OHM 2113_capital space station

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Author: tomthenose

2113_capital_station version 0.9

a large fututre space station

Made by tomthenose, taking at least 0 seconds to make.
Generated by Orbiter Shipyard 110414

Installation:
-Unpack into Orbiter root directory
-Run 2113_capital_station_orbital_scenario.scn
-Enjoy (hopefully?)

Compatible with Orbiter 2010P1.

FEATURES

rotating hab section, press 'g' to start rotating hab animation

12 docking ports, each with a cargo truss for offloading and a beam for mounting URMS

HUGE fuel tanks which rotate slowly counter clockwise and act as counter weight for hab section. with storage for 96000000kg propellent, enough to fill most tanks!

mesh is as yet untextured, if anyone feels up to this mammoth task...

##update 23/06/13##
just added a source folder with a .obj format mesh for uv mapping, no changes to the in-game files yet.



DOWNLOAD
 
Had a quick look and I do like the look of it but have a few querries.

It does not seem to have any docking ports that the scenerio editor can see. So no reeq for the docking auto pilots to lock onto.

Converted the mesh to an .obj file and from there to wings3d, which is what I use, the rotating habitat modes seem to have windows in the "floor". These also have a blue line / bar on them. Seems a strange place for a window and a lot of polygons to no purpose that I can see. Any chance of a bit of background as I would not mind having a go at texturing this.

---------- Post added at 11:43 PM ---------- Previous post was at 11:23 PM ----------

Belay that last comment. On 2nd loading was able to set a docking freq. No idea what went wrong but sure it was me!! DG4 docked as we speak
 
hi paddy2

'It does not seem to have any docking ports that the scenerio editor can see. So no reeq for the docking auto pilots to lock onto.'

i've tested it with scenario editor and it seems to dock ok there, i might need to assign nav frequencies? i'll look into it.

I'm not too hot at texturing yet so consider these prototypes of the meshs with materials to suggest roughly what the textures might be like! i pretty much added the blue strips to show the hab wheel turning, would be a nausiating place for windows i think; looking down at spinning stars. not good as you stagger home from the space-pub.

It would be awesome if anyone wants to try some texturing or add anything to this mod! the current mesh ain't great for texturing, the materials and groups are all crazy cos i'm not using textures, so i can upload a texture friendly version in various formats.

not much back ground yet, i'm trying to make a few mods to simulate a solar system that has been colonised to some extent, things like a few ships, spacestations and cool new base models. i don't have a specific setting yet but this is supposed to be a large social and economic hub in a space faring society.
 
There does seem to be a lot of polygons in areas where a single texture image would cover, also the "grouping" of the model makes splitting it up to work on, very hard work. Are you able to split the model up? As I use Wings3D to work in I have to convert the mesh to an .obj file and import that, I think some thing is being lost in the convertions

Still with time we could have something interesting here.
 
i've tested it with scenario editor and it seems to dock ok there, i might need to assign nav frequencies? i'll look into it.

Nav Frequencies are only required if you want to lock on to the docking port by using the comm MFD, they are not needed for the scenario editor, or if you target a docking port directly from dock MFD
 
@paddy2 thanks for the interest, the mod would definitely benefit from a good texturing. i can upload a clean .obj file at the end of the weekend, i'll get the groups and materials sorted, current mesh is really not intended for textures!
 
Where did you get the Orbiter Shipyard? I thought the latest version was from 09? [ame="http://www.orbithangar.com/searchid.php?ID=4075"]Station Shipyard 090701[/ame]
 
Have a look at my texture work in the add on below if you are interested.

[ame="http://www.orbithangar.com/searchid.php?ID=6152"]Moon Base Luna1[/ame]
 
@phantomcruiser, that's the version i have from OHM, i didn't actually use shipyard to make the vessel module because it is still rather unfinished although i do use the existing beta for visual reference doing thruster placements etc, i made a spacecraft3 config then used the spacecraft3 converter and for some reason it said i'd used shipyard in the auto-generated readme, its all by artlav so that's maybe why

@paddy2 i already downloaded moon base luna because i like the look of the resource management and all that. haven't tried it yet but the texturing looks pretty spot on so i'm interested! i think i read that you downloaded the textures? i'm not bad at making the textures themselves so i might post some when i get round to this update,

been doing a bit of mesh cleaning in sketchup, i can say with confidence the new mesh will be infinitely easier to work with! progress is slow because there's a big shiny thing in the sky outside and all us aberdonians are out gawking at it
 
i updated this mod with a source folder containing a cleaned .obj for all those who might want to try texturing. i have sorted out most of my own texturing issues so i'm probably going to texture this soon anyway, along with fixing a bunch of stuff in the config i'm not so happy with (better animations etc)
 
Downloaded the version with the source.
Imported the .obj into wings3d and then exported as a mesh. The export took about 3-5 mins to complete, such that on first attempt I thought it had hung. On second attempt it looked like it had hung but when I viewed the dest'n folder the size was slowly going up.

So I word to any others who may do this, make a cup of tea !!!! but you will get a cuppa and a model.

The exported model has some 140 groups so I have yet to see what impact this will have on frame rate. It is going to take (me) a huge number of hours to texture but it does break down into manageable sections so will be able to see progress as the work progresses.

Anyway just my first thoughts and thank you for the source file
 
hey paddy2, the raw file is a bit of a monster, sorry to inflict that on ya! Before i start texturing it i'd join lots of the objects for ease of use i.e. each of the docking rings is about 5 groups in the raw file but only really need to be 1 for texturing purposes. i haven't done any of that because it kinda dictates how you go about doing the UV mapping after.

there is another thing, your textured model won't automatically work with the dll because the groups will be different. As all my addons are based on Spacecraft3 config files it shouldn't be hard to edit this for the new model. i'll gladly help with that.
 
Have to admit that it going to be a beast to texture. Also wonder If I would be able to reduce the poly count some how.

Not sure if I get the bit about the groups changing because its a .dll Surely the texture is an artifact of the grid/mesh, If it moves so does the picture. I have not played with "spacecraft3" so not fully in the picture.

My plan was to texture one of the wheels and the cut and paste it replacing the others (non-textured), one at a time. then do the same for the tanks and so on.
 
the cut and paste method is recommended, theres alot of repetition in the design for exactly that reason!

In the Spacecraft 3 config the animations are only applied to those groups you specify from the full list of groups in your mesh. i assume all this info is passed onto the dll when i convert it. if you edit the mesh then this list changes, all the objects get different numbers and you have to re-list everything in the config (boy did i learn that the long way!). so i think that dll will always call for the list of groups in the original mod. Its easy enough fixed though and if you texture that beast i'll gladly help out of pure respect :thumbup:
 
I think the "meshwizard" download will allow you to renumber the mesh groups after a 3D model has been exported to orbiter. In this way we can match model to .ddl if that makes sense.

Will have to have a go at "SC3", maybe a bit of learning can prevent a load of pain!!!
 
not been doing much cos its too sunny but i did have a look at the configs for your luna base. didn't realise the whole lot where UCGO configs which is interesting, i haven't made anything for UCGO yet but it seems to have alot of scope . I wouldn't say SC3 is much harder than that and it comes with pretty clear docs.

"I think the "meshwizard" download will allow you to renumber the mesh groups after a 3D model has been exported to orbiter. In this way we can match model to .ddl if that makes sense."

cool! i didn't know that. i need to have another look at meshwizard, i seem to remember i had issues getting it to render (just a black screen)
 
Afraid this will have to move onto the back burner as I have just got myself a job. Been unemployed for way to long but it feels so good to be back into the game again. It's a small IT company but I really feel I can get my feet under the table. Do some good for both the company and myself.

UCGO seems much easier than "Space3" but nowhere near as powerful.
 
question

2113? Random number, or might you be a Coheed and Cambria fan??
 
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