Project Base Improvement Project: (Updated 4/1/11)

The following is copy/pasted from the .msh file. I honestly don't know what I'm looking at but I would assume that the large blocks of numbers the 3d coordinates of my vertices. Seems awfully complex for a simple hemisphere.

Code:
MSHX1
GROUPS 1
MATERIAL 1
TEXTURE 0
GEOM 48 60	; mesh01  -- default -- 0
10.000000 -2.500000 0.000000 0.735161 0.648641 0.196985
7.794220 0.000000 0.000000 0.660372 0.729794 0.176945
4.500000 1.830120 0.000000 0.385157 0.917062 0.103202
0.000000 2.500000 0.000000 0.098278 0.990294 0.098278
8.660260 -2.500000 5.000000 0.676492 0.660556 0.325614
6.750000 0.000000 3.897120 0.535376 0.772376 0.341772
3.897120 1.830120 2.250000 0.291394 0.932996 0.211207
5.000000 -2.500000 8.660260 0.423051 0.660556 0.620237
3.897120 0.000000 6.750000 0.292762 0.772376 0.563671
2.250000 1.830120 3.897120 0.146750 0.932996 0.328608
0.000000 -2.500000 10.000000 0.196985 0.648641 0.735161
0.000000 0.000000 7.794220 0.155742 0.798687 0.581244
0.000000 1.830120 4.500000 0.081565 0.949044 0.304406
-5.000000 -2.500000 8.660260 -0.325614 0.660556 0.676492
-3.897120 0.000000 6.750000 -0.341772 0.772376 0.535376
-2.250000 1.830120 3.897120 -0.211207 0.932996 0.291394
-8.660260 -2.500000 5.000000 -0.620237 0.660556 0.423051
-6.750000 0.000000 3.897120 -0.563671 0.772376 0.292762
-3.897120 1.830120 2.250000 -0.328608 0.932996 0.146750
-10.000000 -2.500000 0.000000 -0.735161 0.648641 0.196985
-7.794220 0.000000 0.000000 -0.581244 0.798687 0.155742
-4.500000 1.830120 0.000000 -0.304406 0.949044 0.081565
-8.660260 -2.500000 -5.000000 -0.676492 0.660556 -0.325614
-6.750000 0.000000 -3.897120 -0.535376 0.772376 -0.341772
-3.897120 1.830120 -2.250000 -0.291394 0.932996 -0.211207
-5.000000 -2.500000 -8.660260 -0.423051 0.660556 -0.620237
-3.897120 0.000000 -6.750000 -0.292762 0.772376 -0.563671
-2.250000 1.830120 -3.897120 -0.146750 0.932996 -0.328608
0.000000 -2.500000 -10.000000 -0.056254 0.660556 -0.748666
0.000000 0.000000 -7.794220 0.028295 0.772376 -0.634535
0.000000 1.830120 -4.500000 0.037214 0.932995 -0.357959
5.000000 -2.500000 -8.660260 0.325614 0.660556 -0.676492
3.897120 0.000000 -6.750000 0.341772 0.772376 -0.535376
2.250000 1.830120 -3.897120 0.211207 0.932996 -0.291394
8.660260 -2.500000 -5.000000 0.620237 0.660556 -0.423051
6.750000 0.000000 -3.897120 0.563671 0.772376 -0.292762
3.897120 1.830120 -2.250000 0.328608 0.932996 -0.146750
0.000000 -2.500000 10.000000 -0.196985 0.648641 0.735161
0.000000 0.000000 7.794220 -0.176945 0.729794 0.660372
-10.000000 -2.500000 0.000000 -0.735161 0.648641 -0.196985
-7.794220 0.000000 0.000000 -0.660372 0.729794 -0.176945
10.000000 -2.500000 0.000000 0.735161 0.648641 -0.196985
7.794220 0.000000 0.000000 0.581244 0.798687 -0.155742
0.000000 1.830120 4.500000 -0.103202 0.917062 0.385157
-4.500000 1.830120 0.000000 -0.385157 0.917062 -0.103202
4.500000 1.830120 0.000000 0.304406 0.949044 -0.081565
0.000000 2.500000 0.000000 -0.098278 0.990294 0.098278
0.000000 2.500000 0.000000 0.000000 0.995112 -0.098756
0 1 4
1 5 4
4 5 7
5 8 7
7 8 10
8 11 10
37 38 13
38 14 13
13 14 16
14 17 16
16 17 19
17 20 19
39 40 22
40 23 22
22 23 25
23 26 25
25 26 28
26 29 28
28 29 31
29 32 31
31 32 34
32 35 34
34 35 41
35 42 41
1 2 5
2 6 5
5 6 8
6 9 8
8 9 11
9 12 11
38 43 14
43 15 14
14 15 17
15 18 17
17 18 20
18 21 20
40 44 23
44 24 23
23 24 26
24 27 26
26 27 29
27 30 29
29 30 32
30 33 32
32 33 35
33 36 35
35 36 42
36 45 42
2 3 6
6 3 9
9 3 12
43 46 15
15 46 18
18 46 21
44 47 24
24 47 27
27 47 30
30 47 33
33 47 36
36 47 45
MATERIALS 1
 -- default --
MATERIAL  -- default --
0.878 0.878 0.878 1.000
0.878 0.878 0.878 1.000
1.000 1.000 1.000 1.000
0 0 0 1
TEXTURES 1
HCG_Dome_BB02.dds
 
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The following is copy/pasted from the .msh file.
Code:
MSHX1
GROUPS 1
MATERIAL 1
TEXTURE 1

I can't check it right now (but I'll do it later), but you can try this to use the mesh with TEX instead of OWNMATERIAL:

Do a backup of the mesh and change in the file (with text editor) TEXTURE to 0:
Code:
MSHX1
GROUPS 1
MATERIAL 1
TEXTURE 0
And of course save the file. If the object is still black, also change MATERIAL to 0 and try again.
 
I can't check it right now (but I'll do it later), but you can try this to use the mesh with TEX instead of OWNMATERIAL:

Do a backup of the mesh and change in the file (with text editor) TEXTURE to 0:
Code:
MSHX1
GROUPS 1
MATERIAL 1
TEXTURE 0
And of course save the file. If the object is still black, also change MATERIAL to 0 and try again.

That helped a little bit, Instead of flat black I now get flat color.
 
OK. I checked that mesh, and I know what's wrong with it. -- It doesn't have any UV map applied.

If you look at a vertex from your mesh:
Code:
GEOM 48 60	; mesh01  -- default -- 0
10.000000 -2.500000 0.000000 0.735161 0.648641 0.196985
And take a look at vertex specification (described in Doc/OrbiterConfig.pdf), you'll see:
<x> <y> <z> [<nx> <ny> <nz> [<tu> <tv>]]
<x> <y> <z>: vertex position
<nx> <ny> <nz>: vertex normal (optional)
<tu> <tv>: texture coordinates (optional)
Your mesh is missing <tu> and <tv> for vertices (they have only 6 instead of 8 numbers a row), and that's why you have a plain color mesh. Every vertex needs an UV coordinate (8 numbers a row for every vertex if you look at the file in text editor) for your mesh working with TEX parameter in configuration file, i.e. UV map needs to be applied to them.
 
Thank you,

While it's nice to have my suspicions confirmed, (UV mapper is not importing/exporting correctly) that still leaves me in a bind.

How do I go about fixing it?
 
OK, I between classes I've been training myself to use blender. The Interface is less intuitive but the built in texture mapping and vlad32768's "blorbiter" plugin have allowed me to bypass the texture issues I was haveing with Anima8or and get back to building. (Being able to import vessels and textures straight from the game is also helpful)

So now that the technical difficulties have been over come lets get back to the fun stuff. Building the base...

Here is the updated plan of action:

Brighton Beach Terminal/Primary Landing Zone: (Almost Complete)
This replaces the default brighton beach tower complex. Pads will remain in standard configuration to maintain compatability with existing scenarios.

Habitat Area: (West of Brighton Beach Terminal)
Located 2km to the west of Brighton Beach Terminal and connected by rail this area will consist of 3 75m inflatable Hab-Domes buried under the lunar regolith, a greenhouse/observation dome, and the Brighton Beach Lunar Hilton

"Super Heavy" Landing Zone: (North of Brighton beach Terminal)
Extended (100m x 500m ) Landing Pad (constructed from [ame="http://en.wikipedia.org/wiki/Marsden_Matting"]Marsden Mats[/ame]) for XR-5 Class (and Larger) vessels. I'm still trying to figure out what else might be needed in regards to turn-around facilities though. A fuel depot, wharehouse, and crane are pretty obvious but is there anything specific that people want?

Industrial Zone: (South of Brighton Beach Terminal.)
Aside from a Power-Plant I have not decided what to put here. What Kind of Industries do you see as being big on the moon? What do you want from your moon base?
 
Something like a movie theatre where we can watch movies and have parties.
 
For what it's worth, I like the idea of short runway style pads on low-grav bases. I have a thread somewhere on this forum with a discussion about a future AIA lunar base. The issue is discussed/debated/argued in there to some length I believe.

I'll just steal a few of your shiny new hangars and fly them to the Moon and plant the AIA flag :D
 
I'm still trying to figure out what else might be needed in regards to turn-around facilities though. A fuel depot, wharehouse, and crane are pretty obvious but is there anything specific that people want?

You'd definately want somewhere to house your emergency vechicles for crash-response. Both survivors and leaking oxidizer prefer being approached by ground vehicles rather than hoverjet, so some kind of fire house style garage.

A machine shop is also close to essential but nondescript. Just an eye-candy idea for signage or static parts stacked outside.

As far as industry goes the most probable seem to be molten oxide electrolysis and fiberglass production. The first to liberate aluminium and oxygen from regolith, the second to convert silica into building materials. Notably absent is hydrogen, which would have to be imported. (Even if it's from a shaded portion of the moon.)

To sum that up in one word ... tanks. Because you need them to store any fluid as well as to contain any industrial process involving fluids, a lunar industrial sector would likely be overrun with tanks and pipelines. Even if they're buried, they wouldnt be under a building so you'd see pipes exiting to valve stacks and vents coming from the ground.
 
Would a sports car on caterpillar tracks look cool?

Anything fast would probably take to the air. Hmmm.... snowmobile with thrusters, so you can do epic jumps across entire lunar landscapes and live to tell the tale!
 
HERE is the lunar base thread I was talking about. The project it discusses is different to this one, but it is all about what people would want to see in a lunar base, so may be worth a read... if I haven't already linked it, which my brain says I have somewhere... but anyway.. here it is again ;)
 
Something like a movie theatre where we can watch movies and have parties.

Or a Blue Moon drive in ?

ithadtobeyou.png
 
My appologies for not updating more often, school has been keeping me busy.

However, to show you guys that I haven't been completely slacking off here are the launch berms with UV Maps and texture!.

 
Nice ! Maybe an airlock would be an interesting addition ?

Concerning industries, Helium-3 mining would be a plausible industrial activity for a futuristic Moon base.
 
I'm modeling an airlock as a seperate object that can be embedded in one of the walls.

The bonus being that it can also be used in conjunction with the domes and other building blocks.
 
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I must confess that between Real Life, School, and other issues I have not been this project has been getting away from me.

I'm dealing with some writer's block when it comes to designing the industrial infrastructure. I've got tanks domes and pipes coming out of every orrifice but It just aint capturing the imagination as I hoped it would.

Help and/or inspiration, I could really use some.

In the mean time here is a textured launch berm, now with airlock/hangar.



With Night-lighting...

 
I like the bermed launch pads. And the red lighting is pretty cool!
The industrial areas might not be all that much in the way of eye-candy. I'd think they'd just be covered blobs, but some radiators sticking out of the regolith would give away their purpose.
How about a nearby radiotelescope and/or antenna farm?
 
It's looking good mate, nice work.

It's late and I need to sleep, so this is short. But I think they style is working with the lunar environment in mind. Also, although I like the texture of the control tower, the architecture seems a little terrestrial... perhaps a touch more 'sci-fi' shape there?

But all in all, don't beat yourself up lol, it's looking good... and the night lights look sweet.
 
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