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Space Engine ship editor
DoctorOfSpaceDate: Thursday, 02.01.2014, 11:22 | Message # 91
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Quote SHW ()
Now editor produces .sss script file, that you should save somewhere in "SE\models\spacecrafts".
So, no models or textures need to be downloaded.


Doesn't matter what directory I put the sss into a module based ship just crashes the program.

Quote
Problem Event Name: BEX
Application Name: SpaceEngine.exe
Application Version: 0.9.7.1
Application Timestamp: 52bb3d6c
Fault Module Name: SpaceEngine.exe
Fault Module Version: 0.9.7.1
Fault Module Timestamp: 52bb3d6c
Exception Offset: 00173db8
Exception Code: c0000409
Exception Data: 00000000
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1033
Additional Information 1: 7061
Additional Information 2: 7061db0f8f9c774a0dc1192e99ff6126
Additional Information 3: 3036
Additional Information 4: 3036cf2e0690bb00a196b70de842d862


Log just stops at
Quote
Loading script "models/spacecrafts/ISV.sss"
Saving script "config/spacecrafts.cfg"





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SHWDate: Thursday, 02.01.2014, 15:36 | Message # 92
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Sorry, my fail.
Fixed.
To fix exported file just replace all commas "," with spaces " ".





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Edited by SHW - Thursday, 02.01.2014, 15:39
 
HarbingerDawnDate: Thursday, 02.01.2014, 15:54 | Message # 93
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Quote SHW ()
Fixed.

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:







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SHWDate: Thursday, 02.01.2014, 16:17 | Message # 94
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Quote HarbingerDawn ()
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.





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Your body is a shell. Change it.
Death is a disease. Cure it.


Edited by SHW - Thursday, 02.01.2014, 16:21
 
HarbingerDawnDate: Thursday, 02.01.2014, 16:19 | Message # 95
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Quote SHW ()
For all exported .sm files this config could be used.

Ah right, I completely forgot! Thanks for reminding me.





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VoekoevakaDate: Thursday, 02.01.2014, 17:58 | Message # 96
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Great updates ! I really like the possibility of having several types of frame and shields !

Will it be possible to have new kinds of symmetry for spaceships, for exeample, a square/octogonal symmetry ?





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SHWDate: Thursday, 02.01.2014, 18:35 | Message # 97
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Quote Voekoevaka ()
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.
 
MoirivDate: Friday, 03.01.2014, 20:33 | Message # 98
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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.
Attachments: 6833871.jpg (437.5 Kb)
 
HarbingerDawnDate: Friday, 03.01.2014, 22:12 | Message # 99
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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.




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Edited by HarbingerDawn - Friday, 03.01.2014, 22:16
 
MoirivDate: Friday, 03.01.2014, 23:25 | Message # 100
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Hey thanks for the help. Got it working and it's in the game. I'm happy now.
 
giftDate: Saturday, 04.01.2014, 01:36 | Message # 101
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i thank i need help.
 
HarbingerDawnDate: Saturday, 04.01.2014, 05:06 | Message # 102
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Quote gift ()
i thank i need help

Does this mean "I think I need help"? If so, what do you need help with?





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FaceDeerDate: Sunday, 05.01.2014, 08:16 | Message # 103
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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. smile

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.


Edited by FaceDeer - Sunday, 05.01.2014, 08:29
 
SHWDate: Sunday, 05.01.2014, 09:04 | Message # 104
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Good suggestions. Thank you.




Your mind is software. Program it.
Your body is a shell. Change it.
Death is a disease. Cure it.
 
DoctorOfSpaceDate: Sunday, 05.01.2014, 10:04 | Message # 105
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Would it be possible to add a Z grid that intersects the main grid and would allow some more complex ship designs?




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