1.3,0,-.25))
      tri(v(0,0,0), v(-.25,0,1.3), v(.25,0,1.3))
      tri(v(0,0,0), v(.25,0,-1.3), v(-.25,0,-1.3))
      xref_tri(v(0,0,0), v(-1.1,0,.7), v(-.7,0,1.1))
      xref_tri(v(0,0,0), v(1.1,0,-.7), v(.7,0,-1.1))
   end
})

define_model('factory1', {
   info = {
         lod_pixels = {20, 40, 100, 0},
         scale=1.25,
         bounding_radius = 50,
         materials = {'clay', 'concrete', 'blood', 'snow', 'coal', 'alu', 'nausea', 'sea',
                  'dandelion', 'kentucky1', 'kentucky2', 'kentucky3', 'kentucky4', 'roof'},
         tags = {'city_building', 'city_power'}
         },
   static = function(lod)
       set_material('blood', .3,0,0,1,.1,.1,.1,10)
      set_material('snow', .7,.7,.7,1,.1,.1,.1,10)
      set_material('coal', .05,.05,.04,1,.1,.1,.1,10)
        set_material('sea', 0,.06,.3,1,.3,.3,.3,5)
      set_material('dandelion', .6, .55,0, 1, .3, .3, .3, 5)

      local  v0 = v(20,1,-20)
      local  v1 = v(-20,1,-20)
      local  v2 = v(20,29,-20)
      local  v3 = v(-20,29,-20)
      local  v4 = v(18,31,-18)
      local  v5 = v(-18,31,-18)
      local  v6 = v(18,31,-2)
      local  v7 = v(-18,31,-2)
      local  v8 = v(20,29,0)
      local  v9 = v(-20,29,0)
      local v10 = v(20,21,0)
      local v11 = v(-20,21,0)
      local v12 = v(20,21,20)
      local v13 = v(-20,21,20)
      local v14 = v(20,1,20)
      local v15 = v(-20,1,20)
      
      --walls
      if lod > 2 then
           texture('corrosion3.png', v(.5,.97,0), v(.025,0,0), v(0,-.036,0))
      end
      use_material('clay')
      quad(v0,v1,v3,v2)
      quad(v14,v12,v13,v15)
      quad(v8,v9,v11,v10)
      if lod > 2 then
           texture('corrosion3.png', v(0,.97,0), v(0,0,-.7), v(0,-.036,0))
      end
      xref_flat(1, v(1,0,0), {v0},{v2},{v8},{v10},{v12},{v14})

      --roof sides
       if lod > 2 then
         texture('concrete.png', v(0,0,0), v(.05,0,0), v(0,0,.5))
      end
       use_material('roof')
      quad(v2,v3,v5,v4)                               
      quad(v6,v7,v9,v8)
      xref_quad(v2,v4,v6,v8)

      --roof top
      quad(v4,v5,v7,v6)
      quad(v10,v11,v13,v12)

      --chimney
      if lod > 2 then
         texture('concrete_b.png', v(0,0,0), v(.5,0,.5), v(0,.2,0))
      end
      use_material('concrete')
      xref_tapered_cylinder(4*lod, v(12,31,-10), v(12,47,-10), v(0,0,1), 2.0, 1.36)
      tapered_cylinder(4*lod, v(0,31,-10), v(0,47,-10), v(0,0,1), 2.0, 1.36)
       xref_tube(4*lod, v(12,50,-10), v(12,51,-10), v(0,0,1), .94, 1.24)
      tube(4*lod, v(0,50,-10), v(0,51,-10), v(0,0,1), .94, 1.24)

        --entry
      extrusion(v(-17.6,0,0), v(-13.6,0,0), v(0,1,0), 1, v(-22,1,0), v(-20,1,0), v(-20,3.5,0), v(-22,3.5,0))
      extrusion(v(-26,1,0), v(-20,1,0), v(0,1,0), 1, v(-20,0,0), v(0,0,0), v(10,0,0), v(-20,4,0))

      --chimney
      texture(nil)
      use_material('blood')
      xref_tapered_cylinder(4*lod, v(12,47,-10), v(12,48,-10), v(0,0,1), 1.36, 1.32)
      tapered_cylinder(4*lod, v(0,47,-10), v(0,48,-10), v(0,0,1), 1.36, 1.32)
      xref_tapered_cylinder(4*lod, v(12,49,-10), v(12,50,-10), v(0,0,1), 1.28, 1.24)
      tapered_cylinder(4*lod, v(0,49,-10), v(0,50,-10), v(0,0,1), 1.28, 1.24)

      use_material('snow')
      xref_tapered_cylinder(4*lod, v(12,48,-10), v(12,49,-10), v(0,0,1), 1.32, 1.28)
      tapered_cylinder(4*lod, v(0,48,-10), v(0,49,-10), v(0,0,1), 1.32, 1.28)

       use_material('coal')
      xref_circle(4*lod, v(12,50.01,-10), v(0,1,0), v(0,0,1), 1.19)
      circle(4*lod, v(0,50.01,-10), v(0,1,0), v(0,0,1), 1.19)
      xref_circle(4*lod, v(11,22.01,12), v(0,1,0), v(0,0,1), 1.5)
      quad(v(30,1,-23), v(-26,1,-23), v(-26,1,30), v(30,1,30))
      --entry
      quad(v(-25.5,1,20.01), v(-20.5,1,20.01), v(-20.5,4,20.01), v(-25.5,4,20.01))

      --vent
      use_material('alu')
       if lod > 2 then
         texture('alu_tiled.png', v(0,0,0), v(.1,0,0), v(0,0,1))
      end
      extrusion(v(0,0,0), v(0,0,10), v(0,1,0), 1, v(-12,21,0), v(-10,21,0), v(-10,22,0), v(-12,22,0))
      extrusion(v(0,0,0), v(0,0,10), v(0,1,0), 1, v(10,21,0), v(12,21,0), v(12,22,0), v(10,22,0))
      extrusion(v(0,0,10), v(0,0,14), v(0,1,0), 1, v(-13,21,0), v(-9,21,0), v(-9,22,0), v(-13,22,0))
      extrusion(v(0,0,10), v(0,0,14), v(0,1,0), 1, v(9,21,0), v(13,21,0), v(13,22,0), v(9,22,0))
      
      --tubes
      if lod > 2 then
         texture('alu_tiled.png', v(0,0,0), v(-.15,0,0), v(0,-.1,0))
      end
      xref_ring(4*lod, v(12,1,-21), v(12,21,-21), v(0,0,1), 1)
      xref_ring(4*lod, v(12,21,-21), v(12,23,-19), v(0,0,1), 1)
      ring(4*lod, v(0,1,-21), v(0,21,-21), v(0,0,1), 1)
      ring(4*lod, v(0,21,-21), v(0,23,-19), v(0,0,1), 1)
       if lod > 2 then
         texture('alu_xtiled.png', v(.3,0,0), v(.1,0,0), v(0,0,.5))
      end
      ring(4*lod, v(25,14,14), v(23,16,14), v(0,1,0), 1)
      ring(4*lod, v(20,16,14), v(23,16,14), v(0,0,1), 1)
      ring(4*lod, v(25,14,4), v(23,16,4), v(0,1,0), 1)
      ring(4*lod, v(20,16,4), v(23,16,4), v(0,0,1), 1)

      --tanks
        use_material('nausea')
      if lod > 2 then
         texture('corrosion3.png', v(0,.93,0), v(-.15,0,1), v(0,-.071,0))
      end
      ring(6*lod, v(24,1,14), v(24,15,14), v(0,0,1), 4)
      ring(6*lod, v(24,1,4), v(24,15,4), v(0,0,1), 4)
      if lod > 2 then
           texture('corrosion3.png', v(0,.2,0), v(.1,0,0), v(0,0,1))
      end
      circle(6*lod, v(24,15,14), v(0,1,0), v(0,0,1), 4)
      circle(6*lod, v(24,15,4), v(0,1,0), v(0,0,1), 4)
      texture(nil)
   
      --sign
      use_material('sea')
      zbias(1,v(0,18.8,20.01),v(0,0,1))
      quad(v(-11,17,20.01), v(11,17,20.01), v(11,20.6,20.01), v(-11,20.6,20.01))
      zbias(1,v(0,15.5,20.01),v(0,0,1))
      text('division', v(0,15.5,20.01), v(0,0,1), v(1,0,0), 1.5, {center=true})
        use_material('dandelion')
      zbias(2,v(0,19,20.02), v(0,0,1))
      text('ACME Bolts & Nuts', v(0,19,20.02), v(0,0,1), v(1,0,0), 2, {center=true})
      zbias(0)
      --windows
       if lod > 2 then
         texture('corrosion3.png', v(0,.97,0), v(-.1,0,1), v(0,-.036,0))
      end
       use_material('kentucky1')
      quad(v(-17,1,22.01), v(-14,1,22.01), v(-14,3,22.01), v(-17,3,22.01))
      xref_quad(v(-7.5,1.7,20.01), v(-4.5,1.7,20.01), v(-4.5,3,20.01), v(-7.5,3,20.01))
      quad(v(16.5,1.7,20.01), v(19.5,1.7,20.01), v(19.5,3,20.01), v(16.5,3,20.01))
      xref_quad(v(-7.5,4,20.01), v(-4.5,4,20.01), v(-4.5,5.3,20.01), v(-7.5,5.3,20.01))
      xref_quad(v(-3.5,4,20.01), v(-.5,4,20.01), v(-.5,5.3,20.01), v(-3.5,5.3,20.01))
      xref_quad(v(-19.5,8.6,20.01), v(-16.5,8.6,20.01), v(-16.5,9.9,20.01), v(-19.5,9.9,20.01))
      xref_quad(v(-20.01,6.3,-13), v(-20.01,6.3,-10), v(-20.01,7.6,-10), v(-20.01,7.6,-13))
      xref_quad(v(-20.01,8.6,-9), v(-20.01,8.6,-6), v(-20.01,9.9,-6), v(-20.01,9.9,-9))
      xref_quad(v(-20.01,13.2,-9), v(-20.01,13.2,-6), v(-20.01,14.5,-6), v(-20.01,14.5,-9))
      xref_quad(v(-20.01,13.2,-13), v(-20.01,13.2,-10), v(-20.01,14.5,-10), v(-20.01,14.5,-13))
      xref_quad(v(-20.01,15.5,-13), v(-20.01,15.5,-10), v(-20.01,16.8,-10), v(-20.01,16.8,-13))
      quad(v(-20.01,6.3,11), v(-20.01,6.3,14), v(-20.01,7.6,14), v(-20.01,7.6,11))
      quad(v(-20.01,6.3,3), v(-20.01,6.3,6), v(-20.01,7.6,6), v(-20.01,7.6,3))
      xref_quad(v(-7.5,24.7,0.01), v(-4.5,24.7,0.01), v(-4.5,26,0.01), v(-7.5,26,0.01))
      xref_quad(v(-20.01,24.7,-9), v(-20.01,24.7,-6), v(-20.01,26,-6), v(-20.01,26,-9))
      quad(v(-20.01,6.3,-1), v(-20.01,6.3,2), v(-20.01,7.6,2), v(-20.01,7.6,-1))
   
      use_material('kentucky2')
      xref_quad(v(-11.5,1.7,20.01), v(-8.5,1.7,20.01), v(-8.5,3,20.01), v(-11.5,3,20.01))
      xref_quad(v(-3.5,1.7,20.01), v(-.5,1.7,20.01), v(-.5,3,20.01), v(-3.5,3,20.01))
      quad(v(12.5,1.7,20.01), v(15.5,1.7,20.01), v(15.5,3,20.01), v(12.5,3,20.01))
      xref_quad(v(-19.5,6.3,20.01), v(-16.5,6.3,20.01), v(-16.5,7.6,20.01), v(-19.5,7.6,20.01))
      xref_quad(v(-11.5,8.6,20.01), v(-8.5,8.6,20.01), v(-8.5,9.9,20.01), v(-11.5,9.9,20.01))
      xref_quad(v(-20.01,1.7,-13), v(-20.01,1.7,-10), v(-20.01,3,-10), v(-20.01,3,-13))
      xref_quad(v(-20.01,10.9,-13), v(-20.01,10.9,-10), v(-20.01,12.2,-10), v(-20.01,12.2,-13))
      xref_quad(v(-20.01,17.8,-9), v(-20.01,17.8,-6), v(-20.01,19.1,-6), v(-20.01,19.1,-9))
      xref_quad(v(-20.01,24.7,-13), v(-20.01,24.7,-10), v(-20.01,26,-10), v(-20.01,26,-13))
      quad(v(-20.01,8.6,3), v(-20.01,8.6,6), v(-20.01,9.9,6), v(-20.01,9.9,3))
      quad(v(-20.01,8.6,11), v(-20.01,8.6,14), v(-20.01,9.9,14), v(-20.01,9.9,11))
      quad(v(-0.6,21,.01), v(0.6,21,.01), v(0.6,23,.01), v(-0.6,23,.01))
      xref_quad(v(-11.5,24.7,0.01), v(-8.5,24.7,0.01), v(-8.5,26,0.01), v(-11.5,26,0.01))
      xref_quad(v(-20.01,6.3,-9), v(-20.01,6.3,-6), v(-20.01,7.6,-6), v(-20.01,7.6,-9))
      xref_quad(v(-7.5,8.6,20.01), v(-4.5,8.6,20.01), v(-4.5,9.9,20.01), v(-7.5,9.9,20.01))
   
      use_material('kentucky3')
      xref_quad(v(-19.5,4,20.01), v(-16.5,4,20.01), v(-16.5,5.3,20.01), v(-19.5,5.3,20.01))
      xref_quad(v(-11.5,4,20.01), v(-8.5,4,20.01), v(-8.5,5.3,20.01), v(-11.5,5.3,20.01))
      xref_quad(v(-3.5,8.6,20.01), v(-.5,8.6,20.01), v(-.5,9.9,20.01), v(-3.5,9.9,20.01))
      xref_quad(v(-20.01,8.6,-13), v(-20.01,8.6,-10), v(-20.01,9.9,-10), v(-20.01,9.9,-13))
      xref_quad(v(-20.01,10.9,-9), v(-20.01,10.9,-6), v(-20.01,12.2,-6), v(-20.01,12.2,-9))
      xref_quad(v(-20.01,20.1,-9), v(-20.01,20.1,-6), v(-20.01,21.4,-6), v(-20.01,21.4,-9))
      xref_quad(v(-20.01,22.4,-13), v(-20.01,22.4,-10), v(-20.01,23.7,-10), v(-20.01,23.7,-13))
      quad(v(-20.01,6.3,-5), v(-20.01,6.3,-2), v(-20.01,7.6,-2), v(-20.01,7.6,-5))
      quad(v(-20.01,6.3,7), v(-20.01,6.3,10), v(-20.01,7.6,10), v(-20.01,7.6,7))
      quad(v(-20.01,8.6,15), v(-20.01,8.6,18), v(-20.01,9.9,18), v(-20.01,9.9,15))
      xref_quad(v(-15.5,24.7,0.01), v(-12.5,24.7,0.01), v(-12.5,26,0.01), v(-15.5,26,0.01))
       xref_quad(v(-20.01,20.1,-13), v(-20.01,20.1,-10), v(-20.01,21.4,-10), v(-20.01,21.4,-13))
       xref_quad(v(-20.01,1.7,-9), v(-20.01,1.7,-6), v(-20.01,3,-6), v(-20.01,3,-9))
       xref_quad(v(-7.5,6.3,20.01), v(-4.5,6.3,20.01), v(-4.5,7.6,20.01), v(-7.5,7.6,20.01))
       quad(v(-20.01,8.6,-5), v(-20.01,8.6,-2), v(-20.01,9.9,-2), v(-20.01,9.9,-5))
   
       use_material('kentucky4')
       xref_quad(v(-7.5,1.7,20.01), v(-4.5,1.7,20.01), v(-4.5,3,20.01), v(-7.5,3,20.01))
       xref_quad(v(-15.5,6.3,20.01), v(-12.5,6.3,20.01), v(-12.5,7.6,20.01), v(-15.5,7.6,20.01))
      xref_quad(v(-11.5,6.3,20.01), v(-8.5,6.3,20.01), v(-8.5,7.6,20.01), v(-11.5,7.6,20.01))
       xref_quad(v(-3.5,6.3,20.01), v(-.5,6.3,20.01), v(-.5,7.6,20.01), v(-3.5,7.6,20.01))
       xref_quad(v(-15.5,8.6,20.01), v(-12.5,8.6,20.01), v(-12.5,9.9,20.01), v(-15.5,9.9,20.01))
       xref_quad(v(-20.01,4,-9), v(-20.01,4,-6), v(-20.01,5.3,-6), v(-20.01,5.3,-9))
      xref_quad(v(-20.01,4,-13), v(-20.01,4,-10), v(-20.01,5.3,-10), v(-20.01,5.3,-13))
       xref_quad(v(-20.01,15.5,-9), v(-20.01,15.5,-6), v(-20.01,16.8,-6), v(-20.01,16.8,-9))
       xref_quad(v(-20.01,17.8,-13), v(-20.01,17.8,-10), v(-20.01,19.1,-10), v(-20.01,19.1,-13))
       xref_quad(v(-20.01,22.4,-9), v(-20.01,22.4,-6), v(-20.01,23.7,-6), v(-20.01,23.7,-9))
       xref_quad(v(-15.5,4,20.01), v(-12.5,4,20.01), v(-12.5,5.3,20.01), v(-15.5,5.3,20.01))
       quad(v(-20.01,8.6,-1), v(-20.01,8.6,2), v(-20.01,9.9,2), v(-20.01,9.9,-1))
       quad(v(-20.01,8.6,7), v(-20.01,8.6,10), v(-20.01,9.9,10), v(-20.01,9.9,7))
       quad(v(-20.01,6.3,15), v(-20.01,6.3,18), v(-20.01,7.6,18), v(-20.01,7.6,15))
       xref_quad(v(-3.5,24.7,0.01), v(-.5,24.7,0.01), v(-.5,26,0.01), v(-3.5,26,0.01))
   end,

dynamic = function(lod)
    if lod > 2 then
        set_material('clay', .75,.7,.4,1,.3,.3,.3,5)
        set_material('concrete',.6,.6,.5,1,.3,.3,.3,5)
        set_material('roof', .15,.155,.1,1,.3,.3,.3,5)
        set_material('alu', .62,.67,.7,1,.65,.7,.8,30)
        set_material('nausea', .45, .6, .35, 1, .3, .3, .3, 5)
        set_material('kentucky1', .2, .25, .3, 1, .95, 1, 1.2, 100,.4,.45,.5)
        set_material('kentucky2', .2, .25, .3, 1, .95, 1, 1.2, 100,.4,.45,.5)
        set_material('kentucky3', .2, .25, .3, 1, .95, 1, 1.2, 100,.4,.45,.5)
        set_material('kentucky4', .2, .25, .3, 1, .95, 1, 1.2, 100,.4,.45,.5)
   else
        set_material('clay', .56,.48,.18,1,.3,.3,.3,5)
        set_material('concrete',.5,.5,.4,1,.3,.3,.3,5)
        set_material('roof', .02,.023,0,1,.3,.3,.3,5)
        set_material('alu', .5,.52,.55,1,.45,.5,.55,50)
        set_material('nausea', .28, .35, .15, 1, .3, .3, .3, 5)
        set_material('kentucky1', .07, .09, .1, 1, .7, .72, .75, 100,.3,.35,.4)
        set_material('kentucky2', .07, .09, .1, 1, .7, .72, .75, 100,.3,.35,.4)
        set_material('kentucky3', .07, .09, .1, 1, .7, .72, .75, 100,.3,.35,.4)
        set_material('kentucky4', .07, .09, .1, 1, .7, .72, .75, 100,.3,.35,.4)
    end

    if lod > 2 then
      factor = 1.5*math.pi*os.clock()
      call_model('rotor', v(11,22.02,12), v(math.cos(factor),0,math.sin(factor)), v(0,1,0),1)
      call_model('rotor', v(-11,22.02,12), v(math.cos(factor),0,math.sin(factor)), v(0,1,0),1)
   end
   local lightphase = math.fmod((os.clock()*0.5), 1)
      if lightphase < .5 then
         billboard('smoke.png', 2, v(1,0,0), { v(13.5,50.5,-10), v(10.5,50.5,-10), v(-13.5,50.5,-10), v(-10.5,50.5,-10), v(1.5,50.5,-10), v(-1.5,50.5,-10) })
      else
         billboard('smoke.png', 2, v(1,0,0), { v(12,50.5,-11.5), v(12,50.5,-8.5), v(-12,50.5,-11.5), v(-12,50.5,-8.5), v(0,50.5,-11.5), v(0,50.5,-8.5) })
        end

   local switch = math.fmod((get_arg(3)*0.2),1)
   if switch < .26 then
      if lod > 2 then
          set_material('kentucky1', .2, .25, .3, 1, .95, 1, 1.2, 100)
          else
              set_material('kentucky1', .07, .09, .1, 1, .7, .72, .75, 100)
          end
      else
      if switch < .51 then
          if lod > 2 then
             set_material('kentucky2', .2, .25, .3, 1, .95, 1, 1.2, 100)
             else
                  set_material('kentucky2', .07, .09, .1, 1, .7, .72, .75, 100)
             end
       else
         if switch < .76 then
              if lod > 2 then
                set_material('kentucky3', .2, .25, .3, 1, .95, 1, 1.2, 100)
                else
                    set_material('kentucky3', .07, .09, .1, 1, .7, .72, .75, 100)
                end
          else
             if switch > .75 then
                 if lod > 2 then
                   set_material('kentucky4', .2, .25, .3, 1, .95, 1, 1.2, 100)
                   else
                       set_material('kentucky4', .07, .09, .1, 1, .7, .72, .75, 100)    
                   end
             end
         end
      end
   end

end
})

that was my second scripted model i made ever, a lot of typing to get a simple model.
rersponsible for the base model was tomm, but not much has left of it.
_________________
Dead-Head
someone who has a free pass, a blind passenger ;)

Последний раз редактировалось: potsmoke66 (01:46 24-04-2011), всего редактировалось 1 раз
    Добавлено: 01:43 24-04-2011   
potsmoke66
 65 EGP


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while i was setting up a new FFED3D installation i stumbled over the unfinished constrictor.
so i quickly added a animation to the landing gear and fixed the wrong normals of the model.

you will have to watch the clip i made to see the LG in action Подмигиваю



or watch it on youtube
http://youtu.be/iZkxkaDS0NU

constrictor_revisited_(39).zip
 Описание:
revisited standard constrictor with working landing gear
 Имя файла:  constrictor_revisited_(39).zip
 Размер файла:  1.05 MB
 Скачано:  1300 раз(а)

_________________
Dead-Head
someone who has a free pass, a blind passenger ;)

Последний раз редактировалось: potsmoke66 (03:47 29-04-2011), всего редактировалось 5 раз(а)
    Добавлено: 01:57 29-04-2011   
HeadHunter
 2835 EGP


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Зарегистрирован: 13.12.2005
potsmoke66 - good work! Пьем пиво вместе!

potsmoke66 :
constrictor_revisited

Thank you! I always waited this! Хы... Улыбка

I looked your Courier and Adder style - what do you think about models for Targon? Подмигиваю Хы...
_________________
..А поверх седых облаков
Синь - соколиная высь.
Здесь, под покровом небес
Мы родились..
    Добавлено: 12:58 01-05-2011   
potsmoke66
 65 EGP


Рейтинг канала: 3(39)
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additional Constrictor P66 style Подмигиваю

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this is a youtube clip, click on the picture.

additional "full size" textures (2048x2048)




MODELS - Constrictor P66 (39).zip
 Описание:
P66 Constrictor,
converted from Pioneer
 Имя файла:  MODELS - Constrictor P66 (39).zip
 Размер файла:  4.24 MB
 Скачано:  1248 раз(а)

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Dead-Head
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Последний раз редактировалось: HeadHunter (18:17 04-06-2011), всего редактировалось 1 раз
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potsmoke66
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only to make you curious
 Cкрытый текст   (кликните здесь для просмотра)

this

and also this


the last version is a combinied model of model.x and spline.x

spline uses the default colorvariable material of the original model.
unfortunatly i havn't found a way to texture it, else it would be a real big thing.

i fixed also the bounding radius of the model, to make such close screenshots possible.

further i've been working on transparency and liked to use a 8bit .PNG texture.
such is possible, you have to set the transparent color to a indexed color in the palette, usually this is the first entry in the palette (0).
some programs allow to specify such a transparent color index.

why i should use such?
simply because you QUARTER the size of a texture using 256 colors, if the colors in the pic arn't to different from each (tone on tone) you won't see any difference or only a slight one.
saves a lot of bits you can use elsewhere, i did this for my new buildings, because i only use transparency for trees and bushes there.

but for a rostrum and the glass, it's somewhat unsuitable, or you have to use it like coolhand did it once and dither the transparent set part checkered, means one pixel opaque color for the glass next pixel indexed transparent color (full transparency). due to the blending on screen, from far it looks like transparent with a slight color, but if you zoom close it starts to flicker (moireé effect). you can make the moireé effect less intense when using a transparent indexed color which is close to the opaque one you like use for the semi-transparent part, it will fade then from transparent to the set color (light blue i.e.) pixel by pixel.

for this model i returned to a 32bit texture because of the cockpit.

but if you have some building or whatever model and you only like to cutout some parts (full transparency), you can use 256 colors (8bit) and a color index to cutout the part (i.e. a simple tree or a bush made of a cutout of two quads)
you have to be aware that even when the color is indexed as transparent, it will blend on the border to the opaque color.
that means don't use 255,0,255 (pink) or 0,0,255 (blue) or 255,255,0 (green) which are often used for a color index.

depending on what you like to cutout i recommend 0,0,0 which is rarely used on a photographic picture and suits well for trees and such because it leaves a small black "border" around the cutout.
if your picture uses 0,0,0 simply edit and recalculate the palette.

try to set first the indexed color to i.e. 255,0,255 so it's unique in any picture/texture.

then edit the palette of the picture and exchange the first (or any other, but first is easiest to find later on) which is usually 0,0,0 with your indexed color.

save the picture and palette, then edit the palette again and set 0,0,0 to i.e. 8,8,8 which is still black and your first indexed color (i.e. 255,0,255) to 0,0,0. rebuild the palette and save the pic.

save the picture using the possibility to specify a color index and set this to 0 (first color in palette).

now you have a 8bit .PNG using black (0,0,0) as transparent indexed color, which will fade on the borders to black.
if you use a different color it will fade from transparency to the indexed color, that's why 0,0,0 or 255,255,255 is best.

if you like to use it for a glass material, you can do so in the above explained way.
dither the glassy part with i.e. a light blue and full white or another light blue which has to be unique in the pic!

set then the unique color (white or light blue) as transparent indexed like described above.

you can use any position in the palette, but pos. 0 makes everything easier, else you have to know exactly which is the color (pos.) to index as transparent.

hierarchical issues will be the same like when used a alpha channel,
this is given in how models get rendered (one after the other, inside a model and for the whole scene. you can see it also on the above red eagle, the spline.x i used for the body gets rendered previous to the model.x, so the "cutting quad" for the cockpit won't work).

i also worked on some buildings and the biodome, of course transparency isn't very good in this case, because it will overlay sometimes the next visible biodome (like my archologies i posted before).

but i used a simple construction without glass like the original, problem was that thing didn't get scaled like it should be and i had to use a scale that fit's to the bigger dome (4*4 city tiles).

a very close closeup and some new suburban buildings (w.i.p.)
 Cкрытый текст   (кликните здесь для просмотра)


NOTE: 8bit (256 colors) textures won't work well with the effect.fx, some colors get rendered completely different or show off as transparent (could it be the original color index of FFE, used to show the vids on the indexed background pictures?).

---

something else if you have a nice little drawing of a real eagle or maybe a nice elite-games sign, i could use it instead of the little dragon.

---

i used XnView to set the transparent color index, but i guess GIMP should be able to, at least it reads the transparency proper and masks the transparent set color when such a picture is loaded.

---

now for something complete different Подмигиваю

i converted all textures to uncompressed targa (.tga), because i assumed that they get handled much faster the a compressed .PNG.
and i was right they got loaded even faster as uncompressed .PNG.

further i made some other fixes on the models. i stripped all unused animation data, shortened some animations to use less "keys" (64000 are stupid imho, animations using only 3 keys runs fluid the same), since all that has to be read when loading the game (some models are sized half now using only the needed animations).

texture commands in the material of a .x mesh will slow down processing to and can be removed, anyway only "skin" is accepted and preset internally.

templates could be removed, they are not needed, but usually written when saving a model.
material setting can be removed, but will also be written when saving the mesh.
but both have no big effect on the loading time.

binary and compressed binary get handled much faster as a text mesh.

due to that i reached a loading time of < 20 seconds compared to previously > 40 seconds for a full installation (all models and textures i got now).

btw. flipping (dislocated) parts in a animation can't be fixed with a higher speed, i guess frames per second is fixed by the program for landing gear (not so for a second animation, this will have it's own defined speed).

if you have such (and i've seen many), only a proper relocation when modeling can help.

never use a mirrored part for a animation, because mirror or rotation data will be kept as "resting" point for the part.

it will work in your CAD (e.g. MAX, blender, or whatever), but once exported, the correctional data isn't written to the mesh, so the part won't be animated like in the CAD.

if the animation gets processed and you've set i.e 100 keys of ie. 1000 (i don't know how many FFED3D uses internally it's just a example) keys length, any keys between will be calculated and the part likes to revert to it's "resting" position then, while the animation data will force it to move to the location written in the key.
that's where the flipping parts come from.

if you can't proper relocate a parts pivot, easiest is to export the part as .3ds and reimport it, now it's a complete new sole part with no parent and it's own "resting point" (pivot and pivots orientation is set to worlds orientation).

---

that was quite a lot text now Подмигиваю
but to script models for pioneer has extremely expanded my knowledge about modeling in general.

you get confronted with the very basics how a program processes and renders 3dimensional bodies and that's a good teacher.

in the end all meshes are basically the same and i "read" any model now almost like a opened book.
that's why i'm also able to edit the .x meshes to optimize them.

---

noch was,

the factory has found it's model folder (for the next few weeks at least),

i use it actually in folder 270 which was unused until now.
the model will appear together with the "suburban" tiles (small house, commercial center).

sometimes it gets covered or halfways covered by another model (happens sometimes*), that why i dislocated it using tris.ini by x 30m and z 20m.

but this has to be made proof i've seen sometimes it get's covered now by the "commercial center".

*did you ever see a church on "Old Blackelk"?
it's hidden under a skyscraper.

---

to the tris.ini

i found out that notdrawtext and notdrawsubmodels has really no influence, i guess that simply didn't get handled by FFED3D (i neither found a entry in the .exe).

cullmode is accepted by the program but i havn't seen any difference when using a different setting, it should affect material and specifies if the poly should be culled (make transparent, do not render) never (cullmode off), or referring to the winding order (CW = Clock Wise, CCW = Counter Clock Wise).

but FFED3D uses only doublesided material in all cases and culling is off allways.

but i guess it's left away, because i think that would give problems to many modelers that havn't enough experience.
many didn't even know about a winding order and what it affects in a mesh, neither where it comes from (lefthanded, righthanded models. lefthanded models have a clockwise surface, righthanded a counterclockwise).

btw, on modern programs using doublesided material by default winding order isn't important (and not to see for the user), it will be "overridden" by normal settings/calculation.
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Последний раз редактировалось: HeadHunter (18:18 04-06-2011), всего редактировалось 1 раз
Последний раз редактировалось: potsmoke66 (07:04 09-05-2011), всего редактировалось 9 раз(а)
    Добавлено: 05:36 09-05-2011   
potsmoke66
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no more text, therefore some entertainment Подмигиваю



linked to the pic is again a youtube clip
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Dead-Head
someone who has a free pass, a blind passenger ;)
    Добавлено: 06:00 10-05-2011   
HeadHunter
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potsmoke66 :
i revisited my church (chappel), and added a working clock

It is working! Супер! Хы...
potsmoke66 :
also i ported my factory from pioneer to ffed3d.

Use later.

About trees - slightly overlap each other.

P.S.:
I repacked all new files in two archive:
http://www.elite-games.ru/conference/viewtopic.php?t=52705
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Мы родились..

Последний раз редактировалось: HeadHunter (00:22 27-05-2011), всего редактировалось 3 раз(а)
    Добавлено: 23:47 26-05-2011   
potsmoke66
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i have a Q from a friend
hes looking for starwolf project and just wanted to say

"hello again" from starlord

i know this is ffed3d forum but where else should we (him) post such questions in english rather then here?

original text
Цитата:
Unfortunately, despite my poor mastery of russian, I would need to ask one question in the elite games.ru boards: I would very much like to know how to reach the co founders of now deceased X-BOW software (creators of star wolves).

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Dead-Head
someone who has a free pass, a blind passenger ;)
    Добавлено: 00:30 12-10-2011   
HeadHunter
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potsmoke66 - Hi! Улыбка

potsmoke66 :
original text
Цитата:
Unfortunately, despite my poor mastery of russian, I would need to ask one question in the elite games.ru boards: I would very much like to know how to reach the co founders of now deceased X-BOW software (creators of star wolves).

Sorry starlord, but I can't say more, than I said before (11 oct 2011).
I suggested some contacts (for example - ICQ) - result?
_________________
..А поверх седых облаков
Синь - соколиная высь.
Здесь, под покровом небес
Мы родились..

Последний раз редактировалось: HeadHunter (01:42 12-10-2011), всего редактировалось 1 раз
    Добавлено: 01:41 12-10-2011   
stamasd
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I have been trying to compile myself the code from http://code.google.com/p/ffed3d/source/browse/ - this is the right place to get the code, right? Both the VC++ 2005 and the VC++ 2010 projects compile after tweaking a bit and setting the right paths for includes and libraries. But the resulting executables don't work.

Is there another repository for the code? Any hints on what I'm doing wrong?
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ТехноМаг
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what kind of error occurs when you run exe?
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