OHM Orbiter Base Maker V2.0.3

Arthur Dent

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Just tried that out, and you found a bug.

If you right-click then save on ONE image tile, what you described happens.

If you highlight more than one tile, right-click then save, I think what you want to happen will happen.

I'll try to get that fixed. Someday I will get around to making an update.

Highlighting four tiles also had a similar result. And strangely enough, it did render I title that is not present at all. I clicked "show available images for level 1" and it showed some desert tile, that doesn't even exist in my textures folder.
If I uncheck that box, that tile disappears. The image that gets rendered when I click on "save selected images to tile file" still only renders from the background images (very unsharp), on doesn't take the crisper (Level 0 ?) tiles into account: One tile for example has the name "Earth_0_e0000_n0038"

(Note: on my version of earth, it shows the cape of an island - because I use an alternative custom earth).
 

4throck

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I have a suggestion for a completely new feature that would be interesting :)

- The possibility to define a an area (ideialy a poligon) on the surface;
- Then the possibility of random placing custom meshes inside the selected area, selecting parameters such as total number, scale variation, etc.

What would this allow?
- The creation of forests, rocks, grass cover.


Just a suggestion, it can be tested with default block objects of course, but I can donate some now poly tree/rock models :thumbup: in the future.
 

Ghostly

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Hey I have a question, when adding tiles, how do you move the screen around; because it's kinda hard to redraw Canaveral...
 

paddy2

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When you are adding tiles ( not objects like blocks or meshs) you can only zoom in or out. There is a fixed number of tiles which can be seen / played with at each level and within that level, each zoom setting. i.e. At level 4 you can have a 10 by 16 grid and no more, you can zoom in to 2 by 3 if you wish.

You can not "Wander" around to far from the base center point

---------- Post added at 11:55 PM ---------- Previous post was at 11:55 PM ----------

Written by fan NOT author
 

Ghostly

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Now is that intended or just not implemented yet??
 

paddy2

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Now is that intended or just not implemented yet??

All I can say is its been like that for a while.

---------- Post added at 03:31 AM ---------- Previous post was at 03:27 AM ----------

Just had a thought.
Canaveral is a "protected base" to stop anyone deleting it by mistake. Might be causing you some problems. I have only used OBM to make my own bases.
 

csanders

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All I can say is its been like that for a while.

---------- Post added at 03:31 AM ---------- Previous post was at 03:27 AM ----------

Just had a thought.
Canaveral is a "protected base" to stop anyone deleting it by mistake. Might be causing you some problems. I have only used OBM to make my own bases.

It's not protected anymore. Have at it.

As for the inability to move the "tile" editor, that's by design, so users won't go crazy downloading a whole lot of tiles.
 

paddy2

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It's not protected anymore. Have at it.
Sorry for the mis-information. I use OBM to make my own base so have not tried "play" with the Cape.

As for being able to move around the Tiles : As I had a 5km runway ( thinking of being a backup site for the shuttle) I just made a dummy base at the end of the runway and added the few extra tiles I needed. Really no big deal. I think the idea of not been able to just download masses of tiles has merit.
 

N_Molson

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As for the inability to move the "tile" editor, that's by design, so users won't go crazy downloading a whole lot of tiles.

Actually I currently suffer from that limitation. I'm trying to model Toulouse, France and its surrounding area that include several airfields in one single base. The point is to avoid to mess the map and the base selection lists with a lot of unecessary entries. Really nothing to do about that ? A few more tiles of "freedom" would save me ! :p

Fantastic tool anyway.
 

paddy2

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As I have also felt the need for more tiles on the tile editor I can see your point, truly.
I can also see the point of limiting the number of tile downloads. Even if I make or google map some level 7,8,9 tiles for my own use, the number can be a bit limiting. Still think my Orbiter experience would be reduced in value with out this Add On however.
 

Mandella

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While playing with OBM I've found a base it just won't process. Locks and crashes when I try to Edit Objects.

I'll post the base config, but first a word of explanation -- this is a re-edit of NukeEt's very cool Niven lunar base V2.0, renamed to fit into my own Universe. The base shows up just fine in Orbiter itself, and gets a lot of use. It does have a bunch of custom parts, including auto tracking solar panels, but other bases with such seem to load just fine.

Code:
BASE-V2.0
Name = Erato
Location = -11.35 14.48
Size = 10000
ObjectSize = 643
MapObjectsToSphere = TRUE

BEGIN_NAVBEACON
VOR NIV -11.35 14.48 137.5 1000
END_NAVBEACON

BEGIN_OBJECTLIST
;Landing pad #1
LPAD2A
    POS -320.89 0 234.086
    SCALE 1 0 0
    ROT 61
    TEX Lpad02a
    NAV 136.1
END
;East Hub/Terminal 3
TANK
    POS 0 0 267
    SCALE 15 2 15
    NSTEP 12
    TEX1 HubSide 24 1
    TEX2 NV_Roof01 4 4
END
;Gate #3
BLOCK
    POS 0 0 331.9
    SCALE 106.48 1 2
    ROT 90
    TEX1 NV_Roof06 40 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 40 1
END
;Terminal #2
TANK
    POS -101 0 237
    SCALE 6 2 6
    NSTEP 12
    TEX1 HubSide 12 1
    TEX2 NV_Roof01 4 4
END
;Terminal #1
TANK
    POS -176 0 167
    SCALE 6 2 6
    NSTEP 12
    TEX1 HubSide 12 1
    TEX2 NV_Roof01 4 4
END
;Terminal #4
TANK
    POS 99 0 237
    SCALE 6 2 6
    NSTEP 12
    TEX1 HubSide 12 1
    TEX2 NV_Roof01 4 4
END
;Terminal #5
TANK
    POS 174 0 167
    SCALE 6 2 6
    NSTEP 12
    TEX1 HubSide 12 1
    TEX2 NV_Roof01 4 4
END
;Gate #1
BLOCK
    POS -229.4 0 197
    SCALE 114 1 2
    ROT 151
    TEX1 NV_Roof06 40 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 40 1
END
;Gate #2
BLOCK
    POS -130.17 0 289.623
    SCALE 116 1 2
    ROT 119
    TEX1 NV_Roof06 40 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 40 1
END
;Landing pad #2
LPAD2A
    POS -189.868 0 369.52399
    SCALE 1 0 0
    ROT 29
    TEX Lpad02a
    NAV 136.2
END
;Landing pad #3
LPAD2A
    POS 12.5 0 426
    SCALE 1 0 0
    TEX Lpad02a
    NAV 136.3
END
;Landing pad #4
LPAD2A
    POS 185.5 0 371.5
    SCALE 1 0 0
    ROT -28
    TEX Lpad02a
    NAV 136.4
END
;Landing pad #5
LPAD2A
    POS 321 0 230.5
    SCALE 1 0 0
    ROT -62
    TEX Lpad02a
    NAV 136.5
END
;Gate #4
BLOCK
    POS 127.848 0 290.252
    SCALE 116 1 2
    ROT 62
    TEX1 NV_Roof06 40 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 40 1
END
;Gate #5
BLOCK
    POS 228.321 0 196.488
    SCALE 114 1 2
    ROT 28
    TEX1 NV_Roof06 40 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 40 1
END
;NE Dome
MESH
    FILE NV_Dome
    POS -110 0 110
    SCALE 1 1 1
    TEX NV_Dome6
    SHADOW
END
;E Dome
MESH
    FILE NV_Dome
    POS 0 0 110
    SCALE 1 1 1
    TEX NV_Dome6
    SHADOW
END
;SE Dome
MESH
    FILE NV_Dome
    POS 110 0 110
    SCALE 1 1 1
    TEX NV_Dome6
    SHADOW
END
;N Dome
MESH
    FILE NV_Dome
    POS -110 0 0
    SCALE 1 1 1
    TEX NV_Dome6
    SHADOW
END
;C Dome
MESH
    FILE NV_Dome
    POS 0 0 0
    SCALE 1 1 1
    TEX NV_Dome6
    SHADOW
END
;S Dome
MESH
    FILE NV_Dome
    POS 110 0 0
    SCALE 1 1 1
    TEX NV_Dome6
    SHADOW
END
;NW Dome
MESH
    FILE NV_Dome
    POS -110 0 -110
    SCALE 1 1 1
    TEX NV_Dome6
    SHADOW
END
;W Dome
MESH
    FILE NV_Dome
    POS 0 0 -110
    SCALE 1 1 1
    TEX NV_Dome6
    SHADOW
END
;SW Dome
MESH
    FILE NV_Dome
    POS 110 0 -110
    SCALE 1 1 1
    TEX NV_Dome6
    SHADOW
END
;Interior EW corridor
BLOCK
    POS 0 0 0
    SCALE 200 1 5
    ROT 90
    TEX1 NV_Roof06 40 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 40 1
END
;Interior S corridor
BLOCK
    POS 110 0 0
    SCALE 200 1 5
    ROT 90
    TEX1 NV_Roof06 40 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 40 1
END
;Interior N corridor
BLOCK
    POS -110 0 0
    SCALE 200 1 5
    ROT 90
    TEX1 NV_Roof06 40 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 40 1
END
;Interior W corridor
BLOCK
    POS 0 0 -110
    SCALE 200 1 5
    ROT 180
    TEX1 NV_Roof06 40 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 40 1
END
;Interior NS corridor
BLOCK
    POS 0 0 0
    SCALE 200 1 5
    ROT 180
    TEX1 NV_Roof06 40 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 40 1
END
;Interior E corridor
BLOCK
    POS 0 0 110
    SCALE 200 1 5
    ROT 180
    TEX1 NV_Roof06 40 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 40 1
END
;South solar panel farm
SOLARPLANT
    POS 270 0 -8
    SCALE .5
    SPACING 10 10
    GRID 20 20
    TEX Solpanel 1 1
END
;Exterior E corridor
BLOCK
    POS 0 0 181
    SCALE 150 1 5
    ROT 90
    TEX1 NV_Roof06 30 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 30 1
END
;East ring ENE corridor
BLOCK
    POS -51.5 0 252
    SCALE 100 1 5
    ROT 16.7
    TEX1 NV_Roof06 20 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 20 1
END
;East ring ESE corridor
BLOCK
    POS 48.5 0 252
    scale 100 1 5
    ROT 163.3
    TEX1 NV_Roof06 20 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 20 1
END
;East ring SSE corridor
BLOCK
    POS 136.5 0 202
    SCALE 100 1 5
    ROT 137.08
    TEX1 NV_Roof06 20 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 20 1
END
;East ring NNE corridor
BLOCK
    POS -138.5 0 202
    SCALE 100 1 5
    ROT 43.03
    TEX1 NV_Roof06 20 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 20 1
END
;VOR Beacon Tower
MESH
    FILE NV_Tower
    POS 1.004 19.85 .616
    SCALE 1 1 1
    SHADOW
OWNMATERIAL
END
;South solar farm North side
BEACONARRAY
    END1 170 0 92
    END2 170 0 -108
    COUNT 5
    SIZE 0.5
    COL 1 0 0
END
;South solar farm Sorth side
BEACONARRAY
    END1 370 0 -108
    END2 370 0 92
    COUNT 5
    SIZE 0.5
    COL 1 0 0
END
;VOR Beacon Tower array
BEACONARRAY
    END1 -1.026 70.76 0.616
    END2 0.994 70.76 0.616
    COUNT 2
    SIZE 0.5
    COL 0 0 1
END
;East Control Tower
TANK
    POS 0 2 267
    SCALE 10 6 10
    NSTEP 12
    TEX1 ControlSide 12 1
    TEX2 NV_Roof01 4 4
END
;Hangar#3
MESH
    FILE NV_hangar
    POS 39.85 0 386.009
    SCALE 1 1 1
    OWNMATERIAL
    SHADOW
END
;Hangar#4
MESH
    FILE NV_hangar
    POS 190.874 0 323.355
    SCALE 1 1 1
    ROT -28
    OWNMATERIAL
    SHADOW
END
;Hangar#5
MESH
    FILE NV_hangar
    POS 298.456 0 187.541
    SCALE 1 1 1
    ROT -62
    OWNMATERIAL
    SHADOW
END
;Hangar#2
MESH
    FILE NV_hangar
    POS -194.394 0 321.294
    SCALE 1 1 1
    ROT 29
    OWNMATERIAL
    SHADOW
END
;Hangar #1
MESH
    FILE NV_hangar
    POS -299.185 0 190.79
    SCALE 1 1 1
    ROT 60.9
    OWNMATERIAL
    SHADOW
END
;VLA1
MESH
    FILE NV_Dish
    POS 0 0 3617
    SCALE 3 3 3
    ROT 90
OWNMATERIAL
    SHADOW
END
;VLA2
MESH
    FILE NV_Dish
    POS 0 0 2617
    SCALE 3 3 3
    ROT 90
OWNMATERIAL
    SHADOW
END
;VLA3
MESH
    FILE NV_Dish
    POS 0 0 1617
    SCALE 3 3 3
    ROT 90
OWNMATERIAL
    SHADOW
END
;VLA4
MESH
    FILE NV_Dish
    POS -866.03 0 1117
    SCALE 3 3 3
    ROT 90
OWNMATERIAL
    SHADOW
END
;VLA6
MESH
    FILE NV_Dish
    POS 866.03 0 1117
    SCALE 3 3 3
    ROT 90
OWNMATERIAL
    SHADOW
END
;VLA5
MESH
    FILE NV_Dish
    POS -1732.1 0 617
    SCALE 3 3 3
    ROT 90
OWNMATERIAL
    SHADOW
END
;VLA7
MESH
    FILE NV_Dish
    POS 1732.1 0 617
    SCALE 3 3 3
    ROT 90
OWNMATERIAL
    SHADOW
END
;North solar panel farm
SOLARPLANT
    POS -270 0 -8
    SCALE .5
    SPACING 10 10
    GRID 20 20
    TEX Solpanel 1 1
END
;North solar farm North side
BEACONARRAY
    END1 -370 0 92
    END2 -370 0 -108
    COUNT 5
    SIZE 0.5
    COL 1 0 0
END
;North solar farm South side
BEACONARRAY
    END1 -170 0 -108
    END2 -170 0 92
    COUNT 5
    SIZE 0.5
    COL 1 0 0
END
;East Approach Radar Dish
MESH
    FILE NV_Dish
    POS 0 8 267
    SCALE 0.5 0.5 0.5
    ROT 315
OWNMATERIAL
    SHADOW
END
;LazyD
MESH
    FILE lazyd_2
    POS -166 3.95 161
    SCALE 1 1 1
    ROT 60
    TEX LazyD_1
    SHADOW
END
;Plaque
MESH
    FILE plaque
    POS -164 0.695 160
    SCALE 1 1 1
    ROT 60
    TEX Plaque_words
    SHADOW
END
;Exterior W corridor
BLOCK
    POS 0 0 -181
    SCALE 150 1 5
    ROT 90
    TEX1 NV_Roof06 30 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 30 1
END
;West ring WSW corridor
BLOCK
    POS 51.5 0 -252
    scale 100 1 5
    ROT 16.7
    TEX1 NV_Roof06 20 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 20 1
END
;West ring WNW corridor
BLOCK
    POS -48.5 0 -252
    scale 100 1 5
    ROT 163.3
    TEX1 NV_Roof06 20 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 20 1
END
;West ring SSW corridor
BLOCK
    POS 138.5 0 -202
    SCALE 100 1 5
    ROT 43.03
    TEX1 NV_Roof06 20 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 20 1
END
;West ring NNW corridor
BLOCK
    POS -136.5 0 -202
    SCALE 100 1 5
    ROT 137.08
    TEX1 NV_Roof06 20 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 20 1
END
;Gate #6
BLOCK
    POS 229.4 0 -197
    SCALE 114 1 2
    ROT 331
    TEX1 NV_Roof06 40 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 40 1
END
;Gate #7
BLOCK
    POS 130.17 0 -289.623
    SCALE 116 1 2
    ROT 299
    TEX1 NV_Roof06 40 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 40 1
END
;Gate #8
BLOCK
    POS -127.848 0 -290.252
    SCALE 116 1 2
    ROT 242
    TEX1 NV_Roof06 40 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 40 1
END
;Gate #9
BLOCK
    POS -228.321 0 -196.488
    SCALE 114 1 2
    ROT 208
    TEX1 NV_Roof06 40 1
    TEX2 NV_Roof06 1 1
    TEX3 NV_Roof06 40 1
END
;Terminal #6
TANK
    POS 176 0 -167
    SCALE 6 2 6
    NSTEP 12
    TEX1 HubSide 12 1
    TEX2 NV_Roof01 4 4
END
;Terminal #7
TANK
    POS 101 0 -237
    SCALE 6 2 6
    NSTEP 12
    TEX1 HubSide 1 1
    TEX2 NV_Roof01 4 4
END
;West Hub/NPP Terminal
TANK
    POS 0 0 -267
    SCALE 15 2 15
    NSTEP 12
    TEX1 HubSide 24 1
    TEX2 NV_Roof01 4 4
END
;Terminal #8
TANK
    POS -99 0 -237
    SCALE 6 2 6
    NSTEP 12
    TEX1 HubSide 12 1
    TEX2 NV_Roof01 4 4
END
;Terminal #9
TANK
    POS -174 0 -167
    SCALE 6 2 6
    NSTEP 12
    TEX1 HubSide 12 1
    TEX2 NV_Roof01 4 4
END
;West Control Tower
TANK
    POS 0 2 -267
    SCALE 10 6 10
    NSTEP 12
    TEX1 ControlSide 12 1
    TEX2 NV_Roof01 4 4
END
;Landing pad #6
LPAD2A
    POS 320.89 0 -234.086
    SCALE 1 0 0
    ROT 61
    TEX Lpad02a
    NAV 136.6
END
;Landing pad #7
LPAD2A
    POS 191.668 0 -368.526
    SCALE 1 0 0
    ROT 29
    TEX Lpad02a
    NAV 136.7
END
;Landing pad #8
LPAD2A
    POS -185 0 -371.77
    SCALE 1 0 0
    ROT -28
    TEX Lpad02a
    NAV 136.8
END
;Landing pad #9
LPAD2A
    POS -320.97 0 -230.5
    SCALE 1 0 0
    ROT -62
    TEX Lpad02a
    NAV 136.9
END
;West Approach Radar Dish
MESH
    FILE NV_Dish
    POS 0 8 -267
    SCALE 0.5 0.5 0.5
    ROT 135
OWNMATERIAL
    SHADOW
END
;Hangar #6
MESH
    FILE NV_hangar
    POS 299.143 0 -190.763
    ROT 241
    OWNMATERIAL
    SHADOW
END
;Hangar #7
MESH
    FILE NV_hangar
    POS 196.169 0 -320.249
    SCALE 1 1 1
    ROT 209
    OWNMATERIAL
    SHADOW
END
;Hangar #8
MESH
    FILE NV_hangar
    POS -190.327 0 -323.634
    SCALE 1 1 1
    ROT 152
    OWNMATERIAL
    SHADOW
END
;Hangar #9
MESH
    FILE NV_hangar
    POS -298.49 0 -187.59
    SCALE 1 1 1
    ROT 118
    OWNMATERIAL
    SHADOW
END
;Gate #1 Lock
MESH
    FILE NV_Lock
    POS -278.83313 0 223.125480
    SCALE 1 1 1
    ROT 61
    OWNMATERIAL
    SHADOW
END
;Gate #1 Lock Glass
MESH
    FILE NV_LockG
    POS -278.83313 0 223.125480
    SCALE 1 1 1
    ROT 61
    OWNMATERIAL
END
;Gate #2 Lock
MESH
    FILE NV_Lock
    POS -158.632 0 338.734
    SCALE 1 1 1
    ROT 29
    OWNMATERIAL
    SHADOW
END
;Gate #2 Lock Glass
MESH
    FILE NV_LockG
    POS -158.632 0 338.734
    SCALE 1 1 1
    ROT 29
    OWNMATERIAL
END
;Gate #3 Lock
MESH
    FILE NV_Lock
    POS -1.0699999 0 383.92
    SCALE 1 1 1
    OWNMATERIAL
    SHADOW
END
;Gate #3 Lock Glass
MESH
    FILE NV_LockG
    POS -1.0699999 0 383.92
    SCALE 1 1 1
    OWNMATERIAL
END
;Gate #4 Lock
MESH
    FILE NV_Lock
    POS 153.517089 0 340.830133
    SCALE 1 1 1
    ROT -28
    OWNMATERIAL
    SHADOW
END
;Gate #4 Lock Glass
MESH
    FILE NV_LockG
    POS 153.517089 0 340.830133
    SCALE 1 1 1
    ROT -28
    OWNMATERIAL
END
;Gate #5 Lock
MESH
    FILE NV_Lock
    POS 277.009355 0 223.600210
    SCALE 1 1 1
    ROT -62
    OWNMATERIAL
    SHADOW
END
;Gate #5 Lock Glass
MESH
    FILE NV_LockG
    POS 277.009355 0 223.600210
    SCALE 1 1 1
    ROT -62
    OWNMATERIAL
END
;Gate #6 Lock
MESH
    FILE NV_Lock
    POS 278.833132 0 -223.165470
    SCALE 1 1 1
    ROT 241
    OWNMATERIAL
    SHADOW
END
;Gate #6 Lock Glass
MESH
    FILE NV_LockG
    POS 278.833132 0 -223.165470
    SCALE 1 1 1
    ROT 241
    OWNMATERIAL
END
;Gate #7 Lock
MESH
    FILE NV_Lock
    POS 158.619526 0 -338.724430
    SCALE 1 1 1
    ROT 209
    OWNMATERIAL
    SHADOW
END
;Gate #7 Lock Glass
MESH
    FILE NV_LockG
    POS 158.619526 0 -338.724430
    SCALE 1 1 1
    ROT 209
    OWNMATERIAL
END
;Gate #8 Lock
MESH
    FILE NV_Lock
    POS -153.52678 0 -340.838960
    SCALE 1 1 1
    ROT 152
    OWNMATERIAL
    SHADOW
END
;Gate #8 Lock Glass
MESH
    FILE NV_LockG
    POS -153.52678 0 -340.838960
    SCALE 1 1 1
    ROT 152
    OWNMATERIAL
END
;Gate #9 Lock
MESH
    FILE NV_Lock
    POS -276.97818 0 -223.58499
    SCALE 1 1 1
    ROT 118
    OWNMATERIAL
    SHADOW
END
;Gate #9 Lock Glass
MESH
    FILE NV_LockG
    POS -276.97818 0 -223.58499
    SCALE 1 1 1
    ROT 118
    OWNMATERIAL
END
;Train lock
MESH
    FILE NV_Lock
    POS -2 0 -283.87452
    SCALE 1 1 1
    ROT 180
    OWNMATERIAL
    SHADOW
END
;Train lock glass
MESH
    FILE NV_LockG
    POS -2 0 -283.87452
    SCALE 1 1 1
    ROT 180
    OWNMATERIAL
END
;NNE lock
MESH
    FILE NV_Lock
    POS -114.5692 0 57
    SCALE 1 1 1
    ROT 90
    OWNMATERIAL
    SHADOW
END
;NNE lock glass
MESH
    FILE NV_LockG
    POS -114.5692 0 57
    SCALE 1 1 1
    ROT 90
    OWNMATERIAL
END
;NNW lock
MESH
    FILE NV_Lock
    POS -114.5692 0 -53
    SCALE 1 1 1
    ROT 90
    OWNMATERIAL
    SHADOW
END
;NNW lock glass
MESH
    FILE NV_LockG
    POS -114.5692 0 -53
    SCALE 1 1 1
    ROT 90
    OWNMATERIAL
END
;SSE lock
MESH
    FILE NV_Lock
    POS 114.5692 0 53
    SCALE 1 1 1
    ROT -90
    OWNMATERIAL
    SHADOW
END
;SSE lock glass
MESH
    FILE NV_LockG
    POS 114.5692 0 53
    SCALE 1 1 1
    ROT -90
    OWNMATERIAL
END
;SSW lock
MESH
    FILE NV_Lock
    POS 114.5692 0 -57
    SCALE 1 1 1
    ROT -90
    OWNMATERIAL
    SHADOW
END
;SSW lock glass
MESH
    FILE NV_LockG
    POS 114.5692 0 -57
    SCALE 1 1 1
    ROT -90
    OWNMATERIAL
END
;ENE lock
MESH
    FILE NV_Lock
    POS -53 0 114.58
    SCALE 1 1 1
    ROT 0
    OWNMATERIAL
    SHADOW
END
;ENE lock glass
MESH
    FILE NV_LockG
    POS -53 0 114.58
    SCALE 1 1 1
    ROT 0
    OWNMATERIAL
END
;ESE lock
MESH
    FILE NV_Lock
    POS 57 0 114.58
    SCALE 1 1 1
    ROT 0
    OWNMATERIAL
    SHADOW
END
;ESE lock glass
MESH
    FILE NV_LockG
    POS 57 0 114.58
    SCALE 1 1 1
    ROT 0
    OWNMATERIAL
END
;WSW lock
MESH
    FILE NV_Lock
    POS 53 0 -114.58
    SCALE 1 1 1
    ROT 180
    OWNMATERIAL
    SHADOW
END
;ESE lock glass
MESH
    FILE NV_LockG
    POS 53 0 -114.58
    SCALE 1 1 1
    ROT 180
    OWNMATERIAL
END
;WNW lock
MESH
    FILE NV_Lock
    POS -57 0 -114.58
    SCALE 1 1 1
    ROT 180
    OWNMATERIAL
    SHADOW
END
;WNW lock glass
MESH
    FILE NV_LockG
    POS -57 0 -114.58
    SCALE 1 1 1
    ROT 180
    OWNMATERIAL
END
END_OBJECTLIST

BEGIN_SURFTILELIST
0 209 -50 3
3 1675 -396 3
3 1676 -397 3
3 1676 -396 3
3 1675 -397 3
END_SURFTILELIST

Anybody see a problem?
 

Mandella

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Cut to the chase and post just the re-edits...I assume my original works fine.


I've loaded Niven ver 3.2 into OBM without problems.

That *is* the re-edit, so far. I've only renamed and relocated it, and expanded the SIZE variable for some reason (I think it had something to do with Orulex). I also have Kultch's Mass Driver sitting nearby, but that's not technically part of the base.

Also, I'm using ver 2.0. I know, I know, but I actually like the simple blue and white domes of the earlier version, although I might add in the later version's landing pads.

As a test, I've loaded ver 3.2 into OBM without problems myself. I still get a crash with the original unedited Niven (although I have not tried it on a clean install -- I'll do that tonight when I have time).

I'm running Windows 7 with GTX 550 Ti. Basic orbiter is working fine, and I am running the vanilla graphics client.

Thanks for looking into it NukeEt.
 

NukeET

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That *is* the re-edit, so far. I've only renamed and relocated it, and expanded the SIZE variable for some reason (I think it had something to do with Orulex). I also have Kultch's Mass Driver sitting nearby, but that's not technically part of the base.

Also, I'm using ver 2.0. I know, I know, but I actually like the simple blue and white domes of the earlier version, although I might add in the later version's landing pads.

As a test, I've loaded ver 3.2 into OBM without problems myself. I still get a crash with the original unedited Niven (although I have not tried it on a clean install -- I'll do that tonight when I have time).

I'm running Windows 7 with GTX 550 Ti. Basic orbiter is working fine, and I am running the vanilla graphics client.

Thanks for looking into it NukeEt.

Version 3.2 has the blue and white domes...I just did the textures slightly different in order to animate the domes...which is what I wanted to do with ver 2.0. I just didn't know enough at the time.

I have decided not to update ver 2.0 ever since v3.2 was released. V2.0 was for Orbiter 2006.
 

Mandella

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Version 3.2 has the blue and white domes...I just did the textures slightly different in order to animate the domes...which is what I wanted to do with ver 2.0. I just didn't know enough at the time.

I have decided not to update ver 2.0 ever since v3.2 was released. V2.0 was for Orbiter 2006.

Okay. Then I'll upgrade to v3.2. When I hastily installed it to check OBM the outer dome texture must have been invisible. I'm sure I just didn't install it correctly -- I've taken a year break from Orbiter, and I find that I've forgotten a few things....


EDIT: Adding this in just for the sake of completeness. The problem file for Ver 2.0 is "NV_LockG", which is the transparent panel used in the airlocks. I have no idea why OBM doesn't like this file, but when I remove all instances of it the Edit Objects button brings up all the rest of the base with no problem.

I wouldn't expect this to be fixed, since we are talking an old version of a base made for an old version of Orbiter.

But still, it was nagging me......

Oh, and yes, ver 3.2 works just fine for me when I properly install it. Reading is important!
 
Last edited:

csanders

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While playing with OBM I've found a base it just won't process. Locks and crashes when I try to Edit Objects.

I'll post the base config, but first a word of explanation -- this is a re-edit of NukeEt's very cool Niven lunar base V2.0, renamed to fit into my own Universe. The base shows up just fine in Orbiter itself, and gets a lot of use. It does have a bunch of custom parts, including auto tracking solar panels, but other bases with such seem to load just fine.

FYI, I've found the problem. It has to do with a zero-width mesh, which caused a division by zero error in some line drawing calculations. I've fixed that problem, but will have to do more testing on it.

It may be a while before I can post a bug-fix.

Note to self: updated code is on desktop computer.
PixelPoint MPtoPP(MeterPoint &mp, MyBitmap &bitmap, doubleRect &bbox);
void DrawMeterpoints(MeterPoint &mp1, MeterPoint &mp2, MyBitmap &bitmap, doubleRect &bbox);
 

ky

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When I try to select an area for a base on the map, it says "Error downloading image"
 

gagarin

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Image error

Whne i use this utility - I click on find on map and get error finding image - even if i choose google or landsat???
 

csanders

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Is there a way to pan in "edit tile" ?

Nope. The best one can do is zoom out.

Alternatively, one can make another base to the north/south/east/west, and use that base to add tiles.
 
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