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Rapporter et oversættelsesproblem






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.
Ok. Yeah.... that erm... makes sense.
Biohazard? (Just cause.)
Crush/Pinch warning? (pistons are nasty shit)
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).
It can be enabled in "User Preferences --> Addons --> Import-Export: Autodesk FBX Format" on blender 2.77 at least.
-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.
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.
My suggestion: "indefinable Material" sign
For those don't know what they have in her cargo or use a ore-mod
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