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Buildings or Scenes
momaxDate: Thursday, 18.07.2013, 03:33 | Message # 16
Space Tourist
Group: Users
France
Messages: 23
Status: Offline
Hello and thank you for this wonderful software....
I'm trying to find out the uses of the scene script command.

I actually have more than one question:

Code
scene map
displays a black screen, what is its purpose? If I'm not mistaken it is to display a building/ship interior?

Code
scene space
or
Code
scene universe
used after the
Code
scene map
command displays back the 3d environment, but only if typed in the console: it did not work for me in a scrIpt. Maybe a bug?

What is the difference between
Code
scene space
and
Code
scene universe
?

Actually I was trying to have a black screen for a few seconds in a script to avoid the user seeing the progressive loading of a big planet texture (Earth), and ended up using the
Code
scene map
command... Bad, i know... Is there a proper way to display a black screen other than turning off stars/galaxies/etc)?

I hope my message makes sense wink
 
SpaceEngineerDate: Thursday, 18.07.2013, 10:48 | Message # 17
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
Quote (momax)
displays a black screen, what is its purpose? If I'm not mistaken it is to display a building/ship interior?

You should have that building model first, right? You must use the command "map" to load a *.map file, that must be in the models/buildings/. For example, to load a file named myhouse.map, you have to type:

Code
map myhouse


Commands "scene space" and "scene universe" are equivalent, command "scene map" switches back to previously loaded map.

Default SE distribution have no buildings models. They can be crated with a Quake III map editor called Radiant. The forum already have a thread about maps: http://en.spaceengine.org/forum/11-713-1, where I post a link to the test maps: https://www.dropbox.com/s/etzt8ly6pkxn8f5/SE-maps.zip

The folder structure in 0.97 is changed, so open archive, enter its subfolders SE-maps/data/, and extract subfolders models and textures into SE 0.97 root directory (subfolder models from the archive must be merged with subfolder models in the SE root folder, and so on for textures).

After that you may load maps named v1dm6, test, dust, dust2 and dust_open. You must be near the Sun to see the scene, and set velocity to 1000 pc/s. Spacebar button launches a bunch of particles that will bounce the walls (you must have time unpaused).





 
momaxDate: Thursday, 18.07.2013, 21:30 | Message # 18
Space Tourist
Group: Users
France
Messages: 23
Status: Offline
Thanks for the quick reply SpaceEngineer, I should have looked better in the forum, the answer was there...!
 
SpaceEngineerDate: Thursday, 18.07.2013, 22:24 | Message # 19
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
[Threads merged]




 
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