Update 2016-12-19 Designer Alpha

Details about updates to Shores of Hazeron

Re: Update 2016-12-19 Designer Alpha

Postby Haxus » Wed Dec 21, 2016 8:52 am

They do not have to fit very closely. It's ok to have thick hull walls.
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Re: Update 2016-12-19 Designer Alpha

Postby Haxus » Wed Dec 21, 2016 8:54 am

One of my test cases was a huge sphere with a little section of a couple rooms. I used a wide window jig to cut a curving window into the sphere hull.
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Re: Update 2016-12-19 Designer Alpha

Postby Haxus » Wed Dec 21, 2016 8:56 am

I'll add dummies that you can place at stations or standing around, where you load the DNA from a file.
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Re: Update 2016-12-19 Designer Alpha

Postby Deantwo » Wed Dec 21, 2016 9:48 am

Haxus wrote:
Deantwo wrote:To make it all a tiny bit easier to work with for new players, and my sanity. It would be nice if hulls were created 0.01 bigger in all directions then defined, and all rooms be 0.01 smaller in all directions. This would mean that placing rooms to fill the total inside of a hull, the walls would not be 0 wide, same with placing two rooms next to each other. Think of it as a newbie/quick helper option.

To make a room closely fit a hull, copy and paste the hull in place. Then shrink one of them slightly and turn it into a room. You will have to reverse and flatten its faces.

I was thinking mostly because I had noticed some issues with rooms being that close to eachother or the hull. Not to mention the annoyong render glitches when doing so.

I hadn't thought of copying and converting it to a room, didn't know it was possible. I skipped all the help/tip popups yesterday since I was busy, I have some reading and more experimenting to do today!
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Re: Update 2016-12-19 Designer Alpha

Postby Celarious » Wed Dec 21, 2016 10:03 am

Is there any way to open the "walk-around" mode like from the old designer? Which allows you to see what the ship and the internal modules will look like.

I have tried smoothing vertices but that just applies lighting to faces.
Last edited by Celarious on Wed Dec 21, 2016 1:08 pm, edited 1 time in total.
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Re: Update 2016-12-19 Designer Alpha

Postby TheZvir » Wed Dec 21, 2016 10:41 am

If someone makes a video guide, it will be magically)

I personally have nothing done, harder then Borg cube, with a hole to enter
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Re: Update 2016-12-19 Designer Alpha

Postby ResonKinetic » Wed Dec 21, 2016 11:41 am

Haxus wrote:I'll add dummies that you can place at stations or standing around, where you load the DNA from a file.


That'd be really helpful for people designing a ship specific to their species.

I have a good idea of the dimensions of a human, however, so I'm sittin' pretty.
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Re: Update 2016-12-19 Designer Alpha

Postby ResonKinetic » Wed Dec 21, 2016 5:01 pm

So one of my main (and only problems, really) is that when I have "object mode" on and I'm working with an object like a jig, and I want to create a new object (like another jig for example) I have to select an object, deselect "object mode," then it allows me to create a new object.

It would be nice if it would let you start a new object anyway without you having to remember to exit object mode before you can do anything else.
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Re: Update 2016-12-19 Designer Alpha

Postby the Lana » Wed Dec 21, 2016 5:14 pm

From what it sounds like a, it seems it would be most efficient to have itty bitty rooms and as much empty hull space as possible.... However, it could be simply that the ship's volume is arbitrary, and we designate tonnage to different functions instead of volume
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Re: Update 2016-12-19 Designer Alpha

Postby ResonKinetic » Wed Dec 21, 2016 5:39 pm

Oh and Haxus, raising the door jig helped me with that random paper-thin wall inside the room bug, thanks. That seems to be where most of the problems lie, when separate objects line up exactly.
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