Orbiter Shipyard Project: Gathering ideas

no you do that before you export it to put it in to this program
 
So... no texture mapping then?:( What about colouring certain parts with solid colours?

.......
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.

WOOT!!!!!! 1 MORE POST TILL 200 POSTS!!!!! YEAH!!!:woohoo:
No one cares.
 
So... no texture mapping then?:( What about colouring certain parts with solid colours?

.......


WOOT!!!!!! 1 MORE POST TILL 200 POSTS!!!!! YEAH!!!:woohoo:

That is all stuff mesh wizard is for, OSB should only be for the Coding, not make a mesh.

Talon1 you should learn how the .msh file works, there is documentation in Mesh wizard.
 
it supports .obj and .mtl so all your textures can be done in another program
 
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.
Ugh! Point taken...:dry: No texture application with O.S.H.

No one cares.
Can't I say something good that's about to happen WITHOUT GETTING SHOT DOWN??!!!-_-":dry:
 
Ugh! Point taken...:dry: No texture application with O.S.H.
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.

Can't I say something good that's about to happen WITHOUT GETTING SHOT DOWN??!!!-_-":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.
 
What about C++ code output of a generated vessel?
Will anyone find it useful?

For me, this would be the one most usefull thing. Being able to define all the animations in a nice cozy environment, doing all the basic stuff, creating the code, load it into VS and then code in the stuff that you could not do with the shipyard (custom damage simulation etc.). This way it could be used as a time-saver to get the basic code done and then extend on it.

I couldn't promise that I'd ever use it, though, since I'm currenty hooked on coding my isometric rpg, but if I'd use it, this would be the way.
 
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.
Ugh!!!!! Fine!!!! Screw the whole thing!!!!!!!!!!!!:dry::@:axehead::suicide:
 
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?
 
Vinka was last here on the 17th of November.
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.


So, the converter is a go, and that promises OSH one hell of a start-up boost.
C++ code and VC6 project output options are on the list.

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?

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 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.
 
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 don't find it useful at all, but it would make the work easier.

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.
 
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.
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:
os-081227-1.jpg
 
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?

Do you know what... that GUI is such clean that leaves me thinking:P.
 
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:
os-081227-1.jpg
Good job so far Artlav. Keep it up!:thumbsup:
 
Is there going to be any multistaging/payloads support in OSP?
 
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 do like that idea... I'd like to be able to jump into simulation with the ship within seconds directly from the shipyard. Perhaps having a some testing scenarios, one for aircraft, (sitting on the runway), another for launchers (on a launch pad), and one for spaceflight (docked to a custom station that looks like some kind of workshop) the shipyard on ground and in orbit.

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.

It's really interesting to see the favorite spacecraft3 vessels working cleanly and buglessly in their new dll shape.

Can't wait till THAT is available.
 
Hallo Artlav. Quite a nice project you have in your hands.
One of the biggest drawbacks to orbiter of all times (IMO), the other being creating a scenario.
Now i read from the first page you were asking about animation representation.
Don't know how you ended up doing it, but usually there is always a timeline.
Often superimposed.
Editing may happen in two ways:
-direct manipulation, you move the time slider, move the objects and animation keys appear on the time line (program autonomously supposes interpolation between keys)
-indirect manipulation, separate lines for each axis (x,y,z) translation and rotation, keys can be manually inserted and moved

In both cases keys can be linear or bezier, with tangential angle, and indipenent derivative amplitude.

Also in modern 3d software, object bonding is widely used in order to esabilish kinetic limits and hierarchies.

These things can be very time consuming though, especially in implementation.
Advanced editing softwares usually do save these data in their "mesh" exporting files.
(3D Studio, Maya, Lightwave... everyone)
Another widely used format you could try getting info on is DWG. (maybe even DXF).
3DS would really be a nice touch but i think autodesk doesn't provide much information about it.
 
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?
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.

Aerodynamic characteristics are not detected automatically, and likely will not be. I'm thinking how to define them - control surfaces and variable drag elements are linked to animations, but defining lifting surfaces will need some visuals.

Is there going to be any multistaging/payloads support in OSP?
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.

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.
So, the shipyard runs alongside with Orbiter, with ships exportable into the sim from workspace at run time?
Might be doable - a module activated in Orbiter connects to the shipyard and doing all the vessel swapping on latter's commands.
 
what kind of Animation does this have ?
 
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