Still pushing Matplotlib in the direction I want to be taken by it. Using the recursive brute force method of Python 2.5 programming. As well as importing code from past futures. But to what end? I'll upload it to my GitHub if anyone is brave enough to convert it to Python 3.6+.
Wednesday, September 20, 2017
Monday, September 18, 2017
Monday, September 11, 2017
Sunday, September 10, 2017
Saturday, September 9, 2017
Friday, September 8, 2017
Been playing with the CSV file format using Python and OpenOffice, so I can store generated NPCs and their homeworld data.
Thursday, September 7, 2017
Whenever I need a random number generated in my Python code, I simply have the computer roll dice so I don't have to remember how all the various random commands are used for the language.
Even though this adds overhead to the final code, it's very minimal as far as speed is concerned when generating non-player characters for a role-play game. So of course I had to introduce logging features to my app on top of all that. Because.
This video gives an idea of how many dice rolls are performed while generating characters.
Saturday, September 2, 2017
Sunday, August 27, 2017
Tuesday, August 22, 2017
Saturday, August 12, 2017
Wednesday, August 9, 2017
Saturday, August 5, 2017
Last night, I was looking all over for my Broadsword scenes. Then I realized they were all done virtually instead of locally. I was able to reverse-engineer one of the scenes I did in the past and create imports from it for use in a Vue scene that I had thought I made for this ship in the past.
I guess what I'm saying is, this is my first render in Vue, of this ship, in over a year. A one-pass render with no layered processing, that I normally used Paint Shop Pro for in the past with my Broadsword and Cutter models.
So this Vue scene file here will be my new master to make renders of other scenes from.
Thursday, August 3, 2017
Wednesday, August 2, 2017
Thursday, July 27, 2017
Thursday, July 13, 2017
Looks like I'll be using the start of an old space elevator model as a base for my highport. It will give the Free Trader something to tether onto, or park inside of.
For reasons unknown so far, ships may not be allowed to land on the planet surface. So all trading is done from orbit.
Wednesday, June 28, 2017
A passenger, sitting in the Captain's chair, looks out at the planet below while wondering if help will arrive.
I added a Poser 6 figure (the V3 variety) to the Free Trader model. Gave her a sitting pose first before importing the PZ3 file into Vue 9.5 Infinite. I ended up having to resize her, as the video will show.
Monday, June 26, 2017
Wednesday, June 21, 2017
I'm sitting here thinking what color to paint my Free Trader? The original artwork was B&W, and mostly white. The Traveller far-future looked bright, etc.
I may end up making various paint jobs for this modeled ship. Setting comes first. What is the setting that this ship will be in? How are ships painted in that setting? Were all such ships sold in yellow? What decals do settings glue onto their ships?
Tuesday, June 20, 2017
I spent a few hours, playing with different apps I have, doing various draft models of the Free Trader. It will be a lo-res model when completed. Something that I don't want to spend more than a couple days on. Which meant Hexagon would be used. Ha!
Amapi Pro is great at NURBS. But it is a terrible box-modeler, which I was finding worked better for this kind of object. I had forgotten that Hexagon does boolean cutting, which speeds up the modeling process as well. I'm hoping I don't have to do too much clean-up work on the mesh, once I'm done cutting chunks out of it.
Because I'm old-school, when it comes to modeling Traveller ships, I tend to use only the first drawing made of a ship for reference. I have no idea what the back or bottom of the Free Trader looks like, because there is only the one image of it in The Traveller Book hardcover on page 64. Maybe I have some notes that I took about that back in the day still. Otherwise, creative license as usual.