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Messages - ninekorn

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31
Mods / 9sMODs - Part 2.3 of 9.0 - RELEASED - Range Combat drones
« on: June 10, 2019, 10:01:00 pm »
9sMODs part 1 of 9 Released - IN BETA VERSION - UNSTABLE... DOWNLOAD AT YOUR OWN RISK.... REASON is the simple colliders that I am using for stations are incompatible with the farseer physics implementation. Until there is a fix, I'd have to remodel ALL of the station interiors to fit "I dont know" what type of parameters.

https://steamcommunity.com/sharedfiles/filedetails/?id=1766918802

Title: 9sMODs part 1 of 9
Author(s): ninekorn
Description: Station Interiors with the Galaxy Market
Mod version: 1.0.0
Game version: Latest
Game mode: singleplayer and multiplayer


The MOD includes:
-ALL stations INTERIORs (untextured)
-The Galaxy Market
-The ability to rebuild turrets (without a cost for now)
-The Onboard Ship Computer to access the Galaxy Market from your ship. Not really usefull for the moment unless you are a trader. It will be a MUST once the drones MOD is released though.

TODO list:
1. Correctly rotate the turrets that are defending the stations.
2. Texture the station Interiors
3. Put a price on the re-building of station turrets depending on the level of the station.
4. Check for compatibility with the Expansion Pariah's Bane. NOW COMPATIBLE AS OF PATCH 2.0
5. Placing lights inside of all stations where they are supposed to be.
6. There seems to still be a Collider Bug affecting the MOD. If you save the server each 5 minutes, you will only lose the difference because you will need to restart your server. I have made sure to modify polygon colliders to NOT touch any other polygon Colliders but the bug is still present. I will continue investigating.


EDIT:
*Quick fix for the station Interior Collider crash that doesn't even work... it seems that it might never have been the station colliders the issue but more the fact that many miner squads are spawned on top of each other and on the station colliders... I tried that and it doesn't work. I'm gonna have to keep seeking the culprit. But the bug is not reliably happening at the same time every time.

EDIT 2019-06-12
*Another quick fix - I completely removed the Polygon Colliders from the science station. Seems more stable now. Will continue testing.

EDIT 2019-06-13
*Another quick fix - All polygon Colliders of the Military Stations have been removed except 3. currently testing the server with ONLY military stations generated in the server. I will provide screenshots soon! ;)

EDIT 2019-06-14 - 01h18AM
*Latest FIX - I have completely refactored all Polygon Colliders of All station interior models so that no Polygon colliders touch any other types of Colliders. So the station interior colliders still contain Polygon Colliders, much more box colliders, as per the Physics Adjuster tool of Void Expanse. Will continue testing to see stability.

EDIT 2019-06-16 - 00h28
*Latest FIX - I thought I had completely removed the Mining Station Polygon colliders on the 12th of June but I had just refactored them to not be touching anything else and still it was crashing the server... After many attempts at trying other things I decided to go back to the mining station and remove ALL polygon colliders except one(all stations have 1 polygon collider). Finally something stable happened. I will be leaving my private server online tonight to see how stable it is.

EDIT 2019-06-16 - 02h28
*Latest FIX - NOT UPDATED ON STEAM YET - Still unstable so i removed ALL of the station Interior Polygon Colliders that ever existed in the stations interior scripts. Testing right now.

EDIT 2019-06-16 - 02h28
No polygon colliders. Increased Physics calculations to try and increase the occurrence of the bug...



32
Help section / Re: Collider hangs main Thread question?
« on: June 09, 2019, 10:28:21 pm »
I might have fixed the problem. It seems that even though there are no mining stations in the starting system, that the collider collisions are still passing through the physics check even though no players are in the systems where there are mining stations.

I've setup the mining station interior colliders so that no polygons touch any other polygons. I will keep testing tonight but it hasn't crashed for a while now.

33
Help section / Collider hangs main Thread question?
« on: June 09, 2019, 08:56:18 pm »
Hi, I got this physics issue in my server. I am trying to push for a release of a basic Station Interior Mod but right now Id be releasing with a bug that crashes the server... Im not sure exactly why it does that. If anyone can help please.


34
Mods / Re: Drone/Follower mod // in-progress
« on: June 09, 2019, 04:46:58 pm »
My mod was plagued by two issues crashing the server... first issue was the colliders collision detection issue that hanged the main thread and there was a SaveGame issue. I had put at least 5 polygon colliders on top of 5 box colliders and the engine didnt like it, for the mining station. Now fixed.

As for the saveGame issue, I had made 1 closing bracket mistake for the generation of the bases in the systemsPreset.js script and also my old steam VoidExpanse Cloud saveGame wasnt synced so it seems that both of those issues were what was causing the server to crash when a SaveGame was initiated...

They have been plaguing my station interior MOD for weeks/months now ever since the first gen Station Interior Model were finished. I felt like I'd have to re-do all colliders on all stations, but i didnt have to, I am so glad.

What does it means? It means that the station Interior MOD barebone is finished... Other news coming soon. (barebone version is basically station interiors with colliders and turrets spawning at the correct positions - nothing else, oh and they are not textured yet).


EDIT: nevermind, the collider bug still seems present. Investigating now. its actually periodic it seems... might be due to still having some starting NPCS spawning right in the middle of colliders...

RE-EDIT: I've setup the mining station interior colliders so that no polygons touch any other polygons. I will keep testing tonight but it hasn't crashed for a while now.

35
Mods / Re: Drone/Follower mod // in-progress
« on: May 31, 2019, 01:24:28 pm »
Hi dear Void Expanse Community. For the last week and a half to two weeks, I have been reworking the new pathfind since whatever I had coded back then wasnt working properly. I was creating grids of 10x10 tiles and creating new grids when the "seeker" position was stepping into those new grids but the data wasnt passed from the prior grid and the whole pathfind wasnt working properly because of that. Many changes had to be made. I am almost done with the changes but I am very happy with the new results. Video coming soon. Sorry for the bad quality of the last video, i didnt properly setup the scenes to correctly fade in and out.

Thank you for your patience.
nine

36
Mods / Re: Drone/Follower mod // in-progress
« on: May 22, 2019, 05:48:18 am »
current progress. The AI script architecture was changed because it wasnt going to work in multiplayer. But in the last 3 days I was able to get even further ahead in the mod with my new scripts. Watch this video to see new types of drones, with close combat drones and range combat drones with different weapons.

https://www.youtube.com/watch?v=k9PU2Mdq7Hc&feature=youtu.be

37
Help section / Re: array of object inside objective
« on: May 12, 2019, 03:32:44 pm »
nevermind... this solution wont work for multiplayer as other player`s drones will crunch the data in the arrays that were setup on the player before them... I will try to find another solution. By the way? is there a way to modify the data inside of an objective without having to recreate the objective?

I guess my only solution at this point might be to use the Global variables otherwise the new drone scripts won`t work in multiplayer.

38
Help section / Re: array of object inside objective
« on: May 10, 2019, 02:46:35 pm »
The AI of the npcs (the scripts that contains function Decision(args)) are Global. All Global variables are shared with all of my NPC Drones. This means I couldnt use global variables  to reset functions and any other settings in side the script without resetting ALL of my NPC drones at the same time.

I found a solution.

Since the variables are global for NPCs that share the same AI scripts (and this Global feature is is kinda cool), and since I have a maximum of 5 drones at the same time, i just initialize an array containing 5 length... The arrays are accessible by the formation position that is assigned to the Global variable linked to the NPC ID at their creation. I am then able to get the EXACT variable linked to the drone from the arrays that were initialized once.

Code: [Select]
    if (initStartingStuff == 1)
    {
        player_id = npc.GetTag(SHIP_ID, "ownerPlayerShipId");

        for (var i = 0; i < 5; i++) {
            lastDistanceToWaypoint.push(0);
            lastDistanceToWaypointAdjacentFB.push(0);
            lastDistanceToWaypointOppositeRL.push(0);


            lastSpeedNPC.push(0);
            lastSpeedPlayer.push(0);

            frontPushCounter.push(0);
            backPushCounter.push(0);
            leftPushCounter.push(0);
            rightPushCounter.push(0);

            lastFrontPushCounter.push(0);
            lastBackPushCounter.push(0);
            lastLeftPushCounter.push(0);
            lastRightPushCounter.push(0);

            lastSomeOtherRLDOT.push(0);
            lastSomeOtherFBDOT.push(0);
            lastSomeOtherRLDOTTWO.push(0);

            pushLEFT.push(0);
            pushRIGHT.push(0);
            pushBACK.push(0);
            pushFRONT.push(0);

            formationSwitches.push(1);
            mainSwitches.push(0);

            selectedTarget.push(-1);
            lockSwitches.push(0);
            lockBattlePositionSwitches.push({ x: null, y: null });
            lockBattlePositionSpeedValueSwitch.push(7);
            lockLastBattleDOTDirectionValueSwitch.push(0);

        }
        initStartingStuff = 0;
    }


In order to reproduce this Global "issue" in the AI script, it's super easy... You create an AI script that is used by a couple NPCs, you add +1 to the variable at each frames... And then you debug in the console the variable... You will notice that ALL AI's have the exact SAME value and they are just making the value get bigger, faster, even IF the AI's were initialized at a different time, they still have the same counting value as the other NPC AI's...

For instance, let's say the NPC1 was spawned and it's value is Now at 1000...You spawn a second NPC, named NPC2 that is created 1 minute later so "normally" it would be supposed to have the counting value at 0 because it was just initialized, but the counting value is actually 1000 instead of 0... and after that, you have TWO drones that are increasing the value +1 each frames so the value increases twice as fast.




Maybe it was meant to be this way in Void Expanse, maybe it doesn't, but personally, I like it.

nine

39
Help section / array of object inside objective
« on: May 09, 2019, 09:48:14 pm »
Hi,

I need some help trying to put an array of objects inside of an objective? Is it possible and if it is, how do I do it?

On the official wiki page it shows this: "npc.AddObjective(25334, "go_to_jumpgate", {jumpgate_id: 15});"

But if I put and array of objects instead inside the "object parameter", it gives me the error below?




Does anyone have any ideas?

nine

40
Another boring night on TWITCH.TV. I finally found pretty much all of the lines of code I need to script a better AI but man, it is soooo confusing to have to control the rotLeft/rotRight/GoForward/GoBackward/strafeLeft/StrafeRight of the NPC... I'm having a hard time focusing here ;)

41
Currently Streaming but it's gonna be a boring 3 hours of recoding the AI for the combat drones or any follower drones for that matter. Feel free to watch if you're interested. You might have a chance to see the full interior station MOD in action, building turrets from the station Terminal INSIDE of the station or accessing the Ship OnBoard computer to spawn combat/mining/repair drones or even accessing the galaxy Market from within the player ship. It's pretty cool but things need to be polished on the AI for the drones as I am tired of seeing some jerky movements and whatever when I see the drones in Combat crashing into each other and crashing on me.

Feel free to log in Twitch.TV to have a quick look, just feel free to ask me and I will show you INGame the things mentioned above. Otherwise Im gonna be working on the drone AI.

EDIT: Beware - you will be bored to death as I have not been coding the AI for weeks litterally... So I've got to dive back in and re-learn my dusty scripts.

EDIT: Wow... what a wasted night on Twitch because of me... 3 hours wasted trying to dive back in my old scripts to build a better AI for my mods. I know i can do it. I just need to remember and re-understand whatever I coded way back when. Sorry for wasting your time. I might stream tomorrow too.

EDIT: finally found what i was looking for. Those are lines of codes that I DO understand or remember what theyre actually outputting ... I'm gonna work on them tonight with the new drone movement AI that I want to build as I am unsatisfied with the current one.


Code: [Select]
         
     
    //NPC SHIP ROTATION AND DIRECTION
    var angler = ship.GetRotation(SHIP_ID);
    var radToDegrer = angler * (180.0 / Math.PI);
    var npcPointX00 = (1 * Math.cos(radToDegrer * Math.PI / 180)) + currentNpcCoord.x;
    var npcPointY00 = (1 * Math.sin(radToDegrer * Math.PI / 180)) + currentNpcCoord.y;
    var dirX00 = npcPointX00 - currentNpcCoord.x;
    var dirY00 = npcPointY00 - currentNpcCoord.y;
    var forwardNPC = { x: dirX00, y: dirY00 };
    var rightNPC = { x: dirY00, y: -dirX00 };
    //--------------------------------

    //PLAYER SHIP ROTATION AND DIRECTION
    var currentCoordsPlayer = ship.GetCoordinates(player_id);
    var anglerOfPlayer = ship.GetRotation(player_id);
    var radToDegrerOfPlayer = anglerOfPlayer * (180.0 / Math.PI);
    var pointXOfPlayer = (1 * Math.cos(radToDegrerOfPlayer * Math.PI / 180)) + currentCoordsPlayer.x;
    var pointYOfPlayer = (1 * Math.sin(radToDegrerOfPlayer * Math.PI / 180)) + currentCoordsPlayer.y;
    var dirXOfPlayer = pointXOfPlayer - currentCoordsPlayer.x;
    var dirYOfPlayer = pointYOfPlayer - currentCoordsPlayer.y;
    var forwardOfPlayer = { x: dirXOfPlayer, y: dirYOfPlayer };
    var rightOfPlayer = { x: dirYOfPlayer, y: -dirXOfPlayer };
    //--------------------------------

    if (npc.CountObjectives(nextCommandToDispatch.id) > 0)
    {
        var currentObjective = npc.GetCurrentObjective(nextCommandToDispatch.id);

        if (currentObjective.id == nextCommandToDispatch.id)
        {
            var currentFormationWaypoint = goToFormationWaypoint(nextCommandToDispatch);

            var distToWaypoint = Math.sqrt(((currentFormationWaypoint.x - currentNpcCoord.x) * (currentFormationWaypoint.x - currentNpcCoord.x)) + ((currentFormationWaypoint.y - currentNpcCoord.y) * (currentFormationWaypoint.y - currentNpcCoord.y)));
            var distToPlayer = Math.sqrt(((currentFormationWaypoint.x - currentCoordsPlayer.x) * (currentFormationWaypoint.x - currentCoordsPlayer.x)) + ((currentFormationWaypoint.y - currentCoordsPlayer.y) * (currentFormationWaypoint.y - currentCoordsPlayer.y)));
            var distPlayerToDrone = Math.sqrt(((currentNpcCoord.x - currentCoordsPlayer.x) * (currentNpcCoord.x - currentCoordsPlayer.x)) + ((currentNpcCoord.y - currentCoordsPlayer.y) * (currentNpcCoord.y - currentCoordsPlayer.y)));

            var dirToWaypointX = (currentFormationWaypoint.x - currentNpcCoord.x) / distToWaypoint;
            var dirToWaypointY = (currentFormationWaypoint.y - currentNpcCoord.y) / distToWaypoint;
            var dirToWaypoint = { x: dirToWaypointX, y: dirToWaypointY };

            var dirPlayerToWaypointX = (currentFormationWaypoint.x - currentCoordsPlayer.x) / distToPlayer;
            var dirPlayerToWaypointY = (currentFormationWaypoint.y - currentCoordsPlayer.y) / distToPlayer;
            var dirPlayerToWaypoint = { x: dirPlayerToWaypointX, y: dirPlayerToWaypointY };

            var dirPlayerToDroneX = (currentNpcCoord.x - currentCoordsPlayer.x) / distPlayerToDrone;
            var dirPlayerToDroneY = (currentNpcCoord.y - currentCoordsPlayer.y) / distPlayerToDrone;
            var dirPlayerToDrone = { x: dirPlayerToDroneX, y: dirPlayerToDroneY };

            var alignedDirectionForwardDOT = Dot(forwardNPC.x, forwardNPC.y, dirToWaypointX, dirToWaypointY);
            var alignedDirectionLRDOT = Dot(rightNPC.x, rightNPC.y, dirToWaypointX, dirToWaypointY);

            var pointInFrontOfWaypointX = currentFormationWaypoint.x + forwardOfPlayer.x;
            var pointInFrontOfWaypointY = currentFormationWaypoint.y + forwardOfPlayer.y;

            var pointInFrontOfWaypoint = { x: pointInFrontOfWaypointX, y: pointInFrontOfWaypointY};

            var isFrontOrBack = NSEWDIST(currentCoordsPlayer, currentFormationWaypoint, currentNpcCoord);
            var isLeftOrRight = NSEWDIST(currentFormationWaypoint, pointInFrontOfWaypoint, currentNpcCoord);

         }
   }

I will save and put on Youtube the streams that are not junk... yesterday was junk so no youtube lol.

42
Mods / Re: Drone/Follower mod // in-progress
« on: May 04, 2019, 12:55:23 am »
Things have evolved in an all out branching of my MODS... release of the Station Interior MOD is delayed as it will not just be the station interior mod anymore.

Here is my current map of development.

URGENT
1. create a new AI. The Station Siege Pirates// group of AI's. - spawn based on tech level of station or player level if i can get the player level somewhere. Spawning waves of enemies from time to time to attack the bases. Different types of enemies based on the level of the player or tech level. Notes: the headhunter chases the player. I would prefer the pirates to have a chance to hunt the player or go attack the bases. Also, waves of enemies that use my "formation system".
2.Choosing different types of Turrets like laser turrets and ballistic turrets at the player's choice for each station when they create station turrets.
3. making some lights or drawing "DOCKING" on the floor of the station where the players can dock.
4. REPAIRING TURRETS with the Station Terminal
5.making players PAY for turrets repair and turret building
6. INSTEAD OF WRITTING LOC 0/LOC 1/LOC 2/LOC 3 when creating a turret, i'll instead write the correct position with the current angle that the station is at. // GOTTA put the LOC in a clockwise or counterClockwise fashion also.
7. create a destroyed hull on death for each ships. to add also destroyed parts later. Which means, creating models of destroyed ships for all ships in the game...
8. salvaging.
9. Destructible stations.
10. buildable stations.

VERY URGENT
1.Also fix the spawning of the jumpgates/ergrekterminal/jumpgateTurrets/miners to be further away from the stations when spawning. (ABSOLUTELY VERY IMPORTANT). This might be one of the reasons the game is having colliders issues since sometimes they spawn right inside of the colliders and it creates some unexpected behavior... Might be the reason it crashes sometimes OUT of the blue in other systems.
2.fix the damage increase of collision and fuel consumption that happens the more you play... It's some kind of a bug. The more you play, the more damage you get from collisions and the more your ship consumes fuel... (ABSOLUTELY VERY IMPORTANT)

THE LESS URGENT
1. UPGRADING TURRETS
2. Stations with different turret behavior (attack any player/enemy on sight or enemy yes but player no etc.)
3. option to go back in the menu of building turrets.
4. REMOVE the SendGalaxyUpdate to RE-BLOCK THE JUMPGATES
5.Gotta COMPLETELY restart the unwalkable tiles. But NOT now. I will release the basic Station Interior MOD without the unwalkable tiles. I will ONLY put unwalkable tiles INSIDE of the station. It makes more sense and it will use much LESS memory (with arrays)
6. fixing the stations "geometric edge" looks of division walls. They look a bit too squared... (MAYBE)

THE SURPRISE
1. incorporate the rest. aka: surprise.

SOME OF WHAT I HAVE DONE TODAY AND YESTERDAY
1. replace all the market ships of the GALAXY MARKET with invisible ships instead to decrease the NPC ship Objects "overhead" (if any overhead) at the base. DONE
2. Building turrets from the station terminal from each station . DONE
3. Constructing the station terminal in order to create new turrets. (instead of calling it Maintenance terminal.) DONE
4. reincorporating the market Terminal DONE
5. COLLIDERS OF THE REFUEL/REPAIR Platforms to align correctly. DONE
6.Preparing the xml Files for the rotated stations. DONE
7.Preparing the xml Files for the rotated repair/refuel platforms.    DONE
8. DOCKING POINTS for the stations - priority. - DONE
9. Setting up the arrayOfStations in systemspreset.js and spawning the rotated stations DONE
10. Setting up the arrayOfRepair/Refuel platforms in systemPresets.js and spawning the rotated platforms for each station.  DONE
11. Spawning Turrets at the correct location based on the angle of the stations. DONE
13. gotta rename all stations XML to also incorporate the ANGLE of itself in their XML names. This will make the angle accessible in the scripts. This will make it possible to spawn turrets at the EXACT location that they need to be. im gonna make it with a 45 degree angle each station so 8 angles per stations. gotta do the same with the refuel and repair platform. DONE




And yes... I can code all of it. It is just a matter of time now...
nine



EDIT: The list of priorities have been changed to this instead. Once the list of VERY URGENT is done, I will release the basic Version of my mod to the community. Not more than 1-2 weeks to release this whole package. I will keep the community up to date on the development of my mod.

VERY URGENT
1.fix the damage increase of collision and fuel consumption that happens the more you play... It's some kind of a bug. The more you play, the more damage you get from collisions and the more your ship consumes fuel... (ABSOLUTELY VERY IMPORTANT) PARTLY FIXED 2019-05-20
2. Fix the spawning of the jumpgates/ergrekterminal/jumpgateTurrets/miners to be further away from the stations when spawning. (ABSOLUTELY VERY IMPORTANT). This might be one of the reasons the game is having colliders issues since sometimes they spawn right inside of the colliders and it creates some unexpected behavior... Might be the reason it crashes sometimes OUT of the blue in other systems.
3. create a new AI. The Station Siege Pirates// group of AI's. - spawn based on tech level of station or player level if i can get the player level somewhere. Spawning waves of enemies from time to time to attack the bases. Different types of enemies based on the level of the player or tech level. Notes: the headhunter chases the player. I would prefer the pirates to have a chance to hunt the player or go attack the bases. Also, waves of enemies that use my "formation system".
4. Reincorporate the onboard ship computer  DONE
5. ReIncorporate the Drones MOD for using drones OUTSIDE of the base. that was the surprise  DONE
6. create 4 types of combat drones / ballistic/laser beam / laser pulse/Rocket  instead of just the laser beam type.  DONE 2019-05-20 - NOW THE PLAYERS WILL BE ABLE TO USE RANGE DRONES AND CLOSE COMBAT DRONES. RANGE DRONES ARE SNIPER DRONES WITH DIFFERENT WEAPONS THAN THE CLOSE COMBAT DRONES. ONLY CLOSE COMBAT DRONES USE MACHINE GUNS.

7. create 4 types of base turrets / ballistic/laser beam /laser pulse/Rocket to be built at each stations  instead of just the Rocket type and ADD an option in the station Terminal so that players will be able to choose before building them.

URGENT
1. making some lights or drawing "DOCKING" on the floor of the station where the players can dock.
2. REPAIRING TURRETS with the Station Terminal
3.making players PAY for turrets repair and turret building
4. INSTEAD OF WRITTING LOC 0/LOC 1/LOC 2/LOC 3 when creating a turret, i'll instead write the correct position with the current angle that the station is at. // GOTTA put the LOC in a clockwise or counterClockwise fashion also.
5. create a destroyed hull on death for each ships. to add also destroyed parts later. Which means, creating models of destroyed ships for all ships in the game... Fun stuff but long. Gotta learn HOW to use the knife tool in Blender to cut parts of the mesh to bend it and make as if the metal got ripped or even make big cannon holes in the "metal hull" for destroyed ships.
6. salvaging.
7. Destructible stations. AFTER THE FIRST RELEASE. TOO MUCH WORK TO COMPLETE THE REST
8. buildable stations. AFTER THE FIRST RELEASE. TOO MUCH WORK TO COMPLETE THE REST

THE LESS URGENT
1. UPGRADING TURRETS
2. Stations with different turret behavior (attack any player/enemy on sight or enemy yes but player no etc.)
3. option to go back in the menu of building turrets.
4. REMOVE the SendGalaxyUpdate to RE-BLOCK THE JUMPGATES
5. Incorporating a logic that the enemies to spawn at a lower rate at some point when control of the system has succeeded. So that the player advances to the next system to finally get to the aliens systems.
6.Gotta COMPLETELY restart the unwalkable tiles. But NOT now. I will release the basic Station Interior MOD without the unwalkable tiles. I will ONLY put unwalkable tiles INSIDE of the station. It makes more sense and it will use much LESS memory (with arrays)
7. fixing the stations "geometric edge" looks of division walls. They look a bit too squared... (MAYBE)

DONE
5. replace all the market ships of the GALAXY MARKET with invisible ships instead to decrease the NPC ship Objects "overhead" (if any overhead) at the base.  DONE
1. FINISHING BUILDING TURRETS WITH THE TERMINAL FOR ALL STATIONS. DONE
2. Constructing the station terminal in order to repair turrets or buy new turrets. (instead of calling it Maintenance terminal.)  DONE
6. reincorporating the market Terminal  DONE
1. COLLIDERS OF THE REFUEL/REPAIR Platforms to align correctly.  DONE
1.Preparing the xml Files for the rotated stations.  DONE
2.Preparing the xml Files for the rotated repair/refuel platforms.    DONE
3. DOCKING POINTS for the stations - priority. -  DONE
4. Setting up the arrayOfStations in systemspreset.js and spawning the rotated stations DONE
5. Setting up the arrayOfRepair/Refuel platforms in systemPresets.js and spawning the rotated platforms for each station.   DONE
6. Spawning Turrets at the correct location based on the angle of the stations.  DONE
7.REDUCE the Rotated stations and limit them to NOT see the mining station from behind or any stations at 90 degrees.  WONT DO THIS AS IT SEEMS FINE
DONE
8. gotta rename all stations XML to also incorporate the ANGLE of itself in their XML names. This will make the angle accessible in the scripts. This will make it possible to spawn turrets at the EXACT location that they need to be. im gonna make it with a 45 degree angle each station so 8 angles per stations. gotta do the same with the refuel and repair platform.  DONE


Release of basic station interior MOD INCLUDING the Galaxy Market Terminal and buying of Turrets and the drones MOD basic version.




















43
Bug reports / Colliders Server Thread Aborted crash?
« on: May 03, 2019, 05:02:16 pm »
Hi,

Here is the image of the current bug I am facing. Is it due to too many colliders on the same object?


44
Oh and I might need help on correctly UV mapping dif_1021 and norm_1024 and spec_1024 and Ilum_1024. I don't even know what they mean or how they are created. Im gonna work on that tonight. I need the models to look sharp for tomorrow.

What I mean is are they able to be done in Blender and how... like pointing me to a good tutorial.

EDIT: Nevermind ;) found some good stuff on Youtube.

45
Hi,

I am trying to correctly UVmap the Station Interior in Blender. The problem is that Void Expanse at it's highest graphics is awesome but NOT my UV mapping as blender is doing things wrong. This is still a question that is for Void Expanse importing .obj models.

I am doing the SEAMS of the objects separately and THEN using SmartUVMapping and THEN use CTRL-J to join/fusion all objects... At that point, I press Tab to go in EDIT mode and the UV mapping is all wrong. Alternative is if I use UNWRAP in Edit Mode on the fusioned Model, the UV mappings are on TOP of each other which doesnt work either.

I gotta work on this tonight in order to release the station Interior MOD tomorrow. If anyone has ANY ideas of another free program or how to perfectly do UV mapping in Blender with COMPLEX objects of 9000 vertex++, please help.

thank you,
nine


EDIT: Nevermind... I might have found the solution. It seems that I hadn't correctly done the seams on the Mining station. I did also activate the "Magic UV" pluggin... Dunno if that helped.

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