A mod never to be released
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he got it today in the Morning i think - i am pretty sure he didnt have it yesterday 
congrats btw from me

congrats btw from me

if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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Correct and thanks for congrats.birdtable wrote:Observe had the appendage yesterday at least ...
Regarding my various mods and participation in the modding community, please realize they are in pursuit of my personal hobby and don't have any "official" context. I'm just one of "the guys" in this area.

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back to topic: i asked an Egosoftie today about my problem with the visibility in Tubes and got as Answer that the Attribute weight="0" indicates a Zone in the Splines - it doesnt work yet, but looking at the vanilla files it explains why my tube feels so slow: weight="0" is for the parts in a Zone where they slow down (entry and Exit) and weight="1" is for parts outside of Zones where to go fast.. (in Vainlla 2 weight-0s are after another, i think i have to add some nodes there because i just definied the Zones currently..)
just wnated to share this useful info with you
EDIT: ok, weight defines the Tube Speed between two points it seems 1 is the regular high Speed, 0 is the low Speed for Zones (and higher values like 2 are possible, too - with the expected results
).. and you need 4 Splinepositions per Zone (Entry and Exit with Weight = 1 and 2 points in-between with weight = 0), which is a bit tricky to make it looking good, one point is far easier 
here my 90°-Zone-Pass-Spline, Entry from Top and Exit to the Right. it makes a 20 km curve through the Zone which should be good enough for all normal purposes: - just negate and swap the values you need to invert (eg for Entry from South negate z and tz) and add the Zone Offset from your Sector.xml to them, then you have a nice curve in your Zone 
just wnated to share this useful info with you

EDIT: ok, weight defines the Tube Speed between two points it seems 1 is the regular high Speed, 0 is the low Speed for Zones (and higher values like 2 are possible, too - with the expected results


here my 90°-Zone-Pass-Spline, Entry from Top and Exit to the Right. it makes a 20 km curve through the Zone which should be good enough for all normal purposes:
Code: Select all
<splineposition x="0" y="0" z="20000" tx="0" ty="0" tz="-1" weight="1" inlength="38000" outlength="0" />
<splineposition x="2680" y="0" z="10000" tx="0.5" ty="0" tz="-0.866" weight="0" inlength="0" outlength="0" />
<splineposition x="10000" y="0" z="2680" tx="0.866" ty="0" tz="-0.5" weight="0" inlength="0" outlength="0" />
<splineposition x="20000" y="0" z="0" tx="1" ty="0" tz="0" weight="1" inlength="0" outlength="38000" />

if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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- Joined: Sun, 20. Nov 05, 22:45
sorry for double-Post, but i wanted to let you know that i probably have solved my problem with the Tubes and additionally finally finished tubing my first Sector - it now looks completely diffrent than before
and here some notes if you want to have Tubes Passing some Zones instead of many Entries/Exits (like i do ^^):
-> do NOT Pass a Zone where the same Tube begins or terminates - this was the cause of my Problem, plan your way accordingly
-> the part of the Tube where a Zone is should have at least 2 splinepositions around 10km away from each other, to make the game recognize the passed Zone for Navigation, displaying things outside the Tube and give the Player a useable exit zone where he notices he should exit here
-> those splinepositions should be seperated by at least one splineposition with weight >= 1 (higher weight gives higher speed between Zones
EGOs default is 1, which should be fine for most circumstates since the Speed is slightly changed according to length of the Part)
-> hint: use 4 splinepositions per Zone, 2 with weight 0 and 1 each
-> if someone is as masochistic as me i can provide a clockwise and counterclockwise tube circle with 10km diameter, where you can cut out your desired curves and just have to apply your Zone+curve center offset to (wont post it for now since its long)
and here some notes if you want to have Tubes Passing some Zones instead of many Entries/Exits (like i do ^^):
-> do NOT Pass a Zone where the same Tube begins or terminates - this was the cause of my Problem, plan your way accordingly
-> the part of the Tube where a Zone is should have at least 2 splinepositions around 10km away from each other, to make the game recognize the passed Zone for Navigation, displaying things outside the Tube and give the Player a useable exit zone where he notices he should exit here
-> those splinepositions should be seperated by at least one splineposition with weight >= 1 (higher weight gives higher speed between Zones

-> hint: use 4 splinepositions per Zone, 2 with weight 0 and 1 each
-> if someone is as masochistic as me i can provide a clockwise and counterclockwise tube circle with 10km diameter, where you can cut out your desired curves and just have to apply your Zone+curve center offset to (wont post it for now since its long)
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
sorry for double-post, but i am curious how everyone else is doing? i made much progress since the last Post and currently everything goes well, so i think i can create a mod package in the forseeable future 

if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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- Joined: Wed, 21. Mar 07, 18:13