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From: Spom <spo...@gm...> - 2007-06-09 10:17:03
|
Am Samstag, 9. Juni 2007 11:35 schrieb Christoph Brill: there is an example in the asio documention about the communication with a http server. http://asio.sourceforge.net/asio-0.3.7/doc/examples/httpclient_sync_client_cpp.html Here we should start. so we just need a parser ;) Ca > Am Freitag, den 08.06.2007, 13:34 +0200 schrieb Spom: > > Am Freitag, 8. Juni 2007 10:58 schrieb Tim Beelen: > > > Christoph, Carsten, > > > Success! 0.3.7 works, 0.3.8RC3 doesn't. I'll install some IDE later > > > today (fresh Fedora 7). Maybe I can work on the ToDo list, or do some > > > CEGUI tweakage. Dunno. You tell me :) > > > > wb, > > the ToDo is atm slighty out of date. > > Currently Im working at the ship configuration dialog an I update the > > ToDo when this dialog work. > > My approach to the CEGUI scheme still contains some "quick & dirties" to > > achive progress. > > The main code structure also is very pre-alpha and will probably receive > > several changes before we reach the 0.0.1 state. You should take a look. > > > > Btw, the main configuration dialog need some hands. > > You have experience with communikation to the metaserver? This is also an > > important milestone. :) > > I guess I wrote the crap^Wcode to connect to the metaserver. It was written > using curl and happy char* into the HTTP response to parse it. It did no > even work reliable when the site switched from Apache 1.3 (Sourceforge) to > 2.0 (Gary's site). Don't take a look at the code. It's not what we want :-) > > Anyone got ideas on that topic? Especially if we should use a lib for that? > And how to parse HTTP? Gary has some good documents on how the meta server > can be accessed (can be found in svn trunk/docs iirc). > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel |
From: Christoph B. <eg...@gm...> - 2007-06-09 09:35:58
|
Am Freitag, den 08.06.2007, 13:34 +0200 schrieb Spom: > Am Freitag, 8. Juni 2007 10:58 schrieb Tim Beelen: > > Christoph, Carsten, > > Success! 0.3.7 works, 0.3.8RC3 doesn't. I'll install some IDE later today > > (fresh Fedora 7). Maybe I can work on the ToDo list, or do some CEGUI > > tweakage. Dunno. You tell me :) > > wb, > the ToDo is atm slighty out of date. > Currently Im working at the ship configuration dialog an I update the ToDo > when this dialog work. > My approach to the CEGUI scheme still contains some "quick & dirties" to > achive progress. > The main code structure also is very pre-alpha and will probably receive > several changes before we reach the 0.0.1 state. You should take a look. > > Btw, the main configuration dialog need some hands. > You have experience with communikation to the metaserver? This is also an > important milestone. :) I guess I wrote the crap^Wcode to connect to the metaserver. It was written using curl and happy char* into the HTTP response to parse it. It did no even work reliable when the site switched from Apache 1.3 (Sourceforge) to 2.0 (Gary's site). Don't take a look at the code. It's not what we want :-) Anyone got ideas on that topic? Especially if we should use a lib for that? And how to parse HTTP? Gary has some good documents on how the meta server can be accessed (can be found in svn trunk/docs iirc). |
From: Spom <spo...@gm...> - 2007-06-08 11:34:59
|
Am Freitag, 8. Juni 2007 10:58 schrieb Tim Beelen: > Christoph, Carsten, > Success! 0.3.7 works, 0.3.8RC3 doesn't. I'll install some IDE later today > (fresh Fedora 7). Maybe I can work on the ToDo list, or do some CEGUI > tweakage. Dunno. You tell me :) wb, the ToDo is atm slighty out of date. Currently Im working at the ship configuration dialog an I update the ToDo when this dialog work. My approach to the CEGUI scheme still contains some "quick & dirties" to achive progress. The main code structure also is very pre-alpha and will probably receive several changes before we reach the 0.0.1 state. You should take a look. Btw, the main configuration dialog need some hands. You have experience with communikation to the metaserver? This is also an important milestone. :) best regards, carsten > > Sincerely, > Tim > > > Am Donnerstag, den 07.06.2007, 14:39 +0200 schrieb Tim Beelen: > >> Hi, > >> I tried to compile the project, but it dies on Asio. What library > >> version > >> are you using? > >> Sincerely, > >> Tim > > > > Hi Tim, > > > > I use 0.3.7 installed on a gentoo system. Same for Carsten (which is the > > only other person known to compile the game). Asio itself depends on > > boost 1.33.1. Gentoo patches asio with the patch attached (not sure if > > that helps you). Send the log to the mailing list to get further help. > > > > In case of error or success report back :-) > > > > Regards, > > Christoph > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel |
From: Gary L. <Ult...@gm...> - 2007-06-08 09:36:22
|
wb :-) Tim Beelen wrote: > Christoph, Carsten, > Maybe I can work on the ToDo list, or do some CEGUI > tweakage. Dunno. You tell me :) > > Sincerely, > Tim |
From: Tim B. <ab...@sl...> - 2007-06-08 08:58:49
|
Christoph, Carsten, Success! 0.3.7 works, 0.3.8RC3 doesn't. I'll install some IDE later today (fresh Fedora 7). Maybe I can work on the ToDo list, or do some CEGUI tweakage. Dunno. You tell me :) Sincerely, Tim > Am Donnerstag, den 07.06.2007, 14:39 +0200 schrieb Tim Beelen: >> Hi, >> I tried to compile the project, but it dies on Asio. What library >> version >> are you using? >> Sincerely, >> Tim > > Hi Tim, > > I use 0.3.7 installed on a gentoo system. Same for Carsten (which is the > only other person known to compile the game). Asio itself depends on > boost 1.33.1. Gentoo patches asio with the patch attached (not sure if > that helps you). Send the log to the mailing list to get further help. > > In case of error or success report back :-) > > Regards, > Christoph > |
From: Christoph B. <eg...@gm...> - 2007-06-07 15:53:51
|
Am Donnerstag, den 07.06.2007, 14:39 +0200 schrieb Tim Beelen: > Hi, > I tried to compile the project, but it dies on Asio. What library version > are you using? > Sincerely, > Tim Hi Tim, I use 0.3.7 installed on a gentoo system. Same for Carsten (which is the only other person known to compile the game). Asio itself depends on boost 1.33.1. Gentoo patches asio with the patch attached (not sure if that helps you). Send the log to the mailing list to get further help. In case of error or success report back :-) Regards, Christoph |
From: Tim B. <ab...@sl...> - 2007-06-07 12:39:55
|
Hi, I tried to compile the project, but it dies on Asio. What library version are you using? Sincerely, Tim |
From: Gary L. <Ult...@gm...> - 2007-06-03 19:46:32
|
Christoph Brill wrote: > The only suggestion I have is to stick with english names. Or at least > with names that a english speaker is able to pronounce. *agree*. I think that the names Carsten submited where ment to be translated into english. But finding a name is easier if you think of words in your own language. Also in the german version of the client the ships should still be named in english. Otherwise a german player would have problems telling his friends which new and cool ship he just bought if he doesn't know the exact translation in the english version. :-) Regards, Gary |
From: Christoph B. <eg...@gm...> - 2007-06-03 10:54:47
|
Am Sonntag, den 03.06.2007, 01:45 +0200 schrieb Gary Luck: > If we stay with the directions (technical/scientifical, water and fire) I personaly would prefer to > reorder the Quantar ship names. And throw out Kreusel, Aegir, Poseidon, Sedna, Phoenix, Hephaistos, > Vulkanus, Hestia, Loki and Pele. The names of the gods mainly because I don't know all thouse stories > about thouse "gods" and haven't heared the names before (exept for Poseidon) and I guess that I am not > the only one. In my oppinion we should not support the spread of thouse stupid stories. :-p I agree. We should stick to non-god names. There are enough spaceship games that had that idea already. > Anyway ... suggestions for other directions for a faction or additional names or comments to not wanted > names are welcome of course. The only suggestion I have is to stick with english names. Or at least with names that a english speaker is able to pronounce. Otherwise a good idea in naming! Thumbs up to both of you! |
From: Gary L. <Ult...@gm...> - 2007-06-02 23:43:49
|
Hi list, Carsten and me had a short conversation about nameing ships in Opengate. = In Jumpgate the names where=20 handled like this: Octavius ships where called by names of flying animals. Quantar ships where called by types of winds. Solrain ships where called by ... um, don't know ... well something else = :-) So the idea came up to name the Octavius ships by typs of fire and Quanta= r ships by typs of water. For=20 the Tauseti faction I personally prefare technical/scientifical names. If= you all are ok with this idea:=20 here are the lists of names which we already got, ordered from the smalle= st ship (lowest required rank)=20 to the most impressive ship: Tauseti (technical/scientifical) -------------------------------- 1. Lady Kickstart 2. Fuse guzzler (Sicherungsfresser) =2E.. X. Catcher Quantar (water) --------------- 1. Brandung 2. Tsunami 3. Kreusel 4. Rayleigh waves 5. Love wave 6. Gicht 7. Monsterwelle 8. Aegir =3D (germ.) Gott des Meeres 9. Poseidon =3D (griech.) Gott des Wassers und Meeres 10. Sedna =3D (innuit) G=EF=BF=BDttin des Meeres 11. Woge 12. Brecher 13. D=C3=B6nung 14. Seegang 15. See 16. Wellenschlag 17. Ebbe 18. Flut 19. Str=C3=B6mung 20. leises Pl=C3=A4tschern Octavius (fire) --------------- 1. Funke 2. Irrlicht 2. Brand 3. Leuchtfeuer 4. Phoenix 5. Fl=C3=A4chenbrand 6. Feuerball 7. Hephaistos 8. Vulkanus 9. Hitze 10. Flamme 11. Sonne 12. Plasma 13. Hestia =3D (griech.) G=C3=B6ttin des Herdfeuers 14. Loki =3D (germ.) Gott des Feuers 15. Pele =3D (polyn.) G=C3=B6ttin der Vulkane und des Feuers 16. Asche If we stay with the directions (technical/scientifical, water and fire) I= personaly would prefer to=20 reorder the Quantar ship names. And throw out Kreusel, Aegir, Poseidon, S= edna, Phoenix, Hephaistos,=20 Vulkanus, Hestia, Loki and Pele. The names of the gods mainly because I d= on't know all thouse stories=20 about thouse "gods" and haven't heared the names before (exept for Poseid= on) and I guess that I am not=20 the only one. In my oppinion we should not support the spread of thouse s= tupid stories. :-p Anyway ... suggestions for other directions for a faction or additional n= ames or comments to not wanted=20 names are welcome of course. Regards, Gary |
From: Christoph B. <eg...@gm...> - 2007-05-17 07:42:50
|
Hi Gary, this data comes from the JGMapper project. It was an effort to map Jumpgate back in the days when it was online. The distance stuff was more or less for one of the purposes of the project. They wanted to know the real distances between 2 places. I'm not sure if they are necessary for us. I just uploaded the file as I got it. We need to add a note about the author of this file, too. I just wanted to back it up. I think we need to modify/extend that file a bit. We definitely need a DTD/XSL to verify the file. Also asteroids are missing. Bye, Christoph Am Mittwoch, den 16.05.2007, 23:59 +0200 schrieb Gary Luck: > Hi Christoph, > this is a huge amoung of useful data. Where is this data from and what are the distance values needed for? > > Regards, > Gary > > eg...@us... wrote: > > Revision: 466 > > http://svn.sourceforge.net/opengate/?rev=466&view=rev > > Author: egore > > Date: 2007-05-16 14:54:28 -0700 (Wed, 16 May 2007) > > > > Log Message: > > ----------- > > Initial import of the jgmapper data > > > > Added Paths: > > ----------- > > trunk/data/jgdata.xml > > > > Added: trunk/data/jgdata.xml > > =================================================================== > > --- trunk/data/jgdata.xml (rev 0) > > +++ trunk/data/jgdata.xml 2007-05-16 21:54:28 UTC (rev 466) > > @@ -0,0 +1,1108 @@ > > +<?xml version="1.0" encoding="UTF-8" ?> > > +<?RAVL class="JGMapper::JGDataSetC" ?> > > +<JGDataSet > > > + <Space colour="236 73 76" name="Octavius" /> > > + <Space colour="243 199 245" name="Amananth" /> > > + <Space colour="237 185 122" name="Hyperial" /> > > + <Space colour="127 127 127" name="Unreg" /> > > + <Space colour="114 152 199" name="Solrain" /> > > + <Space colour="156 212 94" name="Quantar" /> > > + <Sector flux="7" space="Unreg" name="Light Gateway" mapcoord="327 379 " > > > + <Jumpgate name="Inner Gyre" position="0 0 0" /> > > + <Jumpgate name="Outer Gyre" position="-19600 18500 24400" /> > > + <Jumpgate name="Light Crossroads" position="-16900 3300 -200" /> > > + <Beacon position="-10100 11500 14200" /> > > + <Anomaly position="4600 14700 8700" /> > > + <Distance to="Outer Gyre" from="Light Crossroads" distance="29044" /> > > + <Distance to="Inner Gyre" from="Light Crossroads" distance="17294" /> > > + <Distance to="Outer Gyre" from="Inner Gyre" distance="36458" /> > > + </Sector> > > + <Sector flux="1" space="Quantar" name="Quanaus Crossing" mapcoord="489 414 " > > > + <Jumpgate name="Path of Hordes" position="13300 33400 -12500" /> > > + <Jumpgate name="Quantar Core" position="0 0 0" /> > > + <Beacon position="1100 12400 -3800" /> > > + <Distance to="Quantar Core" from="Path of Hordes" distance="38081" /> > > + </Sector> > > + <Sector flux="1" space="Quantar" name="Ring View" mapcoord="412 353 " > > > + <Jumpgate name="Connexion" position="35600 10700 -24200" /> > > + <Jumpgate name="Gurge" position="48600 600 -21600" /> > > + <Jumpgate name="Quantar Hook" position="9800 -16100 6500" /> > > + <Jumpgate name="Ekoo's Stop" position="0 0 0" /> > > + <Beacon position="21800 -14000 -16600" /> > > + <Distance to="Connexion" from="Ekoo's Stop" distance="44412" /> > > + <Distance to="Quantar Hook" from="Ekoo's Stop" distance="19944" /> > > + <Distance to="Quantar Hook" from="Connexion" distance="48240" /> > > + <Distance to="Connexion" from="Gurge" distance="16651" /> > > + <Distance to="Ekoo's Stop" from="Gurge" distance="53186" /> > > + <Distance to="Quantar Hook" from="Gurge" distance="50681" /> > > + </Sector> > > + <Sector flux="1" space="Solrain" name="Morain Harbour" mapcoord="269 476 " > > > + <Jumpgate name="Tranquillus Major" position="25400 11600 1600" /> > > + <Jumpgate name="Fields" position="0 0 0" /> > > + <Jumpgate name="Purian Lake" position="12900 5600 -17000" /> > > + <Jumpgate name="Bronci Rift" position="13200 16800 900" /> > > + <Beacon position="12500 7700 -7500" /> > > + <Distance to="Bronci Rift" from="Purian Lake" distance="21037" /> > > + <Distance to="Purian Lake" from="Tranquillus Major" distance="23150" /> > > + <Distance to="Bronci Rift" from="Tranquillus Major" distance="13315" /> > > + <Distance to="Purian Lake" from="Fields" distance="22036" /> > > + <Distance to="Bronci Rift" from="Fields" distance="21333" /> > > + <Distance to="Tranquillus Major" from="Fields" distance="27954" /> > > + </Sector> > > + <Sector flux="6" space="Amananth" name="Last Point" mapcoord="409 307 " > > > + <Jumpgate name="Dark" position="0 0 0" /> > > + <Jumpgate name="Inner Aman" position="18700 -1400 13700" /> > > + <Beacon position="400 -5300 1100" /> > > + <Building type="Subspace Transceiver" position="-10300 -800 7700" /> > > + <Distance to="Dark" from="Inner Aman" distance="23181" /> > > + </Sector> > > + <Sector flux="1" space="Amananth" name="Inner Aman" mapcoord="525 100 " > > > + <Jumpgate name="Amananth" position="0 0 0" /> > > + <Jumpgate name="Last Point" position="7800 -4800 49000" /> > > + <Beacon position="12900 2500 -19500" /> > > + <Distance to="Last Point" from="Amananth" distance="49881" /> > > + </Sector> > > + <Sector flux="1" space="Unreg" name="Connexion" mapcoord="304 327 " > > > + <Jumpgate name="Dark Crossroads" position="-3100 -19100 14900" /> > > + <Jumpgate name="Stith" position="21200 -8900 15600" /> > > + <Jumpgate name="Ring View" position="-1100 -12400 39400" /> > > + <Jumpgate name="Light Crossroads" position="0 0 0" /> > > + <Beacon position="9300 -11100 14600" /> > > + <Distance to="Stith" from="Ring View" distance="32795" /> > > + <Distance to="Light Crossroads" from="Ring View" distance="41294" /> > > + <Distance to="Dark Crossroads" from="Ring View" distance="25529" /> > > + <Distance to="Light Crossroads" from="Dark Crossroads" distance="24462" /> > > + <Distance to="Stith" from="Dark Crossroads" distance="26413" /> > > + <Distance to="Stith" from="Light Crossroads" distance="27809" /> > > + </Sector> > > + <Sector flux="5" space="Unreg" name="Far Point" mapcoord="194 378 " > > > + <Jumpgate name="Dark Gateway" position="15700 -20200 12400" /> > > + <Jumpgate name="Lothar's Landing" position="0 0 0" /> > > + <Jumpgate name="Light Crossroads" position="-13100 1400 45200" /> > > + <Beacon position="3800 -14800 15900" /> > > + <Distance to="Dark Gateway" from="Light Crossroads" distance="48663" /> > > + <Distance to="Lothar's Landing" from="Light Crossroads" distance="47002" /> > > + <Distance to="Lothar's Landing" from="Dark Gateway" distance="28426" /> > > + </Sector> > > + <Sector flux="1" space="Solrain" name="Tranquillus Minor" mapcoord="104 561 " > > > + <Jumpgate name="Solrain Depot" position="6900 -20100 -21700" /> > > + <Jumpgate name="Inner Oasis" position="29200 -12600 -21000" /> > > + <Jumpgate name="Fields" position="19500 2700 8300" /> > > + <Jumpgate name="Narrow Canal" position="0 0 0" /> > > + <Beacon position="9400 2100 4300" /> > > + <Distance to="Narrow Canal" from="Fields" distance="21384" /> > > + <Distance to="Inner Oasis" from="Fields" distance="34475" /> > > + <Distance to="Narrow Canal" from="Inner Oasis" distance="38129" /> > > + <Distance to="Fields" from="Solrain Depot" distance="39701" /> > > + <Distance to="Inner Oasis" from="Solrain Depot" distance="23472" /> > > + <Distance to="Narrow Canal" from="Solrain Depot" distance="30349" /> > > + </Sector> > > + <Sector flux="6" space="Solrain" name="Cerulean Clouds" mapcoord="214 721 " > > > + <Jumpgate name="Hirbel's Channel" position="0 0 0" /> > > + <Jumpgate name="Azure Churn" position="-19400 12200 -5500" /> > > + <Jumpgate name="Tribular Canal" position="-1100 32400 -12200" /> > > + <Anomaly position="-8400 4200 -15700" /> > > + <Beacon position="-9000 11100 -10100" /> > > + <Distance to="Tribular Canal" from="Azure Churn" distance="28033" /> > > + <Distance to="Tribular Canal" from="Hirbel's Channel" distance="34611" /> > > + <Distance to="Azure Churn" from="Hirbel's Channel" distance="23549" /> > > + </Sector> > > + <Sector flux="5" space="Solrain" name="Hirbel's Channel" mapcoord="250 573 " > > > + <Jumpgate name="Cerulean Clouds" position="0 0 0" /> > > + <Jumpgate name="Wake" position="14000 -1800 -7800" /> > > + <Beacon position="2200 -8800 -1300" /> > > + <Distance to="Wake" from="Cerulean Clouds" distance="16104" /> > > + </Sector> > > + <Sector flux="1" space="Quantar" name="Omni IV" mapcoord="441 376 " > > > + <Jumpgate name="Path of Hordes" position="-14200 -18600 -6400" /> > > + <Jumpgate name="Quantar Core" position="0 0 0" /> > > + <Beacon position="-6100 -10700 -2000" /> > > + <Distance to="Path of Hordes" from="Quantar Core" distance="24283" /> > > + </Sector> > > + <Sector flux="1" space="Octavius" name="Gurge" mapcoord="338 254 " > > > + <Jumpgate name="Dark Crossroads" position="0 0 0" /> > > + <Jumpgate name="Evenings End" position="-15800 -6900 -24900" /> > > + <Jumpgate name="Octavian Shore" position="0100 -24900 -54700" /> > > + <Jumpgate name="Ring View" position="52100 -12500 -27400" /> > > + <Beacon position="17400 -1700 -32400" /> > > + <Distance to="Ring View" from="Dark Crossroads" distance="60144" /> > > + <Distance to="Octavian Shore" from="Dark Crossroads" distance="60097" /> > > + <Distance to="Ring View" from="Octavian Shore" distance="60011" /> > > + <Distance to="Evenings End" from="Ring View" distance="68137" /> > > + <Distance to="Evenings End" from="Octavian Shore" distance="38293" /> > > + <Distance to="Evenings End" from="Dark Crossroads" distance="30257" /> > > + </Sector> > > + <Sector flux="7" space="Quantar" name="Quantar Gate" mapcoord="385 412 " > > > + <Jumpgate name="Greater Arm" position="-21800 8800 -900" /> > > + <Jumpgate name="Inner Storm" position="0 0 0" /> > > + <Jumpgate name="Ekoo's Stop" position="-31200 19200 21900" /> > > + <Beacon position="-11200 4500 -2300" /> > > + <Building type="Ore Depot" position="-12800 8900 1500" /> > > + <Building type="Rearm Arsenal" position="-3800 18300 12300" /> > > + <Building type="Refueling Stop" position="-24300 22000 21300" /> > > + <Distance to="Ekoo's Stop" from="Greater Arm" distance="26674" /> > > + <Distance to="Inner Storm" from="Greater Arm" distance="23566" /> > > + <Distance to="Ekoo's Stop" from="Inner Storm" distance="42646" /> > > + </Sector> > > + <Sector flux="1" space="Solrain" name="Outer Lighthouse" mapcoord="268 421 " > > > + <Jumpgate name="Greater Locks" position="26900 16800 22300" /> > > + <Jumpgate name="Purian Lake" position="0 0 0" /> > > + <Beacon position="12300 5900 10500" /> > > + <Distance to="Greater Locks" from="Purian Lake" distance="38747" /> > > + </Sector> > > + <Sector flux="6" space="Octavius" name="Orrus Minor" mapcoord="138 50 " > > > + <Jumpgate name="Orrus Major" position="0 0 0" /> > > + <Jumpgate name="Vorgus 2" position="-4900 -2600 24700" /> > > + <Beacon position="-4600 -1400 14300" /> > > + <Distance to="Orrus Major" from="Vorgus 2" distance="25265" /> > > + </Sector> > > + <Sector flux="7" space="Hyperial" name="Inner Cloud" mapcoord="373 568 " > > > + <Jumpgate name="Main Gate" position="31500 -2200 13800" /> > > + <Jumpgate name="T&P" position="0 0 0" /> > > + <Beacon position="4300 -2200 18800" /> > > + <Distance to="Main Gate" from="T&P" distance="34471" /> > > + </Sector> > > + <Sector flux="7" space="Quantar" name="Inner Third" mapcoord="538 640 " > > > + <Jumpgate name="Orus' Tail" position="3400 14800 -17200" /> > > + <Jumpgate name="Outer Third" position="0 0 0" /> > > + <Beacon position="900 7000 -2900" /> > > + <Distance to="Outer Third" from="Orus' Tail" distance="22913" /> > > + </Sector> > > + <Sector flux="0" space="Octavius" name="Octavius Depot" mapcoord="202 176 " > > > + <Station name="Octavius Depot" position="1300 -5600 -13000" /> > > + <Jumpgate name="Vorgus 2" position="0 0 0" /> > > + <Building type="Science Factory" item="Centerfuge Mk. V" position="4600 -4700 -19400" /> > > + <Building type="Custom Producer" item="Centerfuge Mk. V" position="-3700 -1700 -25600" /> > > + <Distance to="Vorgus 2" from="Octavius Depot" distance="14226" /> > > + </Sector> > > + <Sector flux="1" space="Quantar" name="Great Venure Belt" mapcoord="347 517 " > > > + <Jumpgate name="Klatsches Hold" position="7700 15800 -12100" /> > > + <Jumpgate name="Main Gate" position="28500 7800 6500" /> > > + <Jumpgate name="Hyperion Gate" position="-9400 12000 7000" /> > > + <Jumpgate name="Zealots Refuge" position="0 0 0" /> > > + <Beacon position="12000 12000 -9800" /> > > + <Building type="Ore Depot" position="17300 8300 -14700" /> > > + <Building type="Nano Assembler" item="Chromium" position="8600 3300 -24100" /> > > + <Building type="Nano Assembler" item="Antimony" position="28600 -6800 -28000" /> > > + <Distance to="Main Gate" from="Hyperion Gate" distance="38078" /> > > + <Distance to="Hyperion Gate" from="Zealots Refuge" distance="16761" /> > > + <Distance to="Main Gate" from="Zealots Refuge" distance="30208" /> > > + <Distance to="Zealots Refuge" from="Klatsches Hold" distance="21347" /> > > + <Distance to="Hyperion Gate" from="Klatsches Hold" distance="25958" /> > > + <Distance to="Main Gate" from="Klatsches Hold" distance="28941" /> > > + </Sector> > > + <Sector flux="5" space="Solrain" name="Greater Locks" mapcoord="239 387 " > > > + <Jumpgate name="Outer Lighthouse" position="0 0 0" /> > > + <Jumpgate name="Dark Gateway" position="-1800 -11900 -13400" /> > > + <Jumpgate name="Inner Lighthouse" position="2500 700 10500" /> > > + <Beacon position="-400 -2300 -9800" /> > > + <Distance to="Dark Gateway" from="Inner Lighthouse" distance="27362" /> > > + <Distance to="Inner Lighthouse" from="Outer Lighthouse" distance="10799" /> > > + <Distance to="Dark Gateway" from="Outer Lighthouse" distance="18040" /> > > + </Sector> > > + <Sector flux="7" space="Unreg" name="Outer Gyre" mapcoord="344 348 " > > > + <Jumpgate name="Light Gateway" position="0 0 0" /> > > + <Jumpgate name="Greater Arm" position="7300 6600 5600" /> > > + <Jumpgate name="Pulsar" position="6400 17300 13600" /> > > + <Jumpgate name="Aman Gate" position="-8800 13600 22500" /> > > + <Beacon position="-2100 11200 3600" /> > > + <Distance to="Greater Arm" from="Aman Gate" distance="24278" /> > > + <Distance to="Light Gateway" from="Aman Gate" distance="27758" /> > > + <Distance to="Pulsar" from="Aman Gate" distance="18045" /> > > + <Distance to="Light Gateway" from="Pulsar" distance="22868" /> > > + <Distance to="Greater Arm" from="Pulsar" distance="13323" /> > > + <Distance to="Greater Arm" from="Light Gateway" distance="11218" /> > > + </Sector> > > + <Sector flux="10" space="Unreg" name="Lesser Arm" mapcoord="274 383 " > > > + <Jumpgate name="Light Crossroads" position="0 0 0" /> > > + </Sector> > > + <Sector flux="1" space="Octavius" name="Arkan's Cloud" mapcoord="182 256 " > > > + <Jumpgate name="Rim" position="11700 4100 -1100" /> > > + <Jumpgate name="Outer Edge" position="0 0 0" /> > > + <Jumpgate name="Outpost" position="15000 -18400 14300" /> > > + <Jumpgate name="Primus Point" position="30900 -26300 15300" /> > > + <Beacon position="23200 -15300 7600" /> > > + <Distance to="Rim" from="Outer Edge" distance="12409" /> > > + <Distance to="Primus Point" from="Outer Edge" distance="43363" /> > > + <Distance to="Outpost" from="Outer Edge" distance="27659" /> > > + <Distance to="Rim" from="Outpost" distance="27378" /> > > + <Distance to="Primus Point" from="Outpost" distance="17803" /> > > + <Distance to="Primus Point" from="Rim" distance="39504" /> > > + </Sector> > > + <Sector flux="1" space="Quantar" name="Hook of Roh" mapcoord="520 475 " > > > + <Jumpgate name="Dark Path" position="0 0 0" /> > > + <Jumpgate name="Quantar Depot" position="3000 -19800 8500" /> > > + <Jumpgate name="Square of Quantos" position="-22300 -16900 23200" /> > > + <Beacon position="-11500 -10800 9700" /> > > + <Distance to="Dark Path" from="Square of Quantos" distance="36395" /> > > + <Distance to="Quantar Depot" from="Dark Path" distance="21727" /> > > + <Distance to="Quantar Depot" from="Square of Quantos" distance="29478" /> > > + </Sector> > > + <Sector flux="1" space="Quantar" name="Orus' Tail" mapcoord="483 598 " > > > + <Jumpgate name="Upper Third" position="13200 -15600 28800" /> > > + <Jumpgate name="Corridor" position="-8600 -33200 13100" /> > > + <Jumpgate name="Inner Third" position="0 0 0" /> > > + <Beacon position="5100 -21500 16600" /> > > + <Distance to="Inner Third" from="Corridor" distance="36759" /> > > + <Distance to="Upper Third" from="Corridor" distance="32116" /> > > + <Distance to="Inner Third" from="Upper Third" distance="35338" /> > > + </Sector> > > + <Sector flux="1" space="Amananth" name="Aman Gate" mapcoord="331 318 " > > > + <Jumpgate name="Dark" position="-1400 -2400 -12000" /> > > + <Jumpgate name="Outer Gyre" position="-14400 -2800 -23600" /> > > + <Jumpgate name="Inner Gyre" position="0 0 0" /> > > + <Beacon position="9300 -500 -4600" /> > > + <Distance to="Inner Gyre" from="Dark" distance="12331" /> > > + <Distance to="Outer Gyre" from="Dark" distance="17406" /> > > + <Distance to="Inner Gyre" from="Outer Gyre" distance="27790" /> > > + </Sector> > > + <Sector flux="7" space="Octavius" name="Sark's Passage" mapcoord="198 302 " > > > + <Jumpgate name="Edge" position="0 0 0" /> > > + <Jumpgate name="Primus Point" position="-2000 -41000 14800" /> > > + <Beacon position="-800 -14900 3200" /> > > + <Distance to="Primus Point" from="Edge" distance="43625" /> > > + </Sector> > > + <Sector flux="1" space="Solrain" name="Narrow Canal" mapcoord="255 652 " > > > + <Jumpgate name="Lesser Locks" position="0 0 0" /> > > + <Jumpgate name="Tranquillus Minor" position="-32900 -900 1100" /> > > + <Jumpgate name="Solrain Core" position="-34600 34300 -20800" /> > > + <Beacon position="-21700 4800 -7500" /> > > + <Distance to="Tranquillus Minor" from="Lesser Locks" distance="32899" /> > > + <Distance to="Solrain Core" from="Lesser Locks" distance="52949" /> > > + <Distance to="Tranquillus Minor" from="Solrain Core" distance="41500" /> > > + </Sector> > > + <Sector flux="12" space="Quantar" name="Outer Third" mapcoord="556 675 " > > > + <Jumpgate name="Inner Third" position="0 0 0" /> > > + <Beacon position="1400 11800 3200" /> > > + <Anomaly position="10400 14300 10300" /> > > + </Sector> > > + <Sector flux="7" space="Solrain" name="Bronci Rift" mapcoord="224 556 " > > > + <Jumpgate name="Tranquillus Major" position="7300 -10100 14500" /> > > + <Jumpgate name="Morain Harbour" position="21300 -11900 6700" /> > > + <Jumpgate name="Zealots Refuge" position="0 0 0" /> > > + <Beacon position="21200 -21900 10700" /> > > + <Anomaly position="8200 -7300 4300" /> > > + <Distance to="Morain Harbour" from="Tranquillus Major" distance="16105" /> > > + <Distance to="Zealots Refuge" from="Tranquillus Major" distance="19127" /> > > + <Distance to="Zealots Refuge" from="Morain Harbour" distance="25292" /> > > + </Sector> > > + <Sector flux="9" space="Unreg" name="Outer Storm" mapcoord="389 454 " > > > + <Jumpgate name="Inner Storm" position="0 0 0" /> > > + </Sector> > > + <Sector flux="1" space="Hyperial" name="Outer Cloud" mapcoord="432 628 " > > > + <Jumpgate name="Reaches" position="27100 12200 14600" /> > > + <Jumpgate name="Rear Gate" position="0 0 0" /> > > + <Beacon position="13700 4700 6600" /> > > + <Distance to="Rear Gate" from="Reaches" distance="33135" /> > > + </Sector> > > + <Sector flux="1" space="Quantar" name="Inner Roh-Cloud" mapcoord="480 465 " > > > + <Jumpgate name="Quantar Core" position="12800 15300 1300" /> > > + <Jumpgate name="Square of Quantos" position="-25800 27300 -15800" /> > > + <Jumpgate name="Outer Roh-Cloud" position="0 0 0" /> > > + <Beacon position="-15100 17800 -9700" /> > > + <Distance to="Outer Roh-Cloud" from="Quantar Core" distance="19962" /> > > + <Distance to="Square of Quantos" from="Quantar Core" distance="43808" /> > > + <Distance to="Square of Quantos" from="Outer Roh-Cloud" distance="40727" /> > > + </Sector> > > + <Sector flux="1" space="Quantar" name="Quadrangle" mapcoord="488 291 " > > > + <Jumpgate name="Path of Hordes" position="0 0 0" /> > > + <Jumpgate name="Long Walk" position="22300 -5800 14500" /> > > + <Jumpgate name="Tictac's Hook" position="-800 7200 21700" /> > > + <Beacon position="14000 -2800 4400" /> > > + <Anomaly position="20200 18900 56600" /> > > + <Distance to="Tictac's Hook" from="Long Walk" distance="27211" /> > > + <Distance to="Path of Hordes" from="Long Walk" distance="27211" /> > > + <Distance to="Path of Hordes" from="Tictac's Hook" distance="22837" /> > > + </Sector> > > + <Sector flux="6" space="Unreg" name="Inner Storm" mapcoord="363 446 " > > > + <Jumpgate name="Quantar Gate" /> > > + <Jumpgate name="Outer Storm" /> > > + <Jumpgate name="Four Fingers" /> > > + <Distance to="Outer Storm" from="Quantar Gate" distance="14471" /> > > + <Distance to="Four Fingers" from="Quantar Gate" distance="10358" /> > > + <Distance to="Outer Storm" from="Four Fingers" distance="21013" /> > > + </Sector> > > + <Sector flux="7" space="Quantar" name="Orus' Leg" mapcoord="533 575 " > > > + <Jumpgate name="Upper Third" position="0 0 0" /> > > + <Jumpgate name="Dark End" position="17900 29100 -24800" /> > > + <Beacon position="7900 21200 -15800" /> > > + <Distance to="Dark End" from="Upper Third" distance="42179" /> > > + </Sector> > > + <Sector flux="7" space="Octavius" name="Outer Edge" mapcoord="72 289 " > > > + <Jumpgate name="Arkan's Cloud" position="-4800 -11000 18100" /> > > + <Jumpgate name="Outer Rim" position="-25700 -4700 2900" /> > > + <Jumpgate name="Mokk's Battlefield" position="0 0 0" /> > > + <Beacon position="-14400 -8000 11200" /> > > + <Distance to="Arkan's Cloud" from="Outer Rim" distance="26618" /> > > + <Distance to="Mokk's Battlefield" from="Outer Rim" distance="26309" /> > > + <Distance to="Arkan's Cloud" from="Mokk's Battlefield" distance="21702" /> > > + </Sector> > > + <Sector flux="7" space="Unreg" name="Light Crossroads" mapcoord="297 355 " > > > + <Jumpgate name="Light Gateway" position="24300 24700 -19200" /> > > + <Jumpgate name="Far Point" position="0 0 0" /> > > + <Jumpgate name="Connexion" position="11300 14600 -10300" /> > > + <Jumpgate name="Lesser Arm" position="32400 -9200 -32700" /> > > + <Beacon position="30200 2000 -29200" /> > > + <Distance to="Light Gateway" from="Connexion" distance="18748" /> > > + <Distance to="Far Point" from="Connexion" distance="21089" /> > > + <Distance to="Lesser Arm" from="Connexion" distance="38966" /> > > + <Distance to="Far Point" from="Lesser Arm" distance="47005" /> > > + <Distance to="Light Gateway" from="Lesser Arm" distance="37317" /> > > + <Distance to="Far Point" from="Light Gateway" distance="39590" /> > > + </Sector> > > + <Sector flux="1" space="Solrain" name="Azure Churn" mapcoord="163 638 " > > > + <Jumpgate name="Cerulean Clouds" position="-15500 -1000 -11200" /> > > + <Jumpgate name="Cornea" position="0 0 0" /> > > + <Beacon position="6100 600 -5300" /> > > + <Distance to="Cerulean Clouds" from="Cornea" distance="19120" /> > > + </Sector> > > + <Sector flux="10" space="Unreg" name="Dark Crossroads" mapcoord="319 298 " > > > + <Jumpgate name="Connexion" /> > > + <Jumpgate name="Gurge" /> > > + <Distance to="Connexion" from="Gurge" distance="16470" /> > > + </Sector> > > + <Sector flux="1" space="Amananth" name="Sea of Shadows" mapcoord="376 279 " > > > + <Jumpgate name="Split" position="0 0 0" /> > > + <Jumpgate name="Last Parsec" position="6500 -1000 -12900" /> > > + <Beacon position="3200 -9100 -6600" /> > > + <Distance to="Split" from="Last Parsec" distance="14453" /> > > + </Sector> > > + <Sector flux="1" space="Octavius" name="Imperial Crossroads" mapcoord="83 118 " > > > + <Jumpgate name="Dark Fork" position="-25100 -2400 -20800" /> > > + <Jumpgate name="Great Pillars" position="0 0 0" /> > > + <Beacon position="-15000 -900 -9100" /> > > + <Distance to="Great Pillars" from="Dark Fork" distance="32660" /> > > + </Sector> > > + <Sector flux="1" space="Solrain" name="Lesser Locks" mapcoord="343 631 " > > > + <Jumpgate name="Main Gate" position="-44500 34300 -27500" /> > > + <Jumpgate name="Narrow Canal" position="0 0 0" /> > > + <Anomaly position="-5800 15700 -28100" /> > > + <Beacon position="-14000 11100 -12900" /> > > + <Distance to="Narrow Canal" from="Main Gate" distance="62555" /> > > + </Sector> > > + <Sector flux="7" space="Solrain" name="Inner Lighthouse" mapcoord="217 341 " > > > + <Jumpgate name="Greater Locks" position="5000 7800 13600" /> > > + <Jumpgate name="Wanderer's Pond" position="0 0 0" /> > > + <Beacon position="-6900 4500 10000" /> > > + <Distance to="Greater Locks" from="Wanderer's Pond" distance="16498" /> > > + </Sector> > > + <Sector flux="1" space="Quantar" name="Quantar Hook" mapcoord="439 333 " > > > + <Jumpgate name="Third Gate" position="6300 12500 18000" /> > > + <Jumpgate name="Ring View" position="0 0 0" /> > > + <Beacon position="2200 5700 9300" /> > > + <Distance to="Third Gate" from="Ring View" distance="22844" /> > > + </Sector> > > + <Sector flux="11" space="Amananth" name="Canis 9502" mapcoord="333 50 " > > > + <Jumpgate name="Aman Hook" position="0 0 0" /> > > + </Sector> > > + <Sector flux="7" space="Octavius" name="Edge" mapcoord="150 318 " > > > + <Jumpgate name="Sark's Passage" position="0 0 0" /> > > + <Jumpgate name="Divide" position="5300 -26200 19700" /> > > + <Beacon position="3500 -15600 10900" /> > > + <Distance to="Divide" from="Sark's Passage" distance="32639" /> > > + </Sector> > > + <Sector flux="0" space="Solrain" name="Solrain Core" mapcoord="178 573 " > > > + <Station name="Solrain Core" position="17300 -2300 16200" /> > > + <Jumpgate name="Sea of Solrain" position="19200 8500 28300" /> > > + <Jumpgate name="Narrow Canal" position="0 0 0" /> > > + <Jumpgate name="Wanderer's Pond" position="26600 -8800 6100" /> > > + <Building type="Subspace Transceiver" position="34200 500 11100" /> > > + <Building type="Naval Yard" position="38100 600 14400" /> > > + <Building type="Custom Producer" item="Construction Materials" position="42900 1700 11100" /> > > + <Building type="Naval Yard" position="41400 900 5500" /> > > + <Building type="Naval Yard" position="36400 400 6000" /> > > + <Building type="Naval Yard" position="28800 -400 32500" /> > > + <Building type="Naval Yard" position="-3800 1800 45800" /> > > + <Building type="Custom Producer" item="Echo" position="39600 2100 45900" /> > > + <Distance to="Solrain Core" from="Narrow Canal" distance="23532" /> > > + <Distance to="Sea of Solrain" from="Narrow Canal" distance="35265" /> > > + <Distance to="Wanderer's Pond" from="Narrow Canal" distance="28633" /> > > + <Distance to="Sea of Solrain" from="Solrain Core" distance="15641" /> > > + <Distance to="Wanderer's Pond" from="Solrain Core" distance="15655" /> > > + <Distance to="Sea of Solrain" from="Wanderer's Pond" distance="29125" /> > > + </Sector> > > + <Sector flux="1" space="Unreg" name="Stith" mapcoord="280 295 " > > > + <Jumpgate name="Diluted Reaches" position="0 0 0" /> > > + <Jumpgate name="Connexion" position="9900 -21300 31300" /> > > + <Jumpgate name="Last Parsec" position="15200 -6900 -8600" /> > > + <Beacon position="12800 -12700 7900" /> > > + <Distance to="Diluted Reaches" from="Connexion" distance="39111" /> > > + <Distance to="Last Parsec" from="Connexion" distance="42759" /> > > + <Distance to="Diluted Reaches" from="Last Parsec" distance="18781" /> > > + </Sector> > > + <Sector flux="1" space="Quantar" name="Tictac's Hook" mapcoord="542 258 " > > > + <Jumpgate name="Callow Passage" position="14200 12900 1800" /> > > + <Jumpgate name="Long Walk" position="13800 -20100 -16300" /> > > + <Jumpgate name="TriPoint" position="-1200 -14700 -18300" /> > > + <Jumpgate name="Quadrangle" position="0 0 0"/> > > + <Beacon position="-3300 -11300 -8600" /> > > + <Distance to="TriPoint" from="Quadrangle" distance="23447" /> > > + <Distance to="Long Walk" from="TriPoint" distance="16070" /> > > + <Distance to="Quadrangle" from="Long Walk" distance="29321" /> > > + <Distance to="Quadrangle" from="Callow Passage" distance="19262" /> > > + <Distance to="TriPoint" from="Callow Passage" distance="37449" /> > > + <Distance to="Long Walk" from="Callow Passage" distance="37695" /> > > + </Sector> > > + <Sector flux="6" space="Octavius" name="Orrus Major" mapcoord="104 76 " > > > + <Jumpgate name="Octavius Core" position="0 0 0" /> > > + <Jumpgate name="Orrus Minor" position="20700 2600 16900" /> > > + <Beacon position="6200 2900 13000" /> > > + <Distance to="Octavius Core" from="Orrus Minor" distance="26840" /> > > + </Sector> > > + <Sector flux="1" space="Solrain" name="Purian Lake" mapcoord="254 455 " > > > + <Jumpgate name="Outer Lighthouse" position="13800 9400 -2300" /> > > + <Jumpgate name="Wake" position="10600 16800 16600" /> > > + <Jumpgate name="Morain Harbour" position="0 0 0" /> > > + <Beacon position="19300 4100 6600" /> > > + <Distance to="Wake" from="Outer Lighthouse" distance="20604" /> > > + <Distance to="Outer Lighthouse" from="Morain Harbour" distance="16838" /> > > + <Distance to="Wake" from="Morain Harbour" distance="25888" /> > > + </Sector> > > + <Sector flux="1" space="Quantar" name="Third Gate" mapcoord="503 395 " > > > + <Jumpgate name="Long Walk" position="0 0 0" /> > > + <Jumpgate name="Quantar Hook" position="-20000 10400 -3400" /> > > + <Beacon position="-11900 7000 -800" /> > > + <Distance to="Long Walk" from="Quantar Hook" distance="22736" /> > > + </Sector> > > + <Sector flux="1" space="Hyperial" name="T&P" mapcoord="493 641 " > > > + <Jumpgate name="Inner Cloud" position="-27100 -12200 -14600" /> > > + <Jumpgate name="Far Gate" position="0 0 0" /> > > + <Beacon position="-13400 -7500 -8000" /> > > + <Distance to="Inner Cloud" from="Far Gate" distance="33135" /> > > + </Sector> > > + <Sector flux="11" space="Octavius" name="Mokk's Battlefield" mapcoord="100 318 " > > > + <Jumpgate name="Outer Edge" position="0 0 0" /> > > + </Sector> > > + <Sector flux="1" space="Hyperial" name="Main Gate" mapcoord="405 551 " > > > + <Jumpgate name="Lesser Locks" position="39100 0 -25700" /> > > + <Jumpgate name="Great Venure Belt" position="66100 0 -26800" /> > > + <Jumpgate name="Inner Cloud" position="0 0 0" /> > > + <Jumpgate name="Reaches" position="40200 0 -43700" /> > > + <Beacon position="30000 200 -32600" /> > > + <Distance to="Reaches" from="Great Venure Belt" distance="30969" /> > > + <Distance to="Lesser Locks" from="Reaches" distance="18055" /> > > + <Distance to="Great Venure Belt" from="Lesser Locks" distance="27098" /> > > + <Distance to="Inner Cloud" from="Lesser Locks" distance="46731" /> > > + <Distance to="Inner Cloud" from="Great Venure Belt" distance="71350" /> > > + <Distance to="Reaches" from="Inner Cloud" distance="59344" /> > > + </Sector> > > + <Sector flux="7" space="Unreg" name="Greater Arm" mapcoord="368 364 " > > > + <Jumpgate name="Quantar Gate" position="-20300 -7600 -8700" /> > > + <Jumpgate name="Outer Gyre" position="-21600 4800 100" /> > > + <Jumpgate name="Saron's Eye" position="0 0 0" /> > > + <Beacon position="-11600 800 -1100" /> > > + <Distance to="Saron's Eye" from="Outer Gyre" distance="22103" /> > > + <Distance to="Quantar Gate" from="Outer Gyre" distance="15217" /> > > + <Distance to="Saron's Eye" from="Quantar Gate" distance="23424" /> > > + </Sector> > > + <Sector flux="1" space="Solrain" name="Wanderer's Pond" mapcoord="213 527 " > > > + <Jumpgate name="Inner Lighthouse" position="-20300 -7700 -15600" /> > > + <Jumpgate name="Solrain Core" position="0 0 0" /> > > + <Beacon position="-14400 -2300 -9800" /> > > + <Distance to="Solrain Core" from="Inner Lighthouse" distance="26474" /> > > + </Sector> > > + <Sector flux="6" space="Amananth" name="Dark" mapcoord="364 321 " > > > + <Jumpgate name="Last Point" position="0 0 0" /> > > + <Jumpgate name="Aman Gate" position="21800 0 9900" /> > > + <Beacon position="11700 200 8800" /> > > + <Distance to="Aman Gate" from="Last Point" distance="23933" /> > > + </Sector> > > + <Sector flux="1" space="Solrain" name="Inner Oasis" mapcoord="136 565 " > > > + <Jumpgate name="Midpoint Rift" position="0 0 0" /> > > + <Jumpgate name="Tranquillus Minor" position="-8300 12200 14200" /> > > + <Beacon position="2100 1100 11900" /> > > + <Distance to="Midpoint Rift" from="Tranquillus Minor" distance="20483" /> > > + </Sector> > > + <Sector flux="1" space="Octavius" name="Rim" mapcoord="109 232 " > > > + <Jumpgate name="Divide" position="23400 -15100 17300" /> > > + <Jumpgate name="Arkan's Cloud" position="0 0 0" /> > > + <Jumpgate name="Outer Rim" position="14300 8300 12900" /> > > + <Beacon position="11800 -2900 5400" /> > > + <Distance to="Outer Rim" from="Divide" distance="25515" /> > > + <Distance to="Arkan's Cloud" from="Divide" distance="32811" /> > > + <Distance to="Outer Rim" from="Arkan's Cloud" distance="20960" /> > > + </Sector> > > + <Sector flux="1" space="Solrain" name="Tranquillus Major" mapcoord="181 520 " > > > + <Jumpgate name="Morain Harbour" position="9300 1300 -15100" /> > > + <Jumpgate name="Bronci Rift" position="0 0 0" /> > > + <Anomaly position="14100 7900 -2200" /> > > + <Beacon position="-2500 5200 -10600" /> > > + <Distance to="Bronci Rift" from="Morain Harbour" distance="17843" /> > > + </Sector> > > + <Sector flux="1" space="Octavius" name="Imperial Causeway" mapcoord="216 61 " > > > + <Jumpgate name="Verselus' Hook" position="32800 -2600 6000" /> > > + <Jumpgate name="Octavius Core" position="0 0 0" /> > > + <Beacon position="18600 -1400 3300" /> > > + <Anomaly position="22100 8800 -14500" /> > > + <Distance to="Octavius Core" from="Verselus' Hook" distance="33474" /> > > + </Sector> > > + <Sector flux="1" space="Quantar" name="Ekoo's Stop" mapcoord="406 403 " > > > + <Jumpgate name="Quantar Gate" position="0 0 0" /> > > + <Jumpgate name="Rounds of Quantos" position="-35000 5400 -11200" /> > > + <Jumpgate name="Ring View" position="-18600 6700 -2000" /> > > + <Jumpgate name="Omni V" position="-29100 23400 15000" /> > > + <Beacon position="-20100 19100 5600" /> > > + <Distance to="Quantar Gate" from="Omni V" distance="40251" /> > > + <Distance to="Ring View" from="Omni V" distance="26007" /> > > + <Distance to="Rounds of Quantos" from="Omni V" distance="32317" /> > > + <Distance to="Rounds of Quantos" from="Ring View" distance="18903" /> > > + <Distance to="Quantar Gate" from="Ring View" distance="19870" /> > > + <Distance to="Rounds of Quantos" from="Quantar Gate" distance="37181" /> > > + </Sector> > > + <Sector flux="7" space="Hyperial" name="Hyperian Hook" mapcoord="442 720 " > > > + <Jumpgate name="Far Gate" position="0 0 0" /> > > + <Jumpgate name="Rear Gate" position="31500 -16100 -20400" /> > > + <Beacon position="13700 -9800 -12200" /> > > + <Anomaly position="4700 -18100 -3200" /> > > + <Distance to="Far Gate" from="Rear Gate" distance="40859" /> > > + </Sector> > > + 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position="0 0 0" /> > > + <Jumpgate name="Dark Gateway" position="-4600 -29700 -9400" /> > > + <Jumpgate name="Arkan's Cloud" position="-19900 -10400 -800" /> > > + <Beacon position="-9400 -14700 -4900" /> > > + <Building type="Repair Station" position="-9400 -14000 -6000" /> > > + <Distance to="Sark's Passage" from="Arkan's Cloud" distance="22464" /> > > + <Distance to="Arkan's Cloud" from="Dark Gateway" distance="25986" /> > > + <Distance to="Sark's Passage" from="Dark Gateway" distance="31484" /> > > + </Sector> > > + <Sector flux="1" space="Hyperial" name="Far Gate" mapcoord="500 708 " > > > + <Jumpgate name="Hyperial" position="-48600 37100 -29400" /> > > + <Jumpgate name="T&P" position="-17700 7500 33300" /> > > + <Jumpgate name="Hyperian Hook" position="0 0 0" /> > > + <Beacon position="-29200 25800 21600" /> > > + <Anomaly position="-51100 29600 11300" /> > > + <Building type="Subspace Transciever" position="3200 17700 30900" /> > > + <Distance to="T&P" from="Hyperian Hook" 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mapcoord="463 418 " > > > + <Jumpgate name="Quanaus Crossing" position="-1900 -9500 -17000" /> > > + <Station name="Quantar Core" position="-5800 -2300 -8500" /> > > + <Jumpgate name="Omni IV" position="-13900 3700 -2200" /> > > + <Jumpgate name="Omni V" position="-29300 -9500 -9200" /> > > + <Jumpgate name="Inner Roh-Cloud" position="0 0 0"/> > > + <Building type="Subspace Transciever" position="-19600 -100 -300" /> > > + <Building type="Custom Producer" item="Mechanical Parts" position="-22600 7000 3900" /> > > + <Building type="Naval Yard" position="-27000 3300 8400" /> > > + <Building type="Naval Yard" position="-31100 2900 5100" /> > > + <Building type="Naval Yard" position="-32500 11200 11700" /> > > + <Building type="Tooling Center" position="4300 -700 -200" /> > > + <Distance to="Inner Roh-Cloud" from="Quantar Core" distance="15588" /> > > + <Distance to="Omni IV" from="Quantar Core" distance="11945" /> > > + <Distance to="Quanaus Crossing" from="Quantar Core" distance="11738" /> > > + <Distance to="Quanaus Crossing" from="Inner Roh-Cloud" distance="19564" /> > > + <Distance to="Omni V" from="Inner Roh-Cloud" distance="32107" /> > > + <Distance to="Omni V" from="Quantar Core" distance="24458" /> > > + <Distance to="Omni IV" from="Quanaus Crossing" distance="23197" /> > > + <Distance to="Omni V" from="Quanaus Crossing" distance="28439" /> > > + <Distance to="Omni IV" from="Inner Roh-Cloud" distance="14567" /> > > + <Distance to="Omni IV" from="Omni V" distance="21396" /> > > + </Sector> > > + <Sector flux="1" space="Amananth" name="Last Parsec" mapcoord="381 169 " > > > + <Jumpgate name="Aman Hook" position="28400 10000 -17500" /> > > + <Jumpgate name="Stith" position="0 0 0" /> > > + <Jumpgate name="Sea of Shadows" position="26100 10000 16000" /> > > + <Beacon position="-10100 12000 44400" /> > > + <Distance to="Aman Hook" from="Stith" distance="34857" /> > > + <Distance to="Sea of Shadows" from="Stith" distance="32220" /> > > + <Distance to="Aman Hook" 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31700" /> > > + <Jumpgate name="Blasted Corner" position="34800 -7500 -10900" /> > > + <Beacon position="21400 -2600 -9000" /> > > + <Distance to="Verselus' Hook" from="Blasted Corner" distance="37185" /> > > + <Distance to="Gurge" from="Verselus' Hook" distance="51359" /> > > + <Distance to="Gurge" from="Blasted Corner" distance="73990" /> > > + </Sector> > > + <Sector flux="1" space="Solrain" name="Fields" mapcoord="121 502 " > > > + <Jumpgate name="Sea of Solrain" position="13300 -3600 -4900" /> > > + <Jumpgate name="Morain Harbour" position="-10000 5100 19700" /> > > + <Jumpgate name="Tranquillus Minor" position="0 0 0" /> > > + <Beacon position="-700 4400 11800" /> > > + <Distance to="Tranquillus Minor" from="Sea of Solrain" distance="14593" /> > > + <Distance to="Morain Harbour" from="Sea of Solrain" distance="34933" /> > > + <Distance to="Tranquillus Minor" from="Morain Harbour" distance="22639" /> > > + </Sector> > > + <Sector flux="0" space="Solrain" name="Solrain Depot" 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distance="35148" /> > > + </Sector> > > + <Sector flux="7" space="Amananth" name="Aman Hook" mapcoord="400 78 " > > > + <Jumpgate name="Canis 9502" position="-3200 -21900 -2000" /> > > + <Jumpgate name="Last Parsec" position="0 0 0" /> > > + <Jumpgate name="Gyre" position="-6800 -11700 30400" /> > > + <Beacon position="-14900 -6000 25500" /> > > + <Anomaly position="-22800 -8200 16600" /> > > + <Distance to="Gyre" from="Last Parsec" distance="33311" /> > > + <Distance to="Gyre" from="Canis 9502" distance="34183" /> > > + <Distance to="Canis 9502" from="Last Parsec" distance="22192" /> > > + </Sector> > > + <Sector flux="0" space="Hyperial" name="Hyperial" mapcoord="482 672 " > > > + <Station name="Hyperial" position="6600 5800 -16000" /> > > + <Jumpgate name="Far Gate" position="0 0 0" /> > > + <Jumpgate name="Rear Gate" position="7400 -4300 -16900" /> > > + <Building type="Custom Producer" item="Insight" position="-1000 -6900 7000" /> > > + <Building type="Custom Producer" 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<Distance to="Edge" from="Rim" distance="22831" /> > > + <Distance to="Rim" from="Great Pillars" distance="56209" /> > > + <Distance to="Edge" from="Great Pillars" distance="34624" /> > > + </Sector> > > + <Sector flux="1" space="Octavius" name="Dark Fork" mapcoord="137 110 " > > > + <Jumpgate name="Verselus' Hook" position="25700 21700 23700" /> > > + <Jumpgate name="Vorgus 2" position="-9100 24700 -11500" /> > > + <Jumpgate name="Imperial Crossroads" position="0 0 0" /> > > + <Jumpgate name="Imperial Gates" position="18800 8200 -5600" /> > > + <Beacon position="800 17000 2200" /> > > + <Distance to="Vorgus 2" from="Imperial Gates" distance="32929" /> > > + <Distance to="Verselus' Hook" from="Imperial Gates" distance="32930" /> > > + <Distance to="Imperial Crossroads" from="Imperial Gates" distance="21288" /> > > + <Distance to="Imperial Crossroads" from="Verselus' Hook" distance="41160" /> > > + <Distance to="Vorgus 2" from="Verselus' Hook" distance="49569" /> > > + <Distance 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<Distance to="Hyperion Gate" from="Ekoo's Stop" distance="38536" /> > > + </Sector> > > + <Sector flux="0" space="Octavius" name="Octavius Core" mapcoord="198 99 " > > > + <Jumpgate name="Imperial Causeway" position="0 0 0" /> > > + <Jumpgate name="Orrus Major" position="-28400 -2100 700" /> > > + <Station name="Octavius Core" position="-11800 1600 10100" /> > > + <Jumpgate name="Imperial Gates" position="-100 7200 15400" /> > > + <Building type="Subspace Transceiver" position="-3900 11000 17800" /> > > + <Building type="Naval Yard" position="-7500 8400 22800" /> > > + <Building type="Naval Yard" position="-13100 8100 22800" /> > > + <Building type="Naval Yard" position="-16200 10500 17800" /> > > + <Building type="Custom Producer" item="HellRazor" position="8000 -2600 -1900" /> > > + <Building type="Naval Yard" position="-27400 -1600 -7200" /> > > + <Distance to="Octavius Core" from="Imperial Causeway" distance="14273" /> > > + <Distance to="Imperial Gates" from="Imperial Causeway" distance="16973" /> > > + <Distance to="Orrus Major" from="Imperial Causeway" distance="28516" /> > > + <Distance to="Orrus Major" from="Octavius Core" distance="18404" /> > > + <Distance to="Imperial Gates" from="Octavius Core" distance="15203" /> > > + <Distance to="Orrus Major" from="Imperial Gates" distance="33236" /> > > + </Sector> > > + <Sector flux="1" space="Unreg" name="Zealots Refuge" mapcoord="305 524 " > > > + <Jumpgate name="Great Venure Belt" position="-11500 14900 -52800" /> > > + <Jumpgate name="Outer Ring" position="2600 26400 -17500" /> > > + <Jumpgate name="Light Lost" position="24700 -13700 -54400" /> > > + <Jumpgate name="Bronci Rift" position="0 0 0" /> > > + <Beacon position="-2300 5700 -28600" /> > > + <Distance to="Bronci Rift" from="Light Lost" distance="61267" /> > > + <Distance to="Outer Ring" from="Light Lost" distance="58114" /> > > + <Distance to="Great Venure Belt" from="Light Lost" distance="46125" /> > > + <Distance to="Outer Ring" from="Bronci Rift" distance="31998" /> > > + <Distance to="Great Venure Belt" from="Bronci Rift" distance="56094" /> > > + <Distance to="Great Venure Belt" from="Outer Ring" distance="40521" /> > > + </Sector> > > + <Sector flux="12" space="Unreg" name="Pulsar" mapcoord="339 401 " > > > + <Jumpgate name="Saron's Shoulder" /> > > + <Jumpgate name="Outer Gyre" /> > > + <Jumpgate name="Inner Gyre" /> > > + <Jumpgate name="Saron's Eye" /> > > + <Distance to="Inner Gyre" from="Saron's Eye" distance="23625" /> > > + <Distance to="Saron's Eye" from="Outer Gyre" distance="15947" /> > > + <Distance to="Inner Gyre" from="Outer Gyre" distance="13627" /> > > + <Distance to="Outer Gyre" from="Saron's Shoulder" distance="23324" /> > > + <Distance to="Saron's Eye" from="Saron's Shoulder" distance="25179" /> > > + <Distance to="Inner Gyre" from="Saron's Shoulder" distance="20272" /> > > + </Sector> > > + <Sector flux="5" space="Quantar" name="Long Walk" mapcoord="533 345 " > > > + <Jumpgate name="Third Gate" position="0 0 0" /> > > + <Jumpgate name="Quantar Depot" position="3900 -5500 20900" /> > > + <Jumpgate name="Tictac's Hook" position="20900 -21200 4700" /> > > + <Jumpgate name="Quadrangle" position="8300 -27900 -6900" /> > > + <Beacon position="10100 -15900 -2300" /> > > + <Distance to="Quadrangle" from="Third Gate" distance="29926" /> > > + <Distance to="Tictac's Hook" from="Third Gate" distance="30133" /> > > + <Distance to="Tictac's Hook" from="Quadrangle" distance="18434" /> > > + <Distance to="Quantar Depot" from="Third Gate" distance="21919" /> > > + <Distance to="Quantar Depot" from="Quadrangle" distance="35915" /> > > + <Distance to="Quantar Depot" from="Tictac's Hook" distance="28222" /> > > + </Sector> > > + <Sector flux="1" space="Quantar" name="Square of Quantos" mapcoord="502 452 " > > > + <Jumpgate name="Hook of Roh" position="31800 -18900 -22400" /> > > + <Jumpgate name="Inner Roh-Cloud" position="0 0 0" /> > > + <Beacon position="9600 -8600 -11500" /> > > + <Distance to="Hook of Roh" from="Inner Roh-Cloud" distance="43172" /> > > + </Sector> > > + <Sector flux="8" space="Unreg" name="Outer Ring" mapcoord="329 468 " > > > + <Jumpgate name="Zealots Refuge" /> > > + <Jumpgate name="Four Fingers" /> > > + <Distance to="Zealots Refuge" from="Four Fingers" distance="36793" /> > > + </Sector> > > + <Sector flux="6" space="Quantar" name="Path of Hordes" mapcoord="480 356 " > > > + <Jumpgate name="Quanaus Crossing" position="14300 -16000 -21100" /> > > + <Jumpgate name="Omni IV" position="0 0 0" /> > > + <Jumpgate name="Quadrangle" position="-17900 -16400 -38600" /> > > + <Beacon position="6800 -810 -13700" /> > > + <Distance to="Quanaus Crossing" from="Omni IV" distance="30107" /> > > + <Distance to="Quadrangle" from="Omni IV" distance="45626" /> > > + <Distance to="Quadrangle" from="Quanaus Crossing" distance="36743" /> > > + </Sector> > > + <Sector flux="1" space="Quantar" name="Dark Trail" mapcoord="451 543 " > > > + <Jumpgate name="Dark Path" position="-33200 -8800 -13100" /> > > + <Jumpgate name="Corridor" position="0 0 0" /> > > + <Jumpgate name="Outer Roh-Cloud" position="-4300 21700 -15500" /> > > + <Beacon position="-14100 -300 -9600" /> > > + <Distance to="Corridor" from="Outer Roh-Cloud" distance="27003" /> > > + <Distance to="Corridor" from="Dark Path" distance="36757" /> > > + <Distance to="Dark Path" from="Outer Roh-Cloud" distance="42110" /> > > + </Sector> > > + <Sector flux="7" space="Unreg" name="Outskirts" mapcoord="289 449 " > > > + <Jumpgate name="Saron's Shoulder" position="43700 18500 -32300" /> > > + <Jumpgate name="Light Lost" position="0 0 0" /> > > + <Jumpgate name="Four Fingers" position="13800 4000 -27700" /> > > + <Beacon position="12300 10400 -16300" /> > > + <Building type="Subspace Transciever" position="21500 34200 -20100" /> > > + <Distance to="Light Lost" from="Four Fingers" distance="31223" /> > > + <Distance to="Four Fingers" from="Saron's Shoulder" distance="33486" /> > > + <Distance to="Light Lost" from="Saron's Shoulder" distance="57355" /> > > + </Sector> > > + <Sector flux="6" space="Quantar" name="Callow Passage" mapcoord="554 485 " > > > + <Jumpgate name="Tictac's Hook" position="37000 -29500 -3600" /> > > + <Jumpgate name="Dark End" position="0 0 0" /> > > + <Beacon position="13100 -25000 16600" /> > > + <Distance to="Tictac's Hook" from="Dark End" distance="47409" /> > > + </Sector> > > + <Sector flux="5" space="Octavius" name="Vorgus 2" mapcoord="162 166 " > > > + <Jumpgate name="Octavius Depot" position="0 0 0" /> > > + <Jumpgate name="Orrus Minor" position="-40500 15800 -19000" /> > > + <Jumpgate name="Dark Fork" position="5000 -19400 -15900" /> > > + <Beacon position="-28300 11700 -11700" /> > > + <Anomaly position="14800 -19200 -29200" /> > > + <Distance to="Orrus Minor" from="Dark Fork" distance="57565" /> > > + <Distance to="Dark Fork" from="Octavius Depot" distance="25533" /> > > + <Distance to="Orrus Minor" from="Octavius Depot" distance="47409" /> > > + </Sector> > > + <Sector flux="1" space="Octavius" name="Blasted Corner" mapcoord="264 214 " > > > + <Jumpgate name="Octavian Shore" position="27600 -2500 14700" /> > > + <Jumpgate name="Outpost" position="0 0 0" /> > > + <Be... [truncated message content] |
From: Christoph B. <eg...@gm...> - 2007-05-11 23:08:21
|
Hi James, we are currently working on a open source version of Jumpgate[1]. It's in the early stages of the project but slowly growing. Currently we are at the point where you can fly around like in the simulator in Jumpgate. We also got a basic AI. Many things don't work yet, but many things work. To get back to the point. Years ago I saw JGMapper and thought that I will need it some day. Today after some time of googling I'm happy to see that after the sourceforge site died you did continue to host a copy of what you did. That is just great! We will add these information to our game to get it further. Thanks for choosing the GPL for your work. [1] http://opengate.sourceforge.net/ Bye, Christoph Brill (Opengate team leader) |
From: eGore <eG...@gm...> - 2007-05-10 23:15:38
|
Just wanted to find out if it was me or opengate who did something wrong ;-) I will check the logs tomorrow and report back. Good night all! -------- Original-Nachricht -------- Datum: Thu, 10 May 2007 23:42:24 +0200 Von: Spom <spo...@gm...> An: ope...@li... Betreff: Re: [Opengate-devel] lady_kickstart.xml missing > Am Donnerstag, 10. Mai 2007 22:23 schrieb Christoph Brill: > > Hi, > > I did not commit the ogre-mesh and xml-file for lady_kickstart (I forgo > it), > the segfault unfavourable. > You can try to edit ogsector/data/ships.xml and uncomment this ship. Also > please check OpenGate.log, CEGUI.log, Ogre.log for errors, warnings or > fatals. Probably I forgot to commit some other files. > > Tommorow I will try to commit the "win compatibility commit" and hopefully > all > essential files. > > One of the next steps is cleaning and refactoring of the code, better > error > catching is one important aim :) > > Spom. > > > > Hi all, > > > > after Ogre 1.4.1 was released I tried to run opengate again. It works as > > far as this message: > > > > FATAL: Failed to load > > file: ../../trunk/data/ships/tauseti/lady_kickstart/lady_kickstart.xml > > > > Anyone knows why that xml file is missing? Or where to get it? > > > > After that it segfaults ... maybe we should catch that error a bit > > better. But that's low priority. I wanted to test spom's gui! > > > > Any hints would be great, > > Christoph > > > > > > > ------------------------------------------------------------------------- > > This SF.net email is sponsored by DB2 Express > > Download DB2 Express C - the FREE version of DB2 express and take > > control of your XML. No limits. Just data. Click to get it now. > > http://sourceforge.net/powerbar/db2/ > > _______________________________________________ > > Opengate-devel mailing list > > Ope...@li... > > https://lists.sourceforge.net/lists/listinfo/opengate-devel > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel -- Psssst! Schon vom neuen GMX MultiMessenger gehört? Der kanns mit allen: http://www.gmx.net/de/go/multimessenger |
From: Spom <spo...@gm...> - 2007-05-10 21:42:38
|
Am Donnerstag, 10. Mai 2007 22:23 schrieb Christoph Brill: Hi, I did not commit the ogre-mesh and xml-file for lady_kickstart (I forgo it), the segfault unfavourable. You can try to edit ogsector/data/ships.xml and uncomment this ship. Also please check OpenGate.log, CEGUI.log, Ogre.log for errors, warnings or fatals. Probably I forgot to commit some other files. Tommorow I will try to commit the "win compatibility commit" and hopefully all essential files. One of the next steps is cleaning and refactoring of the code, better error catching is one important aim :) Spom. > Hi all, > > after Ogre 1.4.1 was released I tried to run opengate again. It works as > far as this message: > > FATAL: Failed to load > file: ../../trunk/data/ships/tauseti/lady_kickstart/lady_kickstart.xml > > Anyone knows why that xml file is missing? Or where to get it? > > After that it segfaults ... maybe we should catch that error a bit > better. But that's low priority. I wanted to test spom's gui! > > Any hints would be great, > Christoph > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel |
From: Gary L. <Ult...@gm...> - 2007-05-10 20:28:37
|
Carsten will commit the new exe file tomorrow. Christoph Brill wrote: > Hi all, > > after Ogre 1.4.1 was released I tried to run opengate again. It works as > far as this message: > > FATAL: Failed to load > file: ../../trunk/data/ships/tauseti/lady_kickstart/lady_kickstart.xml > > Anyone knows why that xml file is missing? Or where to get it? > > After that it segfaults ... maybe we should catch that error a bit > better. But that's low priority. I wanted to test spom's gui! > > Any hints would be great, > Christoph > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel > |
From: Christoph B. <eg...@gm...> - 2007-05-10 20:25:54
|
Hi all, after Ogre 1.4.1 was released I tried to run opengate again. It works as far as this message: FATAL: Failed to load file: ../../trunk/data/ships/tauseti/lady_kickstart/lady_kickstart.xml Anyone knows why that xml file is missing? Or where to get it? After that it segfaults ... maybe we should catch that error a bit better. But that's low priority. I wanted to test spom's gui! Any hints would be great, Christoph |
From: Gary L. <Ult...@gm...> - 2007-04-29 22:09:08
|
Gary Luck wrote: > If we do so we can also remove the directory /data/materials and add /data/blender and > /data/wings3D and /data/xml and so on. Sorry I meant that we could remove the directory /data/ships and add /data/blender and /data/wings3D ... Regards, Gary |
From: Gary L. <Ult...@gm...> - 2007-04-29 22:03:20
|
Hi list, I was wondering if we should remove the "materials" directory for *.materials files in svn. It contains the materials for ships and the skybox. In my opinion it is not so good to collect all files which belong to the ships in data/ships/factionname/shipname/ but only placing the *.material file of the ship somewhere else. If we do so we can also remove the directory /data/materials and add /data/blender and /data/wings3D and /data/xml and so on. But I am not sure where to place the skybox. Maybe in the same directory where we would save the jumpgate? data/misc for example Regards, Ultrasick |
From: Gary L. <Ult...@gm...> - 2007-04-12 21:25:07
|
Hi Opengate team, I am currently uploading some details about the conflux C-1 to C-3 into opacma. Usually Jossh is a good source to get some well balanced details about different objects. But it seams as there is not much data about the Conflux in Jossh available: http://www.jossh.com/database/conflux/C1.html For later game development we would need datails about the shields of the C-1, the C-2, ... like the maximum deflection, the regeneration rate and so on. Even if the Conflux are actually organic and probably wouldn't all have exactly the same values like machines have we should still use exact ones to give the rough dimension and then generate a random value +/- 10% or something for each flux wich has spamed somewhere of the speed, the shields, weapon power and so on. Because of the lack of information in Jossh I have no idea what to enter into Opacma to give this rough dimensions. Does anyone have an idea where to get some good values from? Regards, Gary |
From: Gary L. <Ult...@gm...> - 2007-04-07 19:35:39
|
According to the english wikipedia Gimp is able to open paint shop pro files (.psp) and also photoshop files (.psd). If you have problems opening the .pspimage files I could try to save them in a compatible format to PSP 5, PSP 6 or PSP 7. I also just noticed that PSP is able to save the image as a photoshop file. But I don't know how good the export filters of PSP are and how good the import filters of gimp are. Please try out these files: http://www.ontheserver.de/temp/Opengate/Testfiles/PSP5.psp (no vectors) http://www.ontheserver.de/temp/Opengate/Testfiles/PSP6.psp (vectors are not being saved correctly) http://www.ontheserver.de/temp/Opengate/Testfiles/PSP7.psp (vectors are not being saved correctly) http://www.ontheserver.de/temp/Opengate/Testfiles/PSP8.psp (should contain everything) http://www.ontheserver.de/temp/Opengate/Testfiles/Photoshop.psd (vectors are not being saved correctly) Regards, Gary Christoph Brill wrote: > Hi list, > > Gary has been doing a great job at creating images. And we need a good > image format to store the information for later changes or whatever. My > issue with this is: I don't have Paint Shop Pro which is currently > needed to open these images. And as far as I know GIMP can't handle > these filetype. > > So my question is: Does anyone know of an image format that PSP can save > and the GIMP could open ... and of course the other way around? > > Suggestions welcome, > Christoph > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel > |
From: Christoph B. <eg...@gm...> - 2007-04-07 18:15:04
|
Hi list, Gary has been doing a great job at creating images. And we need a good image format to store the information for later changes or whatever. My issue with this is: I don't have Paint Shop Pro which is currently needed to open these images. And as far as I know GIMP can't handle these filetype. So my question is: Does anyone know of an image format that PSP can save and the GIMP could open ... and of course the other way around? Suggestions welcome, Christoph |
From: Spom <spo...@gm...> - 2007-04-07 08:44:44
|
Am Samstag, 7. April 2007 02:03 schrieb Gary Luck: Yes, thats a good Idea. In Ogre it calls LoD (Level of Detail) and is appli= ed=20 automatically. You can see this effect if you fly to the=20 object "ogrestation".=20 I read a article where the ogre devs mentioned 2 main strategies to achieve= =20 this effect. Native: the ogre mesh handler try to create the LoD himself, b= ut=20 they recommend creating the LoD with blender as you did and then merge all= =20 levels to one mesh. Unfortunately I do not find the link at the moment. I like your conflux model, we should try to spawn 100 of them and then take= a=20 look at the framrate ;) Cheers,=20 Spom > Hi folks, > I was just testing around with a C-1 model. It seams as thouse organic > forms need much more vertices/polygons to display something nice and roun= d. > > The primrose has currently 113 vert.s and 122 poly.s. It is very sharp > edged but it still looks natural because it's an common machine design. Of > course organic stuff is not sharp edged in nature so I was thinking about= a > multi resolution mesh. And that's what I found and gave me the idea: > > Team Fortress 2 is a modification of Half Life 2 > > " > Valve will Intels Mutli Resolution Mesh-Technologie (kurz MRM-Technologie) > in Team Fortress 2 voll ausnutzen. > > Mit Hilfe dieser Technologie wird sowohl der Prozessor als auch die > Grafikkarte erheblich entlastet. So will Valve jedes Spieler-Model mit > satten 3.000 Polygonen darstellen (Half-Life hatte ca. 700, Beben 3 ca. > 1.000 Polygone pro Charakter), was ein enormer Rechenaufwand ist. W=FCrdet > Ihr also auf eine Gruppe weit entfernter Spieler sehen, w=FCrde Eure > Framerate total in den Kellergehen. Da man aber auf eine solche Entfernung > die 3.000 Polygone sowieso nicht wahrnehmen kann, wird mit Hilfe von MRM > der Polygon-Gehalt reduziert. Je weiter Ihr von Eurem Gegen=FCber entfernt > seid, desto weniger Polygone hat dieser. Optisch hat das f=FCr Euch keine > Konsequenzen, jedoch hat dies eine postive Auswirkung auf Eure Framerate. > > Bei 100% werden also 3000 Polygone dargestellt, das hei=DFt dass bei der > minimalsten Einstellung von 12% nur noch 360 Polygone dargestellt werden > m=FCssen. > " > > Maybe we can also include something like this into Opengate!? We could sa= ve > 2 or 3 models each conflux by using the subsurface modifier in blender. > Usual ships won't need a subsurface modifier (well maybe for some special > high detailed parts of the ship). Depending on the distance Opengate could > change the model in space and there could also be an option for the player > to set a max. polygon value to make opengate compatible to slow computers. > > I made some renderings of a not texturized test model of a C-1 so you > canmake yourself an opinion of the technique: > > 178 vert.s, 228 faces (double as much as the premia): > http://www.ontheserver.de/temp/Opengate/C-1/178%20vert.s%20-%20228%20face= s. >png > > 2,029 vert.s, 818 faces (little more than Half Life 1, little less than > Quake 3): > http://www.ontheserver.de/temp/Opengate/C-1/2029%20vert.s%20-%20818%20fac= es >.png > > 4,839 vert.s, 3,272 faces (like a Half Life 2 model): > http://www.ontheserver.de/temp/Opengate/C-1/4839%20vert.s%20-%203272%20fa= ce >s.png > > 14,246 vert.s, 13,088 faces (just testing around :) > http://www.ontheserver.de/temp/Opengate/C-1/14246%20vert.s%20-%2013088%20= fa >ces.png > > 200k faces (opacma): > http://www.ontheserver.de/temp/Opengate/C-1/opacma.png > > Well we would need to remove thouse holes in the middle of the flux > manually. It's a bug in the subsurface modifier of blender. But I guess y= ou > got the idea. > > Regards, > Gary > > > > > > > > > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share > your opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=3Djoin.php&p=3Dsourceforge&CID=3D= DEVDEV > _______________________________________________ > Opengate-devel mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opengate-devel |
From: Gary L. <Ult...@gm...> - 2007-04-07 00:00:13
|
Hi folks, I was just testing around with a C-1 model. It seams as thouse organic fo= rms need much more vertices/polygons to display something nice and round. The primrose has currently 113 vert.s and 122 poly.s. It is very sharp ed= ged but it still looks natural because it's an common machine design. Of course organic stuff is not sha= rp edged in nature so I was thinking about a multi resolution mesh. And that's what I found and gave = me the idea: Team Fortress 2 is a modification of Half Life 2 " Valve will Intels Mutli Resolution Mesh-Technologie (kurz MRM-Technologie= ) in Team Fortress 2 voll ausnutzen. Mit Hilfe dieser Technologie wird sowohl der Prozessor als auch die Grafi= kkarte erheblich entlastet. So will Valve jedes Spieler-Model mit satten 3.000 Polygonen darstellen (Hal= f-Life hatte ca. 700, Beben 3 ca. 1.000 Polygone pro Charakter), was ein enormer Rechenaufwand ist. W=FC= rdet Ihr also auf eine Gruppe weit entfernter Spieler sehen, w=FCrde Eure Framerate total in den Keller= gehen. Da man aber auf eine solche Entfernung die 3.000 Polygone sowieso nicht wahrnehmen kann, wird = mit Hilfe von MRM der Polygon-Gehalt reduziert. Je weiter Ihr von Eurem Gegen=FCber entfernt se= id, desto weniger Polygone hat dieser. Optisch hat das f=FCr Euch keine Konsequenzen, jedoch hat dies ei= ne postive Auswirkung auf Eure Framerate. Bei 100% werden also 3000 Polygone dargestellt, das hei=DFt dass bei der = minimalsten Einstellung von 12% nur noch 360 Polygone dargestellt werden m=FCssen. " Maybe we can also include something like this into Opengate!? We could sa= ve 2 or 3 models each conflux=20 by using the subsurface modifier in blender. Usual ships won't need a sub= surface modifier (well maybe=20 for some special high detailed parts of the ship). Depending on the dista= nce Opengate could change the=20 model in space and there could also be an option for the player to set a = max. polygon value to make=20 opengate compatible to slow computers. I made some renderings of a not texturized test model of a C-1 so you can= make yourself an opinion of the technique: 178 vert.s, 228 faces (double as much as the premia): http://www.ontheserver.de/temp/Opengate/C-1/178%20vert.s%20-%20228%20face= s.png 2,029 vert.s, 818 faces (little more than Half Life 1, little less than Q= uake 3): http://www.ontheserver.de/temp/Opengate/C-1/2029%20vert.s%20-%20818%20fac= es.png 4,839 vert.s, 3,272 faces (like a Half Life 2 model): http://www.ontheserver.de/temp/Opengate/C-1/4839%20vert.s%20-%203272%20fa= ces.png 14,246 vert.s, 13,088 faces (just testing around :) http://www.ontheserver.de/temp/Opengate/C-1/14246%20vert.s%20-%2013088%20= faces.png 200k faces (opacma): http://www.ontheserver.de/temp/Opengate/C-1/opacma.png Well we would need to remove thouse holes in the middle of the flux manua= lly. It's a bug in the subsurface modifier of blender. But I guess you got the idea. Regards, Gary |
From: Christoph B. <eg...@gm...> - 2007-03-28 18:56:55
|
A. Am Mittwoch, den 28.03.2007, 00:59 +0200 schrieb Gary Luck: > Christoph Brill wrote: > > Great texturing > > Thank you :-) > > > Could you write in a short document how you did it? Like: Import from Wings into Blender, create > > UV-Map, open Program XY, draw boxes, etc. > > Well I prefer blender because I don't know wings3D very well. Wings find ich persönlich zum Box-Modelling einfacher. Es unterstützt nämlich mehrere Image-Layer... bei Blender hab ich immer nur 1 hinbekommen. > Ich schreibe mal kurz auf deutsch, weil sowieso alle leute aus dem opengate team deutsch verstehen, > außerdem ist es wohl sowieso nur für dich relevant. > > hab hier ein nettes tutorial gefunden, dass du vielleicht mal eben überfliegen kannst: > > http://www.dragons-realm.co.uk/tutorial/shippanel_tut.htm Das ist garnicht mal schlecht, insbesondere der Teil mit Bump-Map/Diffuse-Map. > Hilfreich ist, wenn man eine gute basistextur findet wie diese hier: > > http://www.ontheserver.de/temp/Opengate/panels.jpg > > Ich hab dir mal eben alle Texturen hochgeladen die ich soweit verwendet habe und außerdem ein > Texturpacket in dem ich die Texturen gefunden habe: > > http://www.ontheserver.de/temp/Opengate/used%20for%20premia.zip > > Für die einzelnen Teile des Raumschiffs hab ich einzelne Bilder gemacht. Siehe zum Beispiel: > > http://www.ontheserver.de/temp/Opengate/Teil%2017%20+%2018.png > > Um die Form vom Flügel in mein Bildbearbeitungsprogramm zu bekommen habe ich mir ein simples PHP-Skript > geschrieben, das von 4 Eckpunkten ein Bild anlegt wo die Form drauf abgebildet ist. Siehe zum Beispiel: > > http://www.ontheserver.de/temp/Opengate/script/ > > Das script kannst du dir hier runterladen: > > http://www.ontheserver.de/temp/Opengate/script.zip > > Funktioniert derzeit nur für 4 Ecke, keine Dreiecke. Wenn ich dann die Form im Grafikprogramm hab lad > ich die als Ebene und leg dann zum beispiel die Paneltextur als weitere Ebene an. Wenn die Grafik fertig > ist benutz ich im image editor von blender die Eckpunkt-Koordinaten > die mir das skript anzeigt und alles > sitzt perfekt. Hmm ... ich finde die Idee "semi-gut". Ich persönlich bevorzuge klassisches U/V-Mappping ... also eine Texture die über das 3D-Modell gezogen wird. Ich weiß nicht, wie das mit mehreren Texturen ist. Wenn es klappt daraus ein OGRE-Modell zu machen, kann ich damit leben. Ich denke du machst dir damit das Leben evtl. ein bischen zu schwer. Du bekommst damit aber die perfekte Geometrie. Mein Tipp trotzdem: Versuch mal ein simples Modell mit U/V-Mapping zu machen: Sehr gut finde ich: http://www.parastudios.de/3d/tutuv1.html Ok, aber evtl. etwas langatmig ist: http://www.eofw.org/texturierung/ Und das ist gut, wenn du transparenz willst: http://www.eofw.org/eofw/tuts/farn_tutorial/farn_tut.htm Offiziell, aber nicht detailiert: http://www.blender.org/development/release-logs/blender-234/uv-unwrapping/ Absolute Basics gibts hier: http://biorust.com/index.php?page=tutorial_detail&tutid=85 Und das ist das mit dem Besten ergebnis (mit Bump- und Specular-Map): http://blenderartists.org/forum/showthread?t=11462 Ich weiß nicht, ob es damit einfacher, besser, schneller oder schöner geht. Vielleicht hilft es dir! Wenn nicht, ist das auch ok. > Als ich vorhin mit Spom übers ICQ geredet hab haben wir festgestellt dass es wohl das beste ist, wenn > jede fraktion ein einheitliches schiffsdesign hat. Für solrain können wir ja das bestehende übernehmen, > für octavius sollte es vielleicht was gefähliches und auch massives sein und für quantar etwas > "organisches". > > > Thrid: The naming is ok for me. Maybe not the "XL" part of "Primrose"... > > might be to close to the original and might be suspected to be "Premia > > XL". Maybe "Primrose A380" ;-) I have no idea. > > Well there is an A350 XWB from Airbus. XWB stands for eXtra Wide Body. Maybe Primrose XWB sounds reasonable. XWB it is! |
From: Gary L. <Ult...@gm...> - 2007-03-27 22:57:21
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Christoph Brill wrote: > Great texturing Thank you :-) > Could you write in a short document how you did it? Like: Import from W= ings into Blender, create > UV-Map, open Program XY, draw boxes, etc. Well I prefer blender because I don't know wings3D very well. Ich schreibe mal kurz auf deutsch, weil sowieso alle leute aus dem openga= te team deutsch verstehen,=20 au=DFerdem ist es wohl sowieso nur f=FCr dich relevant. hab hier ein nettes tutorial gefunden, dass du vielleicht mal eben =FCber= fliegen kannst: http://www.dragons-realm.co.uk/tutorial/shippanel_tut.htm Hilfreich ist, wenn man eine gute basistextur findet wie diese hier: http://www.ontheserver.de/temp/Opengate/panels.jpg Ich hab dir mal eben alle Texturen hochgeladen die ich soweit verwendet h= abe und au=DFerdem ein=20 Texturpacket in dem ich die Texturen gefunden habe: http://www.ontheserver.de/temp/Opengate/used%20for%20premia.zip F=FCr die einzelnen Teile des Raumschiffs hab ich einzelne Bilder gemacht= =2E Siehe zum Beispiel: http://www.ontheserver.de/temp/Opengate/Teil%2017%20+%2018.png Um die Form vom Fl=FCgel in mein Bildbearbeitungsprogramm zu bekommen hab= e ich mir ein simples PHP-Skript=20 geschrieben, das von 4 Eckpunkten ein Bild anlegt wo die Form drauf abgeb= ildet ist. Siehe zum Beispiel: http://www.ontheserver.de/temp/Opengate/script/ Das script kannst du dir hier runterladen: http://www.ontheserver.de/temp/Opengate/script.zip Funktioniert derzeit nur f=FCr 4 Ecke, keine Dreiecke. Wenn ich dann die = Form im Grafikprogramm hab lad=20 ich die als Ebene und leg dann zum beispiel die Paneltextur als weitere E= bene an. Wenn die Grafik fertig=20 ist benutz ich im image editor von blender die Eckpunkt-Koordinaten die m= ir das skript anzeigt und alles=20 sitzt perfekt. Als ich vorhin mit Spom =FCbers ICQ geredet hab haben wir festgestellt da= ss es wohl das beste ist, wenn=20 jede fraktion ein einheitliches schiffsdesign hat. F=FCr solrain k=F6nnen= wir ja das bestehende =FCbernehmen,=20 f=FCr octavius sollte es vielleicht was gef=E4hliches und auch massives s= ein und f=FCr quantar etwas=20 "organisches". > Thrid: The naming is ok for me. Maybe not the "XL" part of "Primrose"..= =2E > might be to close to the original and might be suspected to be "Premia > XL". Maybe "Primrose A380" ;-) I have no idea. Well there is an A350 XWB from Airbus. XWB stands for eXtra Wide Body. Ma= ybe Primrose XWB sounds reasonable. Regards, Gary |