The Pioneer Thread

with some additional work it becam that (still its unfinished but worth to look at)

shuttlewip01.jpg


i do this to invite people to do scripted models for Pioneer!
it's fun. :D
 
kenny's artwork for pioneer

4763584839_472a27abfb_o.jpg

ment as a title screen for pioneer, he saw my tiny icon, that's what became of
now my shuttle looks a bit odd compared to that hm?
 
first finished model for Pioneer (1

or maybe almost finished?

FE2/FFE Interplanetary Shuttle


let me entertain you!
1st Amiga.mod

you can download the IP Shuttle installer here: IP Shuttle (explained).zip

installation,
place the IP Shuttle.exe in your Pioneer folder and execute it (you might want to backup your old installation maybe).
works with the actual version of Pioneer Spacesim (July 04 2010), getit here: pioneer-wip.rar


Interplanetary Shuttle

original taken from: Frontier First Encounters
rework for Pioneer: Gernot Schrader

additional files:

- pimodels.lua, added two lines to load "functions" (empty by now) and "submodels" in advance to "models" to grant proper call at gamestart
- nazzles, two models for use in various models as thruster nazzles. "nazzles_s" for small nazzles or low level of detail (lod). "nazzle_l" for higher lod and bigger nazzles.
- scanner, for use in various models.
- decals, to "customize" ships with various decals, decals are placed on ships dependant to registration # or "name" (if so).

issues:
folder names of submodels should not be changed, else textures won't load and the game halts.
nearly useless vessel, low capacity, low accelaration, low price, less commodities available, but a classic FE2/FFE model.

original FFE ship specs:

size, l/w/h...........10/6.5/3.2 meters (approx.)
main thrust..........5g
reverse thrust.....-3g
gun mountings......0
missiles pylons......0
crew...................1
brutto.................8t
tara....................4t
netto..................4t
price...................14000 credits


Pioneer ship specs:

size, l/w/h............20/13/6.4 meters (approx.)
main thrust...........5.1g (ladden)
reverse thrust......-3.2g (ladden)
gun mountings.......2 (sorry, i would have liked only one, but it still doesn't work)
missiles pylons.......0
crew....................1
brutto..................16t
tara.....................6t
netto...................10t
price....................20000 credits

i guess i don't have to explain why i doubled the capacity and the size of the IP Shuttle.
the ship isn't shown that close in usally, since you can't zoom so close to small ships in Pioneer (until...?)
caution, if you alter the mass of any ship in pioneer, your old savegame for this type of ship is unreadable!
 
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first finished model for Pioneer (2

for the interested ones the explained script (the same as in the download)

Code:
    define_model('shuttle', {  -- unique name by which the model is called internally
       info =    {
               scale = 1.75,  -- a scaler, i've set here to 1.75 to represent a doubled ship size compared to FFE  (1 meter = ~1.14 FFE units)
               lod_pixels = {20, 50, 100, 0},  -- the lod table, higher values let the details vanish earlier
             bounding_radius = 30,           -- the size of the "frame" in which the ship sits in in preview
             materials = {'grey', 'win', 'alu', 'anth', 'matvar0', 'text', 'thrusters'},  -- material listing, all materials used must be listed here
             tags = {'ship'},  -- definies what kind of model it is
             ship_defs = {
                {
                   'Interplanetary Shuttle',  -- the name of the ship as in shipyard selection
                   { 5*10^5,-8*10^5,2*10^5,-2*10^5,-2*10^5,2*10^5 },  -- accelaration table
                   5*10^5,
                   {
                   { v(0,0,-8), v(0,0,-1) },  -- gun positions
                   { v(0,0,0), v(0,0,0) },
                   },
                   { 10, 1, 2, 0, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1 },  -- ship commodities space
                   10, 6, 2000000,   -- netto mass, tara mass, price in 1/100 credits
                       1   -- drive type fitted
                  }
                 }
                },

       static = function(lod)

          set_material('grey', 0.3, 0.3, 0.3, 1, 0.3, 0.3, 0.3, 1)
          set_material('win', 0,0,0.1, 1, 0.7, 0.7, 0.7, 100)
          set_material('alu',   .5, .51, .65,1, .5, .5, .7, 50)
          set_material('anth', .2,.2,.2,1,.5,.5,.5,10)
          
          local v00 = v(3.1,2.5,-5.0)    -- localized vectors for vertices makes life easier ;)
          local v01 = v(-3.1,2.5,-5.0)
          local v02 = v(3.1,2.5,6.8)
          local v03 = v(-3.1,2.5,6.8)
          local v04 =   v(3.7,0,-7.5)
          local v05 = v(-3.7,0,-7.5)
          local v06 = v(3.7,0,7.5)
          local v07 = v(-3.7,0,7.5)
          local v08 = v(3.1,-1.2,-6.8)
          local v09 = v(-3.1,-1.2,-6.8)
          local v10 = v(3.1,-1.2,6.8)
          local v11 = v(-3.1,-1.2,6.8)
          local v12 = v(2.8,2.3,-5.21)
          local v13 = v(-2.8,2.3,-5.21)
          local v14 = v(3.2,0.8,-6.71)
          local v15 = v(-3.2,0.8,-6.71)
            local v18 = v(-3.4,1.2,-5.2)
          local v20 = v(1.8,-1,-2.5)
          local v22 = v(3.1,-2.5,-2.5)
          local v24 = v(1.8,-1,2.5)
          local v26 = v(3.1,-2.5,2.5)
          local v28 = v(3.1,-2.5,-5.0)
          local v30 = v(3.1,-2.5,5.0)

             use_material('grey')
          texture('tex01.png', v08, v(0,0.4,0), v(0,0,0.8) )
          quad(v08, v10, v11, v09)       -- a grey textured rectangular shaped polygon
            texture('tex01.png', v10, v(0,0.8,0), v(0,0,0.2) )
          xref_quad(v10, v08, v04, v06)
            texture('tex01.png', v08, v(0.4,0,0), v(0,0.8,0) )
          quad(v08,v09,v05,v04)
          quad(v11,v10,v06,v07)

          use_material('matvar0')
            texture('tex08.png', v00, v(0.3,0,0), v(0,0,0.7))
          quad(v02,v00,v01,v03)          -- a colorvariable textured rectangular shaped polygon
            texture('tex08.png', v04, v(0,0.8,0), v(0,0,0.4) )
          xref_quad(v06,v04,v00,v02)
          texture('tex08.png', v04, v(0.3,0,0), v(0,0.35,0.35) )
          quad(v04,v05,v01,v00)
          quad(v07,v06,v02,v03)


            if lod >= 2 then
                use_material('alu')
                texture(nil)
               xref_ring(3*lod,v22,v20,v(0,1,0),0.06)   -- a x axis mirrored cylinder without tap
             xref_ring(3*lod,v26,v24,v(0,1,0),0.06)
             xref_cylinder(3*lod,v28,v30,v(0,1,0),0.09)
             cylinder(3*lod, v(0,0,-7.9), v(0,0,-7.2), v(0,1,0),0.08)  -- a common cylinder with tap at front and end

             use_material('win')
             quad(v14,v15,v13,v12)
            end
           
          if lod >= 2 then   
             call_model('decal', v(3.56,0.6,-5), v(1,0,0), v(-0.235,1,0), 1)  -- calls the decal sub_model
               call_model('decal', v(-3.56,0.6,-4), v(-1,0,0), v(0.235,1,0), 1)
            end
          
          if lod >= 2  then
              use_material('anth')
               call_model('nazzle_s', v(2.5,-0.6,-7.1), v(1,0,0), v(0,0,-1),0.5)  -- small nazzles for reverse thrusters
               call_model('nazzle_s', v(-2.5,-0.6,-7.1), v(1,0,0), v(0,0,-1),0.5)
              call_model('nazzle_s', v(0,2.4,-3), v(1,0,0), v(0,1,0),0.5) -- front top thruster
                call_model('nazzle_s', v(0,2.4,5), v(1,0,0), v(0,1,0),0.5) -- back top thruster
             call_model('nazzle_s', v(0,-1.1,-3), v(1,0,0), v(0,-1,0),0.5) -- front bottom thruster
             call_model('nazzle_s', v(0,-1.1,5), v(1,0,0), v(0,-1,0),0.5) -- back bottom thruster
             call_model('nazzle_s', v(-3.3,-0.6,-3), v(0,1,0), v(-1,0,0),0.5) -- front left thruster
             call_model('nazzle_s', v(-3.3,-0.6,5), v(0,1,0), v(-1,0,0),0.5) -- back left thruster
             call_model('nazzle_s', v(3.3,-0.6,-3), v(0,1,0), v(1,0,0),0.5) -- front right thruster
             call_model('nazzle_s', v(3.3,-0.6,5), v(0,1,0), v(1,0,0),0.5) -- back right thruster
             
          end   
          
          if lod > 1 then
             if lod <= 3 then
                 use_material('anth')
                 call_model('nazzle_s', v(2.5,-0.6,7), v(1,0,0), v(0,0,1),1)  -- small nazzles for main thrusters
                call_model('nazzle_s', v(-2.5,-0.6,7), v(1,0,0), v(0,0,1),1)
             end
          end
          if lod > 3 then
             use_material('anth')
               call_model('nazzle_l', v(2.5,-0.6,7), v(1,0,0), v(0,0,1),1)  -- large nazzles for main thrusters
               call_model('nazzle_l', v(-2.5,-0.6,7), v(1,0,0), v(0,0,1),1)
            end

            set_material('thrusters', .30, .30, .30,1, .30, .30, .30, 20)  -- this evades the vanishing of thruster material, happens sometimes when not specified
          use_material('thrusters')
                
          local BackThrust = v(2.5, -0.6, 7.7)   -- localization of the main thrusters
          local FrontThrust = v(2.5, -0.6, -7.4)

          xref_thruster(BackThrust, v(0,0,1), 6, true)    -- x axis mirrored directional vectors for main thrusters and size of thruster flame, true for not influenced by steering of ship
          xref_thruster(FrontThrust, v(0,0,-1), 3, true)

          local FrontTopThrust = v(0, 2.7, -3)
          local FrontBottomThrust = v(0, -1.4, -3)

          thruster(FrontTopThrust, v(0,1,0), 2)
          thruster(FrontBottomThrust, v(0,-1,0), 2)
          
          local BackTopThrust = v(0, 2.7, 5)
          local BackBottomThrust = v(0, -1.4, 5)
          
          thruster(BackTopThrust, v(0,1,0), 2)
          thruster(BackBottomThrust, v(0,-1,0), 2)   
          
          local BackLeftThrust = v(-3.6, -0.6, 5)
          local BackRightThrust = v(3.6, -0.6, 5)

          thruster(BackLeftThrust, v(-1,0,0), 2)
          thruster(BackRightThrust, v(1,0,0), 2)

          local FrontLeftThrust = v(-3.6, -0.6, -3)
          local FrontRightThrust = v(3.6, -0.6, -3)

          thruster(FrontLeftThrust, v(-1,0,0), 2)
          thruster(FrontRightThrust, v(1,0,0), 2)
       end,

       dynamic = function(lod)

          set_material('matvar0', get_arg_material(0))   -- requests colorvariable material
          set_material('text', .6,.6,.6, 1)

          local v16 = v(-3.37,1.4,1)
          local v17 = v(3.37,1.4,1)
           local v31 = v(0,2.49,3)

            if lod >= 2 then
               use_material('text')
             geomflag(0x8000)
             reg = get_arg_string(0)    -- requests registration no.
             text(reg, v16, v(-1,0.235,0), v(0,0,1), 2, {center = true})
             text(reg, v17, v(1,0.235,0), v(0,0,-1), 2, {center = true})
               geomflag(0)
            end

          
            if lod >= 2 then
               use_material('matvar0')
             local factor = (os.clock()*math.pi)*0.5    -- sets value for rotation speed
             call_model('scanner', v31, v(math.cos(factor),0,math.sin(factor)), v(0,1,0),0.75)  -- calls and rotates scanner along y axis
            end
       end
    })
 
news

new release,
new Pioneer build (07/25/2010)
more & much better sound fx, no more "asteroids - piu, piu"

two completed ship models to add



you can download them on ssc or here: Imperial Courier - Trader & Interplanetary Shuttle

or just wait for a implementation in the next release :D

the shuttle varies a bit in the script from the release, also another script i used is updated somewhat for better compatibility.
read the "read.me" for details.

i hope not to many downloadet rev1 of the courier,
rev2, includes now a collision mesh for proper hitting and docking.
 
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little helper

as long as the "single laser bug" is not fixed you can use this altered
ships script for Pioneer: ships.lua.zip

i just changed all ships using a single gun mounting to two gunmounts,
unzip to "...../data/models" folder.
 
Uncle Bob's Lanner

first some screen shots,


then the link to the download

the zip file includes some new submodels needet for the lanner and the "single laser bug" fixed ships.lua script
 
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Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
Yep, they do look nice don't they :cool:

Good work Potsmoke, really good work :D
 
first, the lanner is not my model
so it didn't took to long just to convert it and ad some extras to it, a few days, but i was working everyday over 12 hrs on it.

the courier is a very aged model of mine, and it took years to get into this state, i started it as a NFS HS mod model around 2003 maybe, i would have to take a look at the date of the first .fce file i did then. but the main part hasn't changed much since then, only the engines i created new once for FFED3D, before they was exactly FE2. i did those models then after screenshots from each side of the in game model, layed on background of carcad's screens and positioned the vertices on them, i even "copied" the cobra mk1, the shuttle, the lifter, the lynx, and the panther clipper, for which i also took shots from the texture and placed it on them
this method is very time exceeding...

... and needs a lot of imagination, back then it was not possible to export the model from FE2 like it is now in FFED3D, neither i had such a comfortable program to work with like blender is, carcad offers no control of poly winding, it's funny no matter how you start, clockwise or counterclockw., so after creating each poly you will have to check the winding order of the poly and flip it, if needet. further a zooming or panning of the preview is not possible in carcad, z-modeler has helped me then much to finish the model, still i use it for special needs. final skinning, color setup and smoothing has done with another NFS car modeling specialist, FCE finish.(ok, shuttle, cobra and panther are easy shapes, just a few vertices)

others took some weeks, like the ip shuttle, mostly because scripting models is new to me and it tooks longer anyways compared to modeling with a cad program, but i like it somewhat and it enhances my experience with the use of scripts for models and the possibilities they offer, like multiple skin or part variations. most time i spend for pioneers models with the script and the animations, because that's quite different as to set them just up in a modern program like blender or max, i.e. the little rotating antenna on the tip of the lanner has cost my 6h to do it. it's not easy when you have to respect rotation is only on y axis, so a sub-model rotating on a other rotating model has to be build turned around in the right way. still a lot of problems are in the way to a pioneer model, things like that you need a collision mesh on loadet wavefront .obj when used as submodel, with both the courier and the lanner i stumbled over that and lost some time to figure out what my failure was.
for models out of .obj meshes you will have to know exactly in advance what it will look in the end, because you need to split the model for each material or occasion used, or you have to rework it often (the lanner uses 19 "solid" plus some scripted parts and 25 skins for all variations and animated parts, fortunatly i haden't to skin it all myself and the many variations are my own "fault", i like to have one ship looking in many different variations). for those who are willing to play around with pioneer a hint, hex edit the reg.no in your savegame, so you can vary your ship after purchase, because the selection for it i made based on the registration no., except for the colorvariable this is not under my control, but set even for ships not using it, or to tell in other words the above four screenshots are from the same ship, i just changed the "name"(reg.) of it.
i guess i'm neither quick or slow, it doesn't matter in general, but actually i wan't to get a lot of models in pioneer and since i'm the only one by now who did that, there's a lot of work up ahead

i've allready started a few new ones...

this is also a truely scripted model, big thanks to frontier.dev and of course to theunis de jong, who wrote such fine stuff like the meshviewer, which ports the original model commands from FFE to a readable form. so i can mainly use it as a template for pioneers model scripts, you "only" have to read the coordinates in a "wrong" matter and respect that pioneers models are right handed compared to FE2's lefthanded ("only"). and you can see basically it's the same a "simple" bezier shape for the eagle. i like also the way that you can control the the divisions by lod in pioneer, this results in very nice fluid shapes with a good dynamic.
 
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btw, maybe some had that allready experienced the lanners gun is setup one sidet, sorry a bug left from a experiment i made.
or even not, maybe gun use will be fixed once, then it will make some sense, but i could update it. the idea was to have front and rear guns working in the same direction, but due to the "laser bug" in pioneer, both use the same vectors, no matter what you enter for the second (rear) gun, so it never fires to back, you may have noticed that to.

or i post the snippet of the script who did that change right to a mid position,
then it''s your opinion how you like it, one sided right, or centered.

Code:
define_model('lanner_ub', {
	info = {
			scale = 0.8, -- scaled down, because the ship is much to large in FFE, imho
			lod_pixels = {1, 30, 100, 0},
			bounding_radius = 50,
			materials = {'default', 'matte', 'glow', 'e_glow', 'win'},
			tags = {'ship'},
			ship_defs = {
				{
					'Lanner', 
					{ 1.5*10^7,-3*10^7,1*10^7,-1*10^7,-1*10^7,1*10^7 },
					4*10^7,
					{
					{v(0,-1.9,-38), v(0,0,-1)}, -- centered front gun mopunting
					{v(0,1,39), v(0,0,1)}, -- centerd rear gun, not working yet
					},
     				{ 198, 1, 2, 4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
					198, 53, 1, --28400000, -- change price to full or buy one for a cent ;)
		   			3
				}
			}
		},
paste that exactly over the original part of the script (line 503 to 524), voila.

double dash marks a comment or leftout option (price i.e.).
of course if you buy one for only a cent it has no resale value to, even when you change the price for a new ship afterwards to full!

if you like to fiddle around with the ship specs, feel free. use pioneers wiki as guideline
Defining_ship_types_for_models
 
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eagle long range fighter and fellows
i was waiting for the new release where all the listed models will be included.

but since that takes still some time i guess, this in advance
Eagle Long Range Fighter
2010-08-16_204036.jpg


Eagle MK-II
2010-08-16_210445.jpg


Eagle MK-III
2010-08-16_210624.jpg


and a new one, Eagle MK-IV "Bomber"
2010-08-16_211219.jpg


you find them like allways on ssc's indie games download page,
4 Eagles, E.Y.E, building mod plus "Jameson" savegames to start with an Eagle LRF and 100 credits in your wallet.

what is a E.Y.E?
this,
2010-08-15_132015.jpg
 
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some specials
the building mod "frees" all buildings in pioneer and i've added mine
i know they look a bit strange on unearthly planes, but anyway
2010-08-16_214651.jpg

whereismyship.jpg


i also made my old Cobra MKI i started once for NFS4 available for all
2010-08-15_213334.jpg

it's a very quick conversion and a better one has to be made soon, anyway it's as good as the MKIII that comes with the game(wip). btw. the e.y.e was also intented for "ollies" nfs4 tracks, as a replacement for the police copter, now you can explore th pioneer galaxy with it. it has a "tricked" hyperdrive so that you can go a little far with it (not to).
get the cobra mk1

for those who like the space1999 fonts

you can make the e.y.e to a more "common" pioneer ship without a cheated drive with this script, just paste it to note- wordpad and save it as .....data/models/ships/eye/eye.lua, of course you need the model from the eagle pack first.
Code:
define_model('peye', {
   info = {
         scale = 1,
         lod_pixels = { 1, 20, 100, 0 },
         bounding_radius = 25,
         materials = {'text', 'engine', 'matvar0', 'win', 't_glow', 'e_glow', 'chrome', 'cutout'},
         tags = {'ship'},
         ship_defs = {
            {
               'E.Y.E',
               { 1*10^7,-2*10^7,5*10^6,-5*10^6,-5*10^6,5*10^6 },
               15*10^6,
               {
               { v(0,-5.8,-11), v(0,0,-1) },
               { v(0,-5.8,-11), v(0,0,-1) },
               },
               { 80, 1, 2, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
               80, 20, 10000000,
                4,
            }
         }
      },
   static = function(lod)

      -- material_name, diff r, diff g, diff b, alpha, spec r, spec g, spec b, shiny, env r, env g, env b
      set_material('engine', .6,.65,.65,1,.5,.5,.5,50)
      set_material('text', .7,.68,.48,1,.3,.3,.3, 5)
        set_material('chrome', .43,.5,.63,1,1,1.2,1.4,30)
      set_material('cutout', .7,.7,.7,.9,.3,.3,.3,50)
       set_material('t_glow', 1,1,1,.7,1,1,2,100,.5,.5,.5)
       set_material('win', .5,.48,.2,.3,1,1,2,100,.4,.38,.2)
      
      use_material('matvar0')      
      texture('eye1.png')
      load_obj('body1.obj', Matrix.rotate(math.pi, v(0,1,0)))
            
      use_material('engine')
      texture('eye8.png')
        load_obj('eng2.obj', Matrix.rotate(math.pi, v(0,1,0)))
        use_material('chrome')
      load_obj('gun7.obj', Matrix.rotate(math.pi, v(0,1,0)))
         
      if lod > 1 then
         use_material('win')
         texture('eye4.png')
         load_obj('win4.obj', Matrix.rotate(math.pi, v(0,1,0)))
         
         use_material('t_glow')
         texture('eye2.png')
         load_obj('bulb3.obj', Matrix.rotate(math.pi, v(0,1,0)))
         texture('eye3.png')
            load_obj('proj8.obj', Matrix.rotate(math.pi, v(0,1,0)))
         
         use_material('cutout')
         texture('eye6.png')
         load_obj('text6.obj', Matrix.rotate(math.pi, v(0,1,0)))

         use_material('chrome')
         texture('eye9.png')
         load_obj('naz9.obj', Matrix.rotate(math.pi, v(0,1,0)))

         use_material('e_glow')
         texture('eye5.png')
         load_obj('thrust5.obj', Matrix.rotate(.5*math.pi, v(0,-1,0)) * Matrix.orient(v(1,0,0),v(0,0,1),v(0,1,0)) * Matrix.translate(v(0,0,1)))

          -- poslights
           call_model('posl_white', v(0,9.9,0), v(1,0,0), v(0,1,0), 2)
           call_model('coll_warn', v(0,-8.216,5.5), v(1,0,0), v(0,-1,.7), 2)
           call_model('headlight', v(0,-5.483,-8), v(1,0,0), v(0,-.6,-1), 3)
           call_model('posl_green', v(15.9,5.2,0), v(0,1,0), v(1,-.2,0), 2)
         call_model('coll_warn', v(13.555,3.25,0), v(1,0,0), v(0,-1,0), 2)
         call_model('posl_red', v(-15.9,5.2,0), v(0,1,0), v(-1,.2,0), 2)
         call_model('coll_warn', v(-13.555,3.25,0), v(1,0,0), v(0,-1,0), 2)
         billboard('smoke.png',10, v(.8,.9,1), {v(13.55,5.712,-4.5),v(-13.55,5.712,-4.5)}) -- v(0,0,-10.3),
        end

   end,
   dynamic = function(lod)
        set_material('e_glow', lerp_materials(os.clock()*0.5,   {.5,.5,.5,1,0,0,0,0,.5,1,1},
                                                {.5,.5,.5,1,0,0,0,0,2.5,.5,1}))
        set_material('matvar0', get_arg_material(0))

      if lod > 1 then
          texture(nil)
         use_material('text')
           local reg = get_arg_string(0)
         text(reg, v(15.9431,6.2,0), v(1,.19891,0), v(0,0,-1), 1.3, {center=true})
         text(reg, v(-15.9431,6.2,0), v(-1,.19891,0), v(0,0,1), 1.3, {center=true})
      end

      if get_arg(0) ~= 0 then
         local uc_trans = 2*math.clamp(get_arg(0), 0, 1)
         use_material('chrome')
         texture('models/ships/eye/eye8.png')
         tapered_cylinder(3*lod, v(3.2,-7,-5.3), v(3.2+uc_trans,-7-(2*uc_trans),-5.3-uc_trans), v(0,0,1), .3,.2)
            tapered_cylinder(3*lod, v(-3.2,-7,-5.3), v(-3.2-uc_trans,-7-(2*uc_trans),-5.3-uc_trans), v(0,0,1), .3,.2)

            tapered_cylinder(3*lod, v(3.2,-7,5.3), v(3.2+uc_trans,-7-(2*uc_trans),5.3+uc_trans), v(0,0,1), .3,.2)
            tapered_cylinder(3*lod, v(-3.2,-7,5.3), v(-3.2-uc_trans,-7-(2*uc_trans),5.3+uc_trans), v(0,0,1), .3,.2)
      end
      
      texture(nil)
      local MT = v(13.57,5.7,9.5)
        local RFTT = v(4.5,4.5,-8.75)
        local LFTT = v(-4.5,4.5,-8.75)
      local RFBT = v(4.5,-4.5,-8.75)
        local LFBT = v(-4.5,-4.5,-8.75)
      local RBTT = v(4.5,4.5,9)
        local LBTT = v(-4.5,4.5,9)
      local RBBT = v(4.5,-4.5,9)
        local LBBT = v(-4.5,-4.5,9)
        xref_thruster(MT, v(0,0,1), 30, true)
      thruster(RFTT, v(.5,.75,-.75), 5)
        thruster(LFTT, v(-.5,.75,-.75), 5)
      thruster(RFBT, v(.5,-.75,-.75), 5)
        thruster(LFBT, v(-.5,-.75,-.75), 5)
      thruster(RBTT, v(.5,.75,.75), 5)
        thruster(LBTT, v(-.5,.75,.75), 5)
      thruster(RBBT, v(.5,-.75,.75), 5)
        thruster(LBBT, v(-.5,-.75,.75), 5)
   end

})
 
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new release alpha3, at 19th of august 2010

pioneer-alpha3.rar

check, http://pioneerspacesim.net/download

allready a bugfix for the new release,
pioneer-wip.rar

major changes,

# ogg vorbis sound effects supported
# A few improvements to missing scripting
# Some lovely new space ship models curtesy of Gernot
# Screen resolution, shaders, sound volume and keyboard bindings are configurable from the game
# Better terrain colouring (colour function gets surface normal now)
# More sound effects from Staniol
# Saved game file format should be forward-compatible now (but pre-alpha3 savefiles will not load).

some bugs are on the loose still, i guess ;)

ships and buildings of mine are up to the eagle now includet in the download :)

some future fixes to them will be posted to here
there is allways a little tidbit to work out better
or some small forgotten line ;)

two fixes to my models allready,

fixed_courier_lua.zip

edit: this file has been replaced, but link is still working


this fixes the forgotten right price for the courier/trader in the new build
i must have posted the "wrong" file to tomm, since i used often the 1 cent priced model to check the model in the game.
this file comes not in a self extracting zip, you will have to extract the script to "...pioneer-alpha3/data/models/ships/courier/"

you can also fix the script yourself if you search in the script for
"Imperial Courier" and "Imperial Trader" you find then the ships specs,
on the end of the specs is the cargo capacity, hull mass and price for the ship (you will see that soon the price is only replaced by "1" and disabled
with a comment mark ("--"). just remove the "1," and the comment mark
in front of the right price for the ship and don't forget the comma behind each entry in this line!


sub_models fix_01.zip

edit: this file has been replaced, but link is still working


fixes some small issues with the sub_models used by my models
squad color wasn't properly scripted used by squad signs and the pilot
because i added once a new one (cames with the lanner) but have done a little mistyping and forgot to update the pilot to that to.

the pilot has been reduced in polycount.

the churches clock hasn't got the right skin/material for the clockhands,
they came out white instead of "gold", i fixed that to.

some fixes to all models i made are allready planned due to a (by me) unknown feature of pioneers modelling system (sometimes things are not to clear to me whatfor they beeing used, sorry).

most of the upgrades & fixes i will pack to a selfextracting zip, so you don't have to worry where to place them, just put the .exe in the pioneer main folder and extract it.

i know ancient buildings look a bit strange on extraterrestrial ground, but sometime in future i hope we can have different models for different planetary grounds, further i have planned to replace some existing to replace them by more futuristic looking ones.
 
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canyon racing?

2010-08-22_210709.jpg


something that many of the pioneer users like,
the stunning planetary surfaces

or like geraldine stated;
"even slartibartfast would be proud of it" ;)

2010-08-22_211514.jpg
 
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i have a update to most of my models ready since some more or less important things has changed to them

model fix2 2010/08/23

mainly adding of the zbias function to remove a possible flickering on text labels or decals to all ships
fixed some gunpoints for proper backwards shooting (even if that still don't works i guess).

added a pimped up cobra mk3 (replaces old from mods folder), it has more accurate size and specs now, added also text labels to that ship (reg. #).

added the degraded version of the E.Y.E, which has no cheated drive, therefore a bit more capacity.
with a fitted class 4 drive you can go almost as far as with the cheated one.
backup your old if you like to keep the "cheated" version.

i hope everything works fine, but i guess you willl tell me if not ;)

a little extra:
some prepared savegames to start as "Jameson". you will have a ip shuttle a eagle or a sidewinder and 100 credits to start with.prepped savegames alpha3 01
i posted them a second time because i changed the ones on alpha centauri, since launching from the spaceport was nearly impossible there.
 
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Hey thanks for the fixed gamesaves Potsmoke! :smilie: Now I can get out there and see the sights in Pioneer. And if I find anything that comes up to "Slartibartfast quality" I will post it on the SSC :D
 
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