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Space Engine ship editor
DoctorOfSpaceDate: Sunday, 05.01.2014, 14:38 | Message # 106
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If you do make another editor perhaps you could consider making it possible to import custom modules.




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SHWDate: Sunday, 05.01.2014, 15:28 | Message # 107
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Actually, you can add your own modules into the editor, but it is not very convenient.
To do this:
- Download node-webkit and sc-editor.nw separately.
- Unpack sc-editor.nw to node-webkit folder. Now to run editor, just run nw.exe.
- Place your .obj models into "\models" folder.
- Place textures into "\textures" folder, now editor supports only one material per module.
- Open "\js\modules.js" and add new materials to material list, and new modules into modules list. Most difficult thing here is adding attachment points, because they are written in triangular coordinate grid. Also, don't write category at all, because it is used to split default material into separate groups.
- Open index.html and add new buttons and handlers to the modules toolbar (just copy paste existing ones and change ID and module name).
- If you are going to export ship into .sm, open "js\editor.js" and add your materials into list in line 915.
- If you are going to use modular export to SE, you need to create modules .sm and .cfg for SE too.

Hint. To make models with correct size for the grid, just draw several frames in editor and export to obj. Then in 3D editor you can use them as reference.





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


Edited by SHW - Sunday, 05.01.2014, 15:31
 
VoekoevakaDate: Sunday, 05.01.2014, 18:03 | Message # 108
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I should try it, to have an asteroid as a shield like in your first ship.




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TunaOfSpaceDate: Saturday, 11.01.2014, 02:11 | Message # 109
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Privet all

Been following SE for some years now and can I say it's amazing to see where this is heading. The editor is professional and fantastic—I'd go so far so to say ships look better in the editor than in SE itself (shadows, hint hint). cool

I've run into a few issues other comments have solved for me, but my biggest concerns were addressed by FaceDeer in this post. Namely, the ship's position along its axes is fixed, and the camera often focuses too far fore or aft when ships end up sticking too far out in one direction. Is there any convenient fix for this? (It was mentioned that a script could be used, but by knowledge of scripts is still rusty at best).

Additionally, the option to disable automatic truss placement would be very convenient.
 
VoekoevakaDate: Monday, 13.01.2014, 01:20 | Message # 110
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Quote SHW ()
Unpack sc-editor.nw to node-webkit folder. Now to run editor, just run nw.exe.

How do you extract sc-editor.nw to the node webkit folder ? When I run nw.exe, there's only a blank page.





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HarbingerDawnDate: Monday, 13.01.2014, 01:23 | Message # 111
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Quote Voekoevaka ()
How do you extract sc-editor.nw to the node webkit folder ?

Open sc-editor.nw with an archive tool (WinRAR, 7-zip, etc.) then extract it to the folder as you would with any other archive.





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FaceDeerDate: Saturday, 01.02.2014, 07:59 | Message # 112
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Quote TunaOfSpace ()
Namely, the ship's position along its axes is fixed, and the camera often focuses too far fore or aft when ships end up sticking too far out in one direction. Is there any convenient fix for this? (It was mentioned that a script could be used, but by knowledge of scripts is still rusty at best).


I finally grew tired of my own weirdly-positioned ship and whipped up the following brain-dead little python script to fix it:

Code

import json

shipfile = open("Harmony Compact.json")
outfile = open("output.json", mode="w")
shift = -30

shipparsed = json.load(shipfile)

for module in shipparsed["modules"]:
     for coords in shipparsed["modules"][module]:
         coords[2] = coords[2] + shift

for frame in shipparsed["frame_main"]:
     for coords in shipparsed["frame_main"][frame]:
         coords[2] = coords[2] + shift

for frame in shipparsed["frame_sec"]:
     for coords in shipparsed["frame_sec"][frame]:
         coords[2] = coords[2] + shift
         coords[5] = coords[5] + shift

for shield in shipparsed["shilds"]:
     shield["layer"] = shield["layer"] + shift

json.dump(shipparsed, outfile)
outfile.close()


It's not particularly user-friendly, you need to edit the script to change the input and output filenames and the number of 10-meter increments that the ship is slid (in this case it slides it forward 30 increments, or 300 meters). Make sure to use a different output filename than your input filename and load the output ship in the editor to make sure it's correct before throwing out the original, I make absolutely no guarantees about the robustness of this script - it worked for *my* ship, I haven't tested it with anything else.
 
ExognosisDate: Friday, 28.03.2014, 04:03 | Message # 113
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With all these updates, I'm a bit lost.

I exported a .ss of a ship, but there's 3 directories inside \models\spacecrafts: addons, default, and modules. Do I put it in any of those, or just \spacecrafts?

I tried in any of those, and all I get is an invisible spaceship of dimensions zero. Did the use of .sss files make the need for a spacecrafts.sc file obsolete? If not, is there already a spacecrafts.sc file, if yes, where, or do we make one?





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HarbingerDawnDate: Friday, 28.03.2014, 09:40 | Message # 114
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Quote Exognosis ()
Did the use of .sss files make the need for a spacecrafts.sc file obsolete?

Yes, spacecrafts.sc doesn't exist anymore, it's not needed in this version. Exporting the .sss file to anywhere you want should make it work just fine. Upload your .sss file if you're having problems.





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ExognosisDate: Friday, 28.03.2014, 13:01 | Message # 115
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Here it is.
Attachments: ship.sss (36.8 Kb)





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HarbingerDawnDate: Friday, 28.03.2014, 13:49 | Message # 116
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Seems to work ok for me






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ExognosisDate: Friday, 28.03.2014, 16:20 | Message # 117
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Where did you put it, exactly? It doesn't appear at all for me, and all its dimensions are zero.




http://exognosis.tumblr.com - Space travel logs by Captain Mirowe aboard the S. E. Exognosis.
 
HarbingerDawnDate: Friday, 28.03.2014, 16:27 | Message # 118
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Quote Exognosis ()
Where did you put it, exactly?

Just in models/spacecrafts





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ExognosisDate: Friday, 28.03.2014, 18:58 | Message # 119
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Shouldn't it be available in the Build menu?

The one time it worked was when the ship was invisible and had all its measurements at 0. I deleted it to see if it would fix it. But then it never got to appear in the Build menu. I've loaded the game with and without the .sss file in the spacecrafts folder, nothing.





http://exognosis.tumblr.com - Space travel logs by Captain Mirowe aboard the S. E. Exognosis.
 
PreliatorDate: Saturday, 17.05.2014, 17:45 | Message # 120
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Very beautiful! I am going to try something biggrin

Edit: here one (my first not finished) biggrin

Added (17.05.2014, 20:45)
---------------------------------------------
Im sorry for my last post. I have not seen in time the showcase topic of our work.

I have a problem importing one of my ship created with the editor. I downloaded the lazy version tongue and following the instruction but I can't go forward because I can't do some things.

1) I have 3 button for export my work: A- export spacecraft to SE ".sss"; B- export spacecraft to SE as a single model ".sm"; C- export spacecraft to Third-Party editor ".obj"; I choose C, the last one.
2) Put the file .obj in the install folder "C:\Games\SpaceEngine 0.971\models\spacecrafts\"
3) Now the problem. You say to insert the script into spacecrafts.sc but I haven't this file (searched in any folder but nothing) so I tried to create one but still nothing.

Where am I wrong?

Attachments: 7066641.jpg (243.9 Kb)





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Edited by Preliator - Friday, 16.05.2014, 18:31
 
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