SSU Development Thread (2.0 to 3.0)

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Wait wait wait, back up just a little: so now there are no problems???? Are we going to use the 2013 mesh then?
What about copying the upper fuselage from the 2013 mesh to the current (resized) one? Did that work?

To settle the size question once and for all: If you are in favor of dimensionally accurate meshes, please add your thanks to this post.

I don't quite understand the point of this post. I think everybody wants things the right size.... at least I do.
 
Wait wait wait, back up just a little: so now there are no problems???? Are we going to use the 2013 mesh then?
What about copying the upper fuselage from the 2013 mesh to the current (resized) one? Did that work?
Yes, 2013 mesh for now.



I don't quite understand the point of this post. I think everybody wants things the right size.... at least I do.
Well, Donamy for some reason doesn't want the resize which is why we're having this discussion. The initial resize was wrong, I admit that but the current in-work one is correct.
 
Don't throw me under the bus, the resize before was also distorted. I haven't seen the newest resize in game, or the size next to the correct one.
 
Don't throw me under the bus, the resize before was also distorted. I haven't seen the newest resize in game, or the size next to the correct one.
The one I sent you is correctly sized. Transparent is current 1462 mesh while the textured one is my current WIP, not checked in.

The one you're most likely talking about is the one that was called "2.1-newmesh branch". This is not that one.

And could you for once explain the distortions? The only ones I'm aware of is the star trackers.


CurrentVSCorrect.jpg
 
Send me the model and I'll send you a detailed list.
 
Send me the model and I'll send you a detailed list.
You already have it. It's the one I linked earlier, NewOrbiter.zip.
 
Here are some I found, but there are more too numerous and some hard to explain. Faces not meeting correctly, causing creasing and shading issues, sunken vertices causing texture stretching.
 

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You already have it. It's the one I linked earlier, NewOrbiter.zip.
Can you create a new branch and check the new mesh in? That way the rest of use can have a look. Also, if the animations need to be changed because of the resizing, we can start on that while you fix the distortions (I'm assuming fixing the distortions won't affect the animations; correct me if I'm wrong).
 
Can you create a new branch and check the new mesh in? That way the rest of use can have a look. Also, if the animations need to be changed because of the resizing, we can start on that while you fix the distortions (I'm assuming fixing the distortions won't affect the animations; correct me if I'm wrong).
Done. Most of the distortions should now be gone. The branch name is NewOrbiter and it is based of revision 1817. The animations which were based on the revision 1665 mesh are no longer correct with this correctly resized mesh.

---------- Post added 10-28-14 at 02:35 AM ---------- Previous post was 10-27-14 at 11:19 PM ----------

Speaking of meshes, I just came across this: http://ntrs.nasa.gov/search.jsp?R=20130000573

Anyone fancy a msh generator for that?:rofl:
 
A few comments on the new mesh:
It doesn't seem to work using the default graphics client; it only works using the DX9 client.
The FWD PLBD latch group seems to be missing.
The star tracker doors are missing (is this related to the other star tracker issues?)

Also, the branch you created branches from the Mesh-Rev1463 branch, instead of the trunk. I've created a second branch (NewOrbiter-FromTrunk) which branches from the trunk, and copied the new mesh into that branch.
 
Will we see a release on OH soon ?
 
The animations need to be updated to use the new mesh. And the remaining mesh issues have to be fixed. I'm guessing it'll take a couple of weeks at least.
 
The animations need to be updated to use the new mesh. And the remaining mesh issues have to be fixed. I'm guessing it'll take a couple of weeks at least.

I'm confused. I thought we were going to use an old mesh and animations, to get a release out that people can use, then add the newer mesh later?
 
I'm confused. I thought we were going to use an old mesh and animations, to get a release out that people can use, then add the newer mesh later?
This was my understanding as well. Did this change?
 
Sorry for the "off topic" but since there's work going on in the orbiter mesh, could provisions be made for this ticket? Like a separate tail (full or partial) with the 2 designs or something? So that in the future, when this is implemented, the mesh side is already done. Sorry for the extra item on the list....
 
I'm confused. I thought we were going to use an old mesh and animations, to get a release out that people can use, then add the newer mesh later?
I though that since we have a new mesh we would include it in the release, but I'm fine with releasing a version using the old (Rev. 1462) mesh, and then releasing a later version with the new mesh.

One question: will we have to modify scenarios (attachment points, etc.) to handle the Rev. 1462 mesh, and then again to work with the new mesh?
 
I though that since we have a new mesh we would include it in the release, but I'm fine with releasing a version using the old (Rev. 1462) mesh, and then releasing a later version with the new mesh.

One question: will we have to modify scenarios (attachment points, etc.) to handle the Rev. 1462 mesh, and then again to work with the new mesh?


I'm afraid that's the case. They're just too different in sizes.
 
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