Orbiter-Forum  

Go Back   Orbiter-Forum > Orbiter Space Flight Simulator > Orbiter Web Forum > OFMM
Register Blogs Orbinauts List Social Groups FAQ Projects Mark Forums Read

OFMM Discussions for the OFMM project.

Reply
 
Thread Tools
Old 07-26-2010, 04:29 AM   #31
Izack
Non sequitur
 
Izack's Avatar

Default

Quote:
Originally Posted by River Crab View Post
 Is that separable? If you can, that's perfect!
Doctor, are you sure you're supposed to be poking it like that??
Quote:
Originally Posted by Bj
 I would hope your having fun with this
I'll be having fun when Mars sits in front of us all, one way or another.
Izack is offline   Reply With Quote
Old 07-26-2010, 08:16 PM   #32
dgatsoulis
Orbinaut
 
dgatsoulis's Avatar
Default

From the OFMM Roster:
Quote:
Food/Water Storage Area & Green house
-Custom
The green house should be small enough to fit inside the Skycrane. The Green house will output UCGO
food cargo boxes every so often for consumption from the OSHV.

Difficulty levels;
Model: Difficult
Texture: Moderate
Config/DLL writing: Moderate

Limitations:
Model: small enough fit in a SVTU.
Texture: The green house needs to have transparent ‘glass’ for a part of the roof
Will the greenhouse, shown in
vid, do the trick? I can pack it up as a UCGO cargo that fits in a box (1.3m) or, i can provide the mesh and you do what you want with it.
And a third option: As i have it right now, it's a spacecraft3 vessel (box included) that "opens" (the box) and inflates (the greenhouse).

And now a question. I' ve searched the forum, (probably not thoroughly enough) but i haven't found what is the maximum size for a skycrane cargo.
Any tips?
dgatsoulis is offline   Reply With Quote
Thanked by:
Old 07-26-2010, 10:51 PM   #33
Bj
Donator
 
Bj's Avatar

Default

Quote:
Originally Posted by dgatsoulis View Post
 From the OFMM Roster:

Will the greenhouse, shown in this vid, do the trick? I can pack it up as a UCGO cargo that fits in a box (1.3m) or, i can provide the mesh and you do what you want with it.
And a third option: As i have it right now, it's a spacecraft3 vessel (box included) that "opens" (the box) and inflates (the greenhouse).

And now a question. I' ve searched the forum, (probably not thoroughly enough) but i haven't found what is the maximum size for a skycrane cargo.
Any tips?
Wow that's cool

I think given that it is an 'inflatable' greenhouse, that way you have have it is just fine.
Bj is offline   Reply With Quote
Old 07-28-2010, 02:49 AM   #34
Bj
Donator
 
Bj's Avatar

Default

Quick preview of the Power generation guys:

Click image for larger version

Name:	1.JPG
Views:	21
Size:	48.8 KB
ID:	5313

Click image for larger version

Name:	2.JPG
Views:	22
Size:	53.8 KB
ID:	5314

I am going to add textures and an animation where the top splits somewhere around midsection so that it is more compact.. on the to-do list.
Bj is offline   Reply With Quote
Thanked by:
Old 07-28-2010, 05:56 AM   #35
Alexw95
Addon Developer
 
Alexw95's Avatar
Default

Here is the hanger

ps textures are very poor as i took 10 minutes to make them feel free to change them for the people writing the dll the groups for the doors are 1,2
Attached Files
File Type: zip Hanger.zip (269.0 KB, 9 views)
Alexw95 is offline   Reply With Quote
Thanked by:
Old 07-28-2010, 11:34 PM   #36
Bj
Donator
 
Bj's Avatar

Default

Quote:
Originally Posted by Alexw95 View Post
 Here is the hanger

ps textures are very poor as i took 10 minutes to make them feel free to change them for the people writing the dll the groups for the doors are 1,2
looks great

Should be an easy animation for the dll writer, I think

Anyway, thanks
Bj is offline   Reply With Quote
Old 07-28-2010, 11:44 PM   #37
River Crab
SpaceX Cheer Captain
 
River Crab's Avatar

Default

Got it working (well, floating in space). Perfect.
I'll do the textures for it.
Can you attach the texture maps with polylines, so I can tell what I'm drawing on? No textures, just lines. I'll take it from there.
River Crab is offline   Reply With Quote
Old 07-29-2010, 12:30 AM   #38
Bj
Donator
 
Bj's Avatar

Default

Quote:
Originally Posted by River Crab View Post
 Got it working (well, floating in space). Perfect.
I'll do the textures for it.
Can you attach the texture maps with polylines, so I can tell what I'm drawing on? No textures, just lines. I'll take it from there.
Oh you mean to make maps of the texture. Well, I booted in the wrong OS right now, otherwise I would do it for you, but here's how (for those that don't know)

Things you will need:
Mesh Wizard


DDS Converter 2.1

UV Mapper

MSPaint (or some picture editor)

  1. Use mesh wizard to import the mesh. After you import it, export into a OBJ file.
  2. Open the exported use UV Mapper to open the OBJ file, and (assuming you don't want to change the current layout) go to save texture map. Make sure you have the dimensions either 256, 512, or 1024.
  3. Open the exported picture with image editor, *this is important* re-save the picture as a 24 bitmap, UV mapper creates a map on the wrong file setting for DDS converter.
  4. Make the texture
  5. Open DDS Converter, and convert your bmp to DDS
  6. Import and preview in Orbiter and enjoy

But if you map looks so bad that you cannot make a nice texture for it, you will have to alter the object (the mesh) so you can have a better map.

So starting at step 2,

  1. Open the exported use UV Mapper to open the OBJ file
  2. Make a new texture map, play with whichever looks easiest to use.
  3. When you find one, save the OBJ and the map.
  4. ( I think Mesh wizard opens OBJ and you can save it as a MSH there) -TAMO
  5. Back in UV mapper, go to save texture map. Make sure you have the dimensions either 256, 512, or 1024.
  6. keep going with 3 above.
Bj is offline   Reply With Quote
Thanked by:
Old 07-29-2010, 01:02 AM   #39
Alexw95
Addon Developer
 
Alexw95's Avatar
Default

i had the texture maps but i deleted them so stand by on those il make them again
Alexw95 is offline   Reply With Quote
Old 07-29-2010, 01:24 AM   #40
Alexw95
Addon Developer
 
Alexw95's Avatar
Default

OK here it is with the texture maps (un edited) all you have to do is paint them and save them as a .dds Dont rename or it will not work

enjoy (ps leave your name if you contributed to my mesh eg if you did textures or the dll so i can give you credit if i upload to orbit hanger)
Attached Files
File Type: zip Hanger.zip (130.9 KB, 3 views)
Alexw95 is offline   Reply With Quote
Thanked by:
Old 07-29-2010, 03:17 AM   #41
River Crab
SpaceX Cheer Captain
 
River Crab's Avatar

Default

You threw me one, bro! 1024x510 is NOT a valid .dds texture size! You should have seen me panicking, trying to figure out why in blazes it wouldn't let me save.

But it's all good now.

The maps you gave me are fine, but I'll take in mind what Bj said, because I'll definitely be doing more texturing.
River Crab is offline   Reply With Quote
Thanked by:
Old 08-02-2010, 08:42 PM   #42
Alexw95
Addon Developer
 
Alexw95's Avatar
Default

im gonna do sattelites / antennas so no one else start it
Alexw95 is offline   Reply With Quote
Thanked by:
Old 08-03-2010, 01:05 AM   #43
River Crab
SpaceX Cheer Captain
 
River Crab's Avatar

Default

I will texture them, as long as you don't change the smegging UV maps after I'm done texturing.
Please finish the model BEFORE you send it to me this time.
River Crab is offline   Reply With Quote
Thanked by:
Old 08-03-2010, 05:21 AM   #44
Bj
Donator
 
Bj's Avatar

Default

Quote:
Originally Posted by Alexw95 View Post
 im gonna do sattelites / antennas so no one else start it
Quote:
Originally Posted by River Crab View Post
 I will texture them, as long as you don't change the smegging UV maps after I'm done texturing.
Please finish the model BEFORE you send it to me this time.




Thanks guys
Bj is offline   Reply With Quote
Old 08-15-2010, 07:42 PM   #45
dgatsoulis
Orbinaut
 
dgatsoulis's Avatar
Default

I'm doing the recreation area. I've already finished some recreational cargo to go with:


Here is the OFMM team conducting "tests" after unpacking the cargo:

I was thinking of making an unpackable darts game cargo... but since all this will go in an inflatable module... i don't think it's such a good idea!

Now, to bussiness: I've completed the mesh for the recreation area, it's similar to the UCGO InflatBase Life module, only bigger and with windows. (The airlocks are the same size of course, to match the others).
The problem is this:
-I have the mesh done: 3 groups, 3 materials. I export it from MeshWizard as an OBJ file and open it in UVMapper to map the areas i want to texture.

-After that i save again in OBJ format (the UV map in BMP) and import the file in Anim8or, but the groups are gone and the whole mesh shows as a single group.

-I tried importing it to blender first and exporting it to 3ds format and then using 3ds2msh to get the msh file. This creates another problem. Now the mesh has 4 groups, the 3 original ones and a large cube around them. And the UV map texturing data is nowhere to be found.

This is the first time i'm trying to texture something other than a flat square area (which is relatively simple in MeshWizard).

Any ideas why this is happening and/or any suggestions?




P.S. I'm attaching here the cargos from the pics above, you need UCGO to be able to use them.

EDIT: I found Ar81's tutorials, i think i can pick it up from there

Last edited by dgatsoulis; 10-19-2012 at 08:09 PM.
dgatsoulis is offline   Reply With Quote
Thanked by:
Reply

  Orbiter-Forum > Orbiter Space Flight Simulator > Orbiter Web Forum > OFMM


Thread Tools

Posting Rules
BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
Forum Jump


All times are GMT. The time now is 06:02 PM.

Quick Links Need Help?


About Us | Rules & Guidelines | TOS Policy | Privacy Policy

Orbiter-Forum is hosted at Orbithangar.com
Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.
Copyright ©2007 - 2017, Orbiter-Forum.com. All rights reserved.