Great. I also have problems with the .sm export. The model exports correctly, but it seems that the material assignments do not, and since the editor doesn't export a .cfg file with the .sm it means that anything that doesn't use the SHW_Default material (like gold shields) won't work properly.
Anyway, here's what I mean about the .sm material assignment problems:
In the screenshot, you can see that almost everything works, but the main frames (the transparent ones) use the wrong texture. Their material in the .sm seems to direct to the same place on the list as the default material, since whichever is listed first in the .cfg is used by both.
See the following for the effect different material orders in the .cfg have on the model:
Code
Unit 1 Length 608.174 Material "SHW_Default" Material "SHW_Frame_new" Material "SHW_Silver" Material "SHW_Gold"
Code
Unit 1 Length 608.174 Material "SHW_Frame_new" Material "SHW_Default" Material "SHW_Silver" Material "SHW_Gold"
All forum users, please read this! My SE mods and addons Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
The model exports correctly, but it seems that the material assignments do not, and since the editor doesn't export a .cfg file
For all exported .sm files this config could be used. Groups order is following: "default", "diamond", "silver", "gold", "empty_frames", "radiators", "engines", "habbitat" So, you can create separate materials for radiators, engines and habitat, for example, to remove illumination from them.
Your mind is software. Program it. Your body is a shell. Change it. Death is a disease. Cure it.
Will it be possible to have new kinds of symmetry for spaceships, for exeample, a square/octogonal symmetry ?
No. This editor is designed to use fixed triangular grid. So, all types of symmetry, it can support, already implemented. Probably, I can add 4-x symmetry, but it will help only for creating X-like shapes. To support square/octagonal symmetry, I need to create gridless editor, but I think, it will be more difficult to use.
Your mind is software. Program it. Your body is a shell. Change it. Death is a disease. Cure it.
First time using the editor and trying to get this ship in the game. I put the .sss file in models/spacecrafts. When I tried to build it in space engine the game crashes. What am I doing wrong? I don't know what I'm doing.
Moiriv, there was a bug that he found and fixed regarding that. Did you use the editor to make that file before he fixed the bug? If you're not sure, use the current version and try again. Or skip the .sss file altogether and just export it as .sm (unlocked by pressing the + icon in the upper right), using the .cfg and .sss he linked on the previous page along with it. To figure out how they all go together, just look at the other files. The only things you should have to edit are the file names, and some entries in the .sss file.
All forum users, please read this! My SE mods and addons Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
Edited by HarbingerDawn - Friday, 03.01.2014, 22:16
So I created a big complicated spiffy ship, starting at the back and working my way forward. Tweaking and prodding and fiddling for hours until it was awesome (and almost a kilometer long). This editor is awesome. Then I realized that I didn't need the back third of the ship and chopped it off. Now my ship starts at the +100 meter mark and when I load it in game the camera stubbornly focuses on the origin 100 meters behind the ship.
I opened the .json file in a text editor and it looks like it'd be pretty straightforward to write a script to slide the whole ship back until it's properly centered, but I imagine this is something that's likely to come up on a regular basis. So might I suggest a feature added to the editor that lets you move the whole ship forward or back as a unit? Or something to auto-center it with the ship's center of mass at the 0 mark?
Oh, and I guess the other thing I've noticed is that I'm constantly having to manually get rid of the structural girders that get auto-added when you place certain components. Sometimes they're nice to have but often they're a pain. Maybe a checkbox to enable/disable the auto-added girders when desired?
Hopefully both simple and agreeable suggestions.
And while I'm at it, a small bug report: it seems that it's impossible to put a module exactly in the open center space of a habitat ring. I'm guessing that this is because the module and the ring would both have the same origin point and the editor doesn't allow "overlapping" parts like that. I even tried editing the .json file to force a module to be positioned there and when I loaded it the module was gone. Not too big a deal, but it leaves some mysteriously unusable space inside a ship that sometimes I might want to use.