Space Engineers

Space Engineers

LCD cargo signs: Label your cargo!
22 Comments
Bman 27 Mar, 2019 @ 2:45pm 
Cool mod but may need an update. The signs on the LCD go away on server restart. Not sure how to make them persistent. Probably just needs to be updated but you can make your own now anyway so might be a moot point.
System1024 26 Jan, 2017 @ 9:50pm 
btw, someone has made a program that converts files to colored monospace images (178x178)
TheLightLOD  [author] 13 Dec, 2016 @ 12:48pm 
@xpgx1, it did seem to glow some. Could be that it has to do with some game setting.

Also i'm going to keep an eye out for the not working in dev version, i heard keen was updating models and i wouldn't be surprised if code changed too.
xpgx1 12 Dec, 2016 @ 2:17pm 
Oh -.-
Ok. Yeah.... that erm... makes sense. :steamfacepalm: But do they glow in your version? Before the massive 1.65 update on the dev branch they were in the game, but lost their glow. Thx for the quick response. It's a mystery to me how ANYONE can play SE without these labels here, thx again for this!
TheLightLOD  [author] 12 Dec, 2016 @ 11:08am 
@xpgx1, i just tested and the mod still seems to work(empty world with just this mod and a avatar mod). Are you perhaps on the game's dev branch?
xpgx1 12 Dec, 2016 @ 8:56am 
Another very nice and useful addition to the game. Can you repair them? Seems Keen changed a few things and for some reason, I cannot see them any longer However, glowing sings would be a very welcome addition here ;D
System1024 15 Nov, 2016 @ 3:45pm 
Heat/Burn as well (thrusters)
System1024 15 Nov, 2016 @ 3:44pm 
Toxic?
Biohazard? (Just cause.)
Crush/Pinch warning? (pistons are nasty shit)
xpgx1 14 Nov, 2016 @ 6:34am 
Very welcome addition - I enjoy the clarity and "realism" style of your signs. Somehow they don't glow anymore. If you find the time, pls consider updating them ^^ Apprechiate your effort m8
TheLightLOD  [author] 24 Jul, 2016 @ 2:48am 
@LjSpike, good luck, don't feel yourself rushed and i guess you already noticed but feel free to ask questions ;)
TheLightLOD  [author] 23 Jul, 2016 @ 12:46pm 
@LjSpike, i have no clue, sorry.

A very old blender post asking about the same: https://www.blender.org/forum/viewtopic.php?t=5422

So, seems like blender doesn't have a scale. I'd go with 1 blender length = 1 meter(= 2 grid tiles) then see what you end up with in-game, and scale accordingly afterwards.

According to the SE wiki small blocks are 0.5 m (so with my suggested measurement 1 grid tile) , and large blocks 2.5 m (so with my suggested measurement 5 grid tiles).
Oddity 23 Jul, 2016 @ 8:41am 
@TheLightLOD Ahh yes. It is preinstalled. I may ask, how big is a space engineers small & large block in blender, 1 grid tile, 2 grid tiles?
TheLightLOD  [author] 23 Jul, 2016 @ 6:44am 
@LjSpike, https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX seems to be an fbx exporter, and seems to be installed on my steam version of blender by default.

It can be enabled in "User Preferences --> Addons --> Import-Export: Autodesk FBX Format" on blender 2.77 at least.
Oddity 23 Jul, 2016 @ 6:04am 
@TheLight Probably the most useful thing would be one of those scripts to exporting blender into FBX, as I've used blender and can make some models on it, but haven't done scripts with blender.
TheLightLOD  [author] 23 Jul, 2016 @ 4:00am 
@LjSpike, some links i found:
-modelling guidelines: http://www.spaceengineersgame.com/moddable-collision-models.html
-combining model to texture inside SE config files: http://www.spaceengineersgame.com/advanced-3d-models-guide.html
-This one is talking about a SE mod SDK (bunch of tools that might help: http://www.spaceengineersgame.com/modding--source-code.html

From the quick glances at above links it seems they want a regular fbx file, that's normally used for most directx programas. The programs they recommend are Maya and 3dsmax, both of which are industry programs with quite a hefty pricetag. Blender has some scripts to export to this fbx format, so might be an option.

It seems both unreal engine and unity use the same fbx file format, which leeds me to assume that there'll be plenty of guides around somewhere.

What i can do for you is quickly whip up a base model shape in blender so you only need to resize, texture and convert the model to a space engineers format.
Oddity 23 Jul, 2016 @ 1:56am 
I understand TheLight. If you happen to know any rough guides on the 3d modelling I may be able to do it. I've dabbled with 3D modelling before, but I suspect space engineers has its own convention in how to add the 3D models (and I'd rather not break space engineers when doing this Cx)
TheLightLOD  [author] 22 Jul, 2016 @ 4:04pm 
Thank you for the positive comments, and yes i agree that many of your suggestions would be wonderfull additions.

However, i am in a state of little free time(due to a job), which kindof results in me prioritising things in my little free time that feel like doing. Therefore i cannot make any guarantee of adding any signs/logos in the near future.

As for turning these signs into their own blocks... well, i don't think that'll happen in like ever. The reason being that even though i can do 3d modelling i have about 0 interest in spending a precious weekend of mine figuring out what settings and stuf i need to make SE models and testing it all. However, if someone wants to do it i could provide them with the source files of the logos in vector format.
Oddity 21 Jul, 2016 @ 2:08am 
It'd be nice some signs for slightly more categorization, as well as warnings, such as "Metals" or "Ingots" and "Ores" or such. "Pressurized Gas" (for oxygen bottles, hydrogen bottles, and the hydrogen and oxygen tanks) would be a pretty nice warning. Additionally, it'd be pretty cool it you made these into their own blocks as well (so you could go without the black borders on the corners).
Alraska Saedelaere 7 Nov, 2015 @ 12:38pm 
Nice sings! I will you this for all of my cargo vehicles (Planets) :B1:
My suggestion: "indefinable Material" sign
For those don't know what they have in her cargo or use a ore-mod :drizzle:
echance01 7 Nov, 2015 @ 9:15am 
Thanks for making these, this will fit epecially with the hydrogen tanks and oxygen tanks that I have onboard my ship in UESC contest #20.
TheLightLOD  [author] 7 Nov, 2015 @ 7:35am 
@Kilroy, thanks for the feedback, i'll keep it in mind and probably somehwere over the course of the week i'll have an update.
Kilroy 7 Nov, 2015 @ 7:27am 
this is great LOD, thank you for building this

i would add the oxidizer sign as that is what pure o2 is pluss the blue sign with the white ball of fire looks cool