There are plenty of programs already out there that do texture mapping. There's no point to re-invent the wheel when you can use something else.So... no texture mapping then?What about colouring certain parts with solid colours?
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No one cares.WOOT!!!!!! 1 MORE POST TILL 200 POSTS!!!!! YEAH!!!:woohoo:
So... no texture mapping then?What about colouring certain parts with solid colours?
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WOOT!!!!!! 1 MORE POST TILL 200 POSTS!!!!! YEAH!!!:woohoo:
Ugh! Point taken...:dry: No texture application with O.S.H.There are plenty of programs already out there that do texture mapping. There's no point to re-invent the wheel when you can use something else.
Can't I say something good that's about to happen WITHOUT GETTING SHOT DOWN??!!!-_-":dry:No one cares.
The other thing to consider is that you don't want to dilute OSH with features that won't be as good as what you can get elsewhere. The existing applications are already very good at textures; in order to make OSH half as useful as them at doing textures would take a lot of time from other, more useful features that you can't get elsewhere.Ugh! Point taken...:dry: No texture application with O.S.H.
You're the only person I've seen on this forum who cares so much about post count. Post count means nothing in the long run. OF is fortunately the exception, but on many boards a high post count is just an indicator of someone who talks a lot but has nothing to say (if you get my meaning). Not saying that you're in that boat, it's just that post count isn't really something you should measure your worth by, or celebrate greatly, IMO.Can't I say something good that's about to happen WITHOUT GETTING SHOT DOWN??!!!-_-":dry:
What about C++ code output of a generated vessel?
Will anyone find it useful?
Ugh!!!!! Fine!!!! Screw the whole thing!!!!!!!!!!!!:dry:You're the only person I've seen on this forum who cares so much about post count. Post count means nothing in the long run. OF is fortunately the exception, but on many boards a high post count is just an indicator of someone who talks a lot but has nothing to say (if you get my meaning). Not saying that you're in that boat, it's just that post count isn't really something you should measure your worth by, or celebrate greatly, IMO.
I've contacted him successfully, he is ok with the sc3->osh converter, and he will probably continue to improve sc3 when some free time will fall his way.Vinka was last here on the 17th of November.
I was thinking about making several dev backgrounds in the OSH editor - like near a scalable spacedock-like station, on the ground base, etc. Something to put into the dev background instead of simple space&Earth place. But that's finishing touches.Anyways, just a little non-needed idea, but what about having someone make up some sort of Orbital Shipyard station for people to test their designs at?
I don't find it useful at all, but it would make the work easier.What about "output addon.zip" option, making a ready-to-install zip file with the dll and all the cfg, msh, dds, etc files that goes with it?
I'm thinking about it. Format converters are one kind of plug-ins that are definitely to be expected, but other kinds are somewhat not so straight-forward.I think it would be better to make the Shipyard plug-in compatible with a nice API so other people could make their tweaking and/or you could release expansion packs.
Good job so far Artlav. Keep it up!:thumbsup:I'm thinking about it. Format converters are one kind of plug-ins that are definitely to be expected, but other kinds are somewhat not so straight-forward.
On the progress news - sc3 converter is under way and gives it's fruit already.
New previously forgotten features now include airfoils, control surfaces, flaps, and other aerodynamic things, payload system, and very much forgotten docking ports.
It's really interesting to see the favorite spacecraft3 vessels working cleanly and buglessly in their new dll shape.
Gregburch Swift 1 in editing:
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Anyways, just a little non-needed idea, but what about having someone make up some sort of Orbital Shipyard station for people to test their designs at?
It's really interesting to see the favorite spacecraft3 vessels working cleanly and buglessly in their new dll shape.
Objects like exhaust origins, beacons, ports, engine positions, etc can be defined by setting a plane and clicking on it, by dragging with the axes or by numerical input.How do you add exhaust with OSH?
Are the aerodynamic characteristics detected automatically?
Are the docking ports, beacons, ect added by dragging them to the mesh or pinpoint using mouse?
Payload - sure, multistage - likely. Payload support will likely be of static mesh attached kind. Maybe a combined staging/payload system, i don't know yet.Is there going to be any multistaging/payloads support in OSP?
So, the shipyard runs alongside with Orbiter, with ships exportable into the sim from workspace at run time?I do like that idea... I'd like to be able to jump into simulation with the ship within seconds directly from the shipyard.
The idea is so you can test your ships in-sim so you can get a feel for how it maneuvers with its new RCS system... I realize that you have to compile a .dll, perhaps you could have it compile the same ship everytime (well all the same file names, same ship name, just the actual ship, in-sim, changes according to the ship your working on.) just to cut down on test-files you have to compile.