Project Blue Streak F3(DLL)

That would be a very usefull tool, I'm guessing this is something you use on SSU?

Yes, it is a replacement for Orbiters meshc tool. Can be called from with-in makefiles, produces C++ output and does not produce garbage if your group labels in the mesh are having duplicates or special characters.
 
Sounds too advanced for my level! Back to gmax to see why these meshes are so large.

N.

---------- Post added at 10:52 ---------- Previous post was at 09:35 ----------

Odd proble, probably related to the ctd I've been having.

I rescaled the pipework, and am starting the North zig-zag. Just copy and paste the original entry in the .cfg for each element, and off-setting North by 3m, with a bit of fiddling, as it dosen't run exactly E-W.

Got to here:
http://i89.photobucket.com/albums/k207/Notebook_04/09080710-41-31GL-01.jpg
and when I put the North pipe in it ctd.
After a bit of prodding it seems I can get the North pipe, but only if I comment out the South pipe!
http://i89.photobucket.com/albums/k207/Notebook_04/09080710-39-20GL-01.jpg

Its the same pipe mesh as the two to the bottom right of frame, just a different rotation.

relevant bit of the .cfg file.

MESH 6A pipe 2 South
FILE Pipe
POS 53 2 445
SCALE 1 1 .86
ROT -128.5 0 0
SHADOW
OWNMATERIAL
PRELOAD
END
;MESH 6A pipe 2 North
; FILE Pipe
; POS 49 2 445
; SCALE 1 1 .86
; ROT -128.5 0 0
; SHADOW
; OWNMATERIAL
; PRELOAD
;END

Anything obvious Ive not/done?

Many thanks, N.
 
How do I check for isolated vertices in gmax?
I've just looked at the .msh files, and they are about 20K. This seems a bit large considering they are only 2m tubes with a 45 or 90 degree bend modifier? I'll change the pipe diameters to 1m

Select all groups
select "Edit Mesh" from the modifiers list
select "Point Mode" on the modifier toolbar
select all points
scroll down the modifier toolbar to "Edit Geometry" section
click the "Remove Isolated Vertices" button

Gmax screenie:
http://img299.imageshack.us/img299/198/gmaxremoveisvert.gif

But... if you can get the mesh to work at all, isolated vertices probably isn't the problem.

Some ideas:
1. copy and rename the mesh for each individual section of pipe.
2. is it textured? make sure the texture dimensions are power of 2 i.e. 32x64 or 128x128 etc.
3. in the base .cfg, try commenting out the text after MESH
e.g. MESH ; 6A pipe 2 South

good luck!
 
Last edited:
A generic question Re: 6A Electric Power.

Would that site have been powered from the local national grid? From Woomera via Port Augusata, the nearest city?

Not sure how Australian National Grid operated in the mid 60's.
There are EHT and HT switch-rooms in the schematics, but they could be 220AC or 440AC-three phase?

N.
 
I've done a search for this, and can't find anything releavent.

Can .msh files only be rotated in orbiters 'Y' axis?

I've tried rotating the TANK model to get a horitaontal tank, and no joy. When I was making pipe bends, I thought I could rotate the horizontal bends into the vertical plane, and re-use them. That dosen't work either.

Here's a 2m cube with the Gmax axes as its made, exported with mindblasts max2msh with the "Rotate mesh -90 around X" option set.

http://i89.photobucket.com/albums/k207/Notebook_04/09081007-26-27GL-01.jpg

This is with 45 degrees rotations applied to the X axis in the .cfg mesh entry.

http://i89.photobucket.com/albums/k207/Notebook_04/09081007-27-12GL-01.jpg

As you can see its rotated around Orbiters Y axis, even though the X entry is used in the .cfg file?

I'm doubly confused.

All help appreciated, N.

No
 
Can .msh files only be rotated in orbiters 'Y' axis?
Yes, surface base objects can only be rotated about the vertical axis, using the base.cfg ROT entry.

I never use the "Rotate Mesh 90 around X axis" option when exporting from Gmax - that would confuse me! I'd rather start off making something in the correct orientation - or rotate the whole thing in Gmax first (just remember that the +X axis in Gmax is the -X axis in Orbiter)

Regards,
Brian
 
To BrianJ, thanks for that.

N.
 
Having problems with tetxuring.

This is in gmax:
http://i89.photobucket.com/albums/k207/Notebook_04/gmax.jpg

this is how it appears in Orbiter:
http://i89.photobucket.com/albums/k207/Notebook_04/09081213-18-04GL-01.jpg

Quite a difference, is it happening during the .bmp-dds conversion using DxTex.exe?
The .bmp file is rectangular at 512 pixels per side.
http://i89.photobucket.com/albums/k207/Notebook_04/Embankment.jpg

What I'm trying to do is put the semicircular road-way onto the sloping sides of the mesh to give the apperance of an embankment.

All help appreciated.

N.
 
The "Material Editor" in Gmax shows you have selected "WU" mapping in the "Coordinates" section - change it to "UV"
 
Bit more problems with textures:
http://i89.photobucket.com/albums/k207/Notebook_04/09081407-53-51GL-01.jpg

The vertical is exagerted to show the problem better.
Odd thing is its thesame mesh/texture as the cable tray to the right of frame. I've looked at that from different directions, and it dosen't go invisible?
Tried scaling the problem mesh, but it won't go away.

All help appreciated.

N.
 
Gmax problem:
Extruding some lines to make a bracket/flange combination. Trying to extrude the arc line less than the 'L' shape lines that make the base.
At the moment, they extrude, but don't make faces at the ends.
I've grouped all three lines, but haven't welded them together. Is this why the end faces aren't appearing?

http://i89.photobucket.com/albums/k207/Notebook_04/gmaxextrude.jpg

All help appreciated.
N.
 
Hi,

yes. Only closed polygons can be caped. Attach the three objects together and try again.

regards
Thomas
 
Many thanks Thomas, as usual more questions may follow...

N.
 
Starting on the launcher mechanism, using Vinka's Spacecraft3, the .dll is too complex for my level. Might go back to it in the future.
This is the state:

http://i89.photobucket.com/albums/k207/Notebook_04/09082411-08-08GL-01.jpg

Want the two hydraulic rams to contract, and the plates to rotate about their pins.
Just starting to get one plate to rotate, and it does, looks very smooth. However it puts me in North Africa, or the Sun, depending on what I've just done.

First question, can I do this at 20m above the surface. It is a vessel? and I've tried putting POS info in the .scn file. Didn't like that.

More generic questio, is it best to lump all four arms into one mesh, group the animated parts, or do four versions, and call each one seperately.

These are the files so far:

Woomera 6A.scn
LauncherPlate_1:spacecraft\spacecraft3
STATUS Landed Earth
BASE Woomera_6A:1
CONFIGURATION 1
CURRENT_PAYLOAD 0
SEQ 0 1 0.0
SEQ 1 2 1.0
RCS 0
CTRL_SURFACE 1
END


LauncherPlate_1.ini
[CONFIG]
MESHNAME="LauncherPlate_1"
VISIBLE=1
SIZE=2.
[ANIM_SEQ_0]
KEY=G
DURATION=10
[ANIM_COMP_0]
SEQ=0
GROUPS=0
RANGE=(0.0,1.0)
TYPE =ROTATE
ROT_PNT=(2 20.05 .6)
ANGLE=180
This in the Spacecraft directory.

All help appreciated.

N.

---------- Post added 25-08-09 at 10:52 ---------- Previous post was 24-08-09 at 11:24 ----------

Found that adding COG=20 brings the mesh up to the right level, and the animation works.
http://s89.photobucket.com/albums/k207/Notebook_04/?action=view&current=Launcher.flv

Does this mean the best route is to make one large mesh, and place a very small object at the 0,20,0 postion to get the correct placing?

Can't get the LAUNCH or LAND PTS to do anything in the CONFIG section?

Latest .ini
[CONFIG]
MESHNAME="LauncherPlate_1"
VISIBLE=1
SIZE=2.
COG=20
[ANIM_SEQ_0]
KEY=G
DURATION=1
LAUNCH_PT1=(0,20,-8)
LAUNCH_PT2=(4,20,-8)
LAUNCH_PT3=(-4,20,-8)
LAND_PT1=(0,20.57,9)
LAND_PT2=(-4,20.57,-5)
LAND_PT3=(4,20.057,-5)

[ANIM_COMP_0]
SEQ=0
GROUPS=0
RANGE=(0.0,1.0)
TYPE =ROTATE
ROT_PNT=(2 20.05 .6)
ROT_AXIS=(1,0,0)
ANGLE=-30

N.
 
Can't get the LAUNCH or LAND PTS to do anything in the CONFIG section?

Try taking them out of the [ANIM_SEQ_0] section:

[CONFIG]
MESHNAME="LauncherPlate_1"
VISIBLE=1
SIZE=2.
COG=20
LAUNCH_PT1=(0,20,-8)
LAUNCH_PT2=(4,20,-8)
LAUNCH_PT3=(-4,20,-8)
LAND_PT1=(0,20.57,9)
LAND_PT2=(-4,20.57,-5)
LAND_PT3=(4,20.057,-5)

[ANIM_SEQ_0]
KEY=G
DURATION=1

[ANIM_COMP_0]
SEQ=0
GROUPS=0
RANGE=(0.0,1.0)
TYPE =ROTATE
ROT_PNT=(2 20.05 .6)
ROT_AXIS=(1,0,0)
ANGLE=-30

Also, I seem to recall that COG overrides LAND/LAUNCH_PTS - or was it the other way round? It's in the spacecraft3 manual somewhere.

Cheers,
Brian
 
Thanks BrianJ, I'll give that a go,
 
General question about Spacecraft3 and animations:
This is the current LauncherMechanim_1.ini file

[CONFIG]
MESHNAME="LauncherMechanism_1"
SIZE=9.
LAND_PT1=(0,-19.75,1)
LAND_PT2=(-1,-19.75,-1)
LAND_PT3=(1,-19.75,-1)

[ANIM_SEQ_0]
KEY=G
DURATION=1
[ANIM_SEQ_1]
KEY=G
DURATION=1
[ANIM_COMP_0]
SEQ=0
GROUPS=14, 22
RANGE=(0.0, 1.0)
ROT_PNT=(3.549, 0.205, -4.78)
ROT_AXIS=(1, 0, 0)
ANGLE=15.
[ANIM_COMP_1]
SEQ=1
GROUPS=59,62
RANGE=(0.0, 1.0)
ROT_PNT=(-3.549, 0.205, -4.78)
ROT_AXIS=(1, 0, 0)
ANGLE=-15.

It gives this animation.

http://s89.photobucket.com/albums/k207/Notebook_04/?action=view&current=launcher-2.flv

The left pair are close to being correct, the right pair not! I'm guessing the ROY_PNT(-3.5.....) is not the place to be.
Got the original GROUPS position using Ar81's mesh wizard, then...bodged it.

I had to move the postion of the LauncherMechanism.msh around in the .scn file to centre it in on base. So, guessing there is an offset in the mesh file.

Is there an easy way to find the correct ROT_PNT's for the groups in the animation?

Thanks, N.
 
Got the animation points closer, after a bit more time with MeshWizrd. Seems when grouping the four arms together the pivot points become a bit confused, or me. Either way, the reference point in MW is way off the centre of the mesh.
Anim now looks like this.
http://s89.photobucket.com/albums/k207/Notebook_04/?action=view&current=launcher_1.flv

Think I'll stop with the animations at that, and look at attaching the Propulsion Bay placeholder mesh.

Was thinking of making a VC mesh, and placing it at the launch bunker position, so it gives a view of the launch site, when you switch to "internal". Would there be any potential problems with that?

Thanks, N.

---------- Post added 29-08-09 at 10:28 ---------- Previous post was 28-08-09 at 11:15 ----------

Making an exhaust texture to simulate the launch.

http://s89.photobucket.com/albums/k207/Notebook_04/?action=view&current=launcher_2.flv

This is the .ini file
[CONFIG]
MESHNAME="LauncherMechanism_1"
SIZE=9.
EMPTY_MASS=12000
FUEL_MASS=1
MAIN_THRUST=0
ISP=0
LAND_PT1=(0,-19.75,1)
LAND_PT2=(-1,-19.75,-1)
LAND_PT3=(1,-19.75,-1)
MAIN_PSTREAM1=DGContrail
MAIN_PSTREAM2=DGMain

[TEXTURE_LIST]
TEX_1=Exhaust_atrcs

[EX_MAIN_0]
OFF=( -10, -15, -4 )
DIR= ( -90, 0, 0, )
LENGTH=1
WIDTH=5

[ANIM_SEQ_0]
KEY=G
DURATION=1
[ANIM_SEQ_1]
KEY=G
DURATION=1

[ANIM_SEQ_2]
KEY=G
DURATION=1
[ANIM_SEQ_3]
KEY=G
DURATION=1
[ANIM_SEQ_4]
KEY=G
DURATION=1
[ANIM_SEQ_5]
KEY=G
DURATION=1
[ANIM_COMP_0]
SEQ=0
GROUPS=14, 22
RANGE=(0.0, 1.0)
ROT_PNT=(-2.971, .242, -.489)
ROT_AXIS=(1, 0, 0)
ANGLE=15.
[ANIM_COMP_1]
SEQ=1
GROUPS=59,62
RANGE=(0.0, 1.0)
ROT_PNT=(-2.971, 0.242, -4.480)
ROT_AXIS=(1, 0, 0)
ANGLE=-15.
[ANIM_COMP_2]
SEQ=2
GROUPS=6,20
RANGE=(0.0, 1.0)
ROT_PNT=(-2.971, .242, -.489)
ROT_AXIS=(1, 0, 0)
ANGLE=15.
[ANIM_COMP_3]
SEQ=3
GROUPS=46,60
RANGE=(0.0, 1.0)
ROT_PNT=(-2.971, 0.242, -4.480)
ROT_AXIS=(1, 0, 0)
ANGLE=-15.
[ANIM_COMP_4]
SEQ=4
GROUPS=7,28
RANGE=(0.0, 1.0)
TYPE=TRANSLATE
SHIFT=(0, -0.02, .1 )
REF=(-2.971, 0.242, -.480)
[ANIM_COMP_5]
SEQ=5
GROUPS=47,68
RANGE=(0.0, 1.0)
TYPE=TRANSLATE
SHIFT=(0, -0.02, -.1 )
REF=(-2.971, 0.242, -4.480)

The scenario entry:
LauncherMechanism_1:spacecraft\spacecraft3
STATUS Landed Earth
FUEL 1
POS 136.439424 -31.073928
CONFIGURATION 2
CURRENT_PAYLOAD 0
SEQ 0 -2 0.0
SEQ 1 -2 0.0
SEQ 3 -2 0.0
SEQ 4 -2 0.0
SEQ 4 -2 0.0
SEQ 5 -2 0.0

END

I was planning to link the animation into the "+" key, so you get the launcher animation and the exhaust texture at T=0, then when the animation releases the F1 stage at T=3, the fuel has run out and the horizontal texture shrinks.
It dosen't seem to be using any fuel, it sticks at 100%?

Can't set the thrust above zero Newtons as it takes off!

All help appreciated

N.
 
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