[QUOTE=ApwnInTheDark;17510838]I added an entrance ramp which emerges underneath the catwalk.
Also, I mirrored the hydraulic mount for a current total of 2, and moved them to the sides (more stable, cooler looking, easier walking path underneath shuttle)
Lastly, I wired 4 thrusters directly into a gyroscope to stabilize pitch and roll on my shuttle, and it maintains uprightness VERRY smoothy, like a boat gently rocking on waves. The best part is, it is togglable via wired button. It is critical to flying any spaceship in a zero g environment, and ultra necessary for precision docking with the starship. Once docked, it can be disabled so as to not inhibit starships movement, and a similar system can be implimented on the starship itself.
(Standard keep upright is a buggy crappy non togglable function. The above method most likely has been done before, but I have never seen or heard of it. may just be common sense.)
In addition to pitch and roll thrust being dictated by the ships angles, I want to find a simple wire formula to hold the ships x,y,z, coordinates for a togglable 'full stop' effect. Ideally, it would take a snapshot of current coordinates, treat them as zeros, and any movement beyond those coordinates would translate to thrust in the opposite direction.[/QUOTE]
I made something simmilar a while ago, but haven't done any wire that complicated for some time now. For an easy option you could use the advanced gyropod in the SBEP bundle. I believe there is a wire chip which notices a change in a value over time, but I forget what it was called.
Might be worth looking at how to do it in EXP2, applyforce would make this much easier.
still sounds kick ass apwn
[QUOTE=Athelus;17511133]I made something simmilar a while ago, but haven't done any wire that complicated for some time now. For an easy option you could use the advanced gyropod in the SBEP bundle. I believe there is a wire chip which notices a change in a value over time, but I forget what it was called.
Might be worth looking at how to do it in EXP2, applyforce would make this much easier.[/QUOTE]
Isn't that Delta chip? That's just a guess, didn't need (well, i needed, but made i twith other chips/e2)such a chip for a long time.
I just realized X,Y,Z position maintenance would be impractically hard because as the ship turns, the map's x,y,z will not, which would require the ship to always face 1 direction.
The reason I dont say impossible is because TECHNICALLY you could axis a square shaped prop to the floor of the ship (to spin on the z axis) and put the 4 directional thursters on each side, and make sure THAT always faces the same direction. Then just make that axis the zero point. (if anyone tries this with any success let me know.)
Altitude-hold and upright-hold still seem easy enough though. All 3 of them together would allow for a near perfect full-stop with the press of a button. On something as massive as a starship, the insignificant weight of players running around would hardly upset the balance at all.
Too much relative weight can tip the ship off axis much faster which can cause over-correction in the form of a seesaw effect. While I do not add any air resistance to my models, the existing air resistance on many of the props placed within the starships eventually brings this see-saw effect to a halt. But like I said, lightweight players will have a hard time setting the seesaw effect in motion in the first place.
i was testing ways to get the ships to fly up down left right with out turning over i still think the gyro pod works well with your ships
apwn i'm going to make a starbase map for gmod going to start to night ^^
sorry for the absence. taking care of real life business. still working on Enterprise-E.
Nice Jabba. Post pics when you have them.
[QUOTE=ApwnInTheDark;17604879]sorry for the absence. taking care of real life business. still working on Enterprise-E.
Nice Jabba. Post pics when you have them.[/QUOTE]
i'm working on how i woul do the top area i've got the shape right but it looks abit blocky
is it going to be to scale with my ships? =D
With monstrous doors that allow entire ships to enter?
[QUOTE=ApwnInTheDark;17631890]is it going to be to scale with my ships? =D
With monstrous doors that allow entire ships to enter?[/QUOTE]
[img]http://img10.imageshack.us/img10/8128/gstbgenral1.jpg[/img]
Pweeze!
lol well just 1 door/room then
well it's that star base that Athelus has but it's the dome area hammer can't make a half ball shape so it's going to look abit blocky on the top also i'm going to find away to add your ships in to my map so i can make the domeso big that your ships can fly in and out of the base but i'm going to add them to my hammer first and i'll start working on it again on sunday night after work
I'm telling you. Use the ST:Legacy exterior model and build inside of it =D
This will also make it easier to make windows looking outward
[editline]02:50PM[/editline]
Assistance:
Scale a picture of this starbase to a picture of Enterprise-D, so I know how big you want the starbase to be.
I'll rip it, scale it, and send it back to you in source engine model format (no physics). Specify where you want holes cut and how big etc so that you can build hangers and hangars doors.
You can either use it as a modelling referrence or use the model itself. I dont see how it will glitch if you place hammer entities inside of physics-less model. (you mentioned this before)
Also, most spacebuild maps use custom models for planet exteriors and dont bug as a result. This would be the same thing.
if you where to do that you would need to cut open four doors on the outside so you can get inside also i may need some textures to do the inside area + a skybox texture too but once i get them i can make the inside area and make the station look real but there would be alot of testing to get done also i would need your Enterprise-D as a hammer model too so i can get the right size aoart from that i should be able to do it
EDIT i would need maybe 1 month before i think it would be ready i'll get working on it as soon as i get the files from apwn then ad i'll work on it when i'm not at work
[QUOTE=jabba69R;17641031]if you where to do that you would need to cut open four doors on the outside so you can get inside also i may need some textures to do the inside area + a skybox texture too but once i get them i can make the inside area and make the station look real but there would be alot of testing to get done also i would need your Enterprise-D as a hammer model too so i can get the right size aoart from that i should be able to do it
EDIT i would need maybe 1 month before i think it would be ready i'll get working on it as soon as i get the files from apwn then ad i'll work on it when i'm not at work[/QUOTE]
This is sounding interesting... if you could use some reference pics from the series as a guide to the interior, then I would be very very very impressed. I would offer actual help, but by the time i taught myself to use hammer again you would probably be finished.
[QUOTE=Athelus;17641557]This is sounding interesting... if you could use some reference pics from the series as a guide to the interior, then I would be very very very impressed. I would offer actual help, but by the time i taught myself to use hammer again you would probably be finished.[/QUOTE]
me and apwn are talking about it now on msn but he's going to give me the model so i can use it in hammer then i'll work my way around it but i'll need to wait Athelus untill i have the models once i do i'll start mapping right away.also thinking of adding some of the star trek songs in the map too with working doors
[QUOTE=jabba69R;17641994]me and apwn are talking about it now on msn but he's going to give me the model so i can use it in hammer then i'll work my way around it but i'll need to wait Athelus untill i have the models once i do i'll start mapping right away.also thinking of adding some of the star trek songs in the map too with working doors[/QUOTE]
If you add doors, give them the 'woosh' sound from TNG. It was made by pulling a piece of paper from an envelope.
Unless you're talking about big spaceship sized doors, in which case maybe not.
Also, should make the generic alien ship that appeared so many times in TNG [url]http://memory-alpha.org/en/wiki/Studio_models_%28TNG%29#Talarian_observation_craft[/url] and [url]http://memory-alpha.org/en/wiki/Studio_models_%28TNG%29#Talarian_warship[/url]
well apwn going to rip the model after he fixs his water taps but all i'm going to add to the station is a admin room four doors add some buttons for playing music from star trek but i'll need to wait untill tomorow before i start .
=D
Ok its ripped, scaled, & cut. Each hangar door has a small piece of the hallway behind it, with a thin lip around it to ease lining hammer brushes up to them to prevent the brushes from clipping through important parts of the model, or leaving a gap. I also spent about an hour perfecting the smoothing groups (something I have never done on any starships due to ignorance and laziness, but it looks amazing, and will in fact be in effect on Enterprise-E)
The last thing I must do is enable the effects textures and it should be good to go. (Self Illum, Phong, Bumpmap)
I will private message you a direct file link around 6:00pm central US time. Sorry for the delay but it would have been shitty without the touch ups I promise. I almost want to make a map with it now =P jk
lol i'm ready and waiting for your parts then i'll get ready to map the rest to night maybe
Here is the MASSIVE starbase model which will surround the interior that Jabba is currently working on in hammer. It loads in hammer, but seems to be bugging his game when he launches, so he may just use it as a reference. Either way, enormous starbase map coming down the pipe.
[img]http://99.33.54.88/Starbase/Starbase1.jpg[/img]
[img]http://99.33.54.88/Starbase/Starbase2.jpg[/img]
Please let him get that in... are those bigger gaps big enough for a galaxy class then? If yes you've made my day.
the doors were sized specifically for newer Enterprise-D, which is taller and wider then both other ships. All of them will fit fine.
i'm having a bit of bad luck with the top i'm trying to find away to get around it but if wosrt comes to the worst then i may need to do a back up plan :S
EDIT: if i can't find away to get the top part done with out getting errors up my ass then i was going to ask apwn if you could make it alittle smaller and then get it a phys model for it also adding a in interior texture if the worst comes to the worst :C
but i'm still trying for now
[QUOTE=jabba69R;17681299]i'm having a bit of bad luck with the top i'm trying to find away to get around it but if wosrt comes to the worst then i may need to do a back up plan :S
EDIT: if i can't find away to get the top part done with out getting errors up my ass then i was going to ask apwn if you could make it alittle smaller and then get it a phys model for it also adding a in interior texture if the worst comes to the worst :C
but i'm still trying for now[/QUOTE]
[URL=http://www.users.on.net/~imperialcarp/Twister/Twister.html]Try using "Twister"[/url] for the inside dome; I hear it works really well.
i'll take a look at this twister the now i'll read up about it now and try it out
No! Look at this model on STL Files:
[url]http://legacy.filefront.com/file/ENTTOSTNG_Starbases;94482[/url]
This has interior and all kinds of crap!
ok this model interior looks really good but apwn knows how to mess around with the files i don't but i think this would fix alot of my problems
EDIT: i had no luck using that twisted to try and get around that problem but no luck -_- i think you may need to turn it in too a prop insted sorry man but i can't get that dam shape right and there's no way i can get around that problem.
Uhhh the link doesn't work >_< it says "FILE NOT FOUND"
Huh. Twister is supposed to make errorless domes out of displacements...ehh. I have no clue why it's not working.
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