Search found 33 matches
- Sun Jul 29, 2012 9:34 pm
- Forum: Expansion Pack
- Topic: Griff's normalmapped ship remakes
- Replies: 2386
- Views: 748921
Re: Griff's normalmapped ship remakes
hmm, no the shipdata-overrides.plist idea didn't work, unless i did something wrong - i don't think it can change the main key that starts off each ship entry in the file. so to do it manually (this is a bit fiddly): first open shipdata.plist inside the Config folder of Griff_Shipset_Replace_v1.32....
- Sun Jul 29, 2012 8:17 pm
- Forum: Expansion Pack
- Topic: Griff's normalmapped ship remakes
- Replies: 2386
- Views: 748921
Re: Griff's normalmapped ship remakes
I think so, you'll need to change a few things around in the shipdata.plist of both the addition shipset oxp and the alt cobra 3 oxp, i'll have a quick look if it can be done as a shipdata-overrides.plist file that i can upload and you'll need to place into your AddOns folder, back in a bit :D Grif...
- Sun Jul 29, 2012 8:10 pm
- Forum: Expansion Pack
- Topic: Griff's normalmapped ship remakes
- Replies: 2386
- Views: 748921
Re: Griff's normalmapped ship remakes
Hi, no it is confusing, i can't remember a lot of the stuff but luckily the oolite forum hivemind usually comes up with the correct info. anyway, to answer your question adding in the alternate cobra3 doesn't replace the original one in the shipset, they'll both appear in your game, also, when you ...
- Sun Jul 29, 2012 7:17 pm
- Forum: Expansion Pack
- Topic: Griff's normalmapped ship remakes
- Replies: 2386
- Views: 748921
Re: Griff's normalmapped ship remakes
... since I installed the cobraIII alternate model, does that mean my starting ship will always be that version Whichever ship you use as your player ship will remain the same - unless changed (by buying a new ship etc). Right, but what I was asking is this: Since I have griffs all in one core ship...
- Sun Jul 29, 2012 6:55 am
- Forum: Expansion Pack
- Topic: Griff's normalmapped ship remakes
- Replies: 2386
- Views: 748921
Re: Griff's normalmapped ship remakes
Aye, it is all getting a bit confusing! I haven't included my alternative coriolis station and the dodo station in the bundle oxp's as they're about 20 megabytes each and use some big 2048x2048 pixel textures so are probably only really playable with a beefy video card! To achieve your plan, you'll...
- Sat Jul 28, 2012 11:28 pm
- Forum: Expansion Pack
- Topic: [RELEASE] WildShips OXP
- Replies: 234
- Views: 146248
Re: [RELEASE] WildShips OXP
Would it be possible to remove the ships but keep the stations? I'm not looking for more ships, but I love the stations... Could you tell me how to accomplish this in editing the files? OK, download the file linked here , unzip the content and put it into the config folder of the wildships OXP (Add...
- Sat Jul 28, 2012 7:39 am
- Forum: Expansion Pack
- Topic: [RELEASE] WildShips OXP
- Replies: 234
- Views: 146248
Re: [RELEASE] WildShips OXP
Would it be possible to remove the ships but keep the stations? I'm not looking for more ships, but I love the stations... Could you tell me how to accomplish this in editing the files?
- Sat Jul 28, 2012 7:10 am
- Forum: Discussion
- Topic: Con Store prices seem broken
- Replies: 12
- Views: 6053
Re: Con Store prices seem broken
Maybe a good compromise would be if I could use the constore model in place of the hoopy casino model. Is that possible? If not for the hoopy casino, another type of station? It is, although given the adverts on the store I'm not sure it's the best fit. Plus it would need Griff's approval to do. It...
- Sat Jul 28, 2012 6:20 am
- Forum: Expansion Pack
- Topic: Griff's normalmapped ship remakes
- Replies: 2386
- Views: 748921
Re: Griff's normalmapped ship remakes
I'm trying to replace as many of the default models with griff models, and since the griff's dodo wasn't included in the all in one replacement pack, can someone tell me how to replace the default with it? Same with the other "standalone" models he has released. Since these weren't include...
- Fri Jul 27, 2012 11:46 pm
- Forum: Expansion Pack
- Topic: [RELEASE] Povray Planets 1.0
- Replies: 219
- Views: 209441
Re: [RELEASE] Povray Planets 1.0
I did give you full permission to convert my textures to cube maps and integrate and even distribute them into your package. Sorry to be a nuisance but this is only valid for Galaxy 1/2. So maybe the easiest solution is: 1. to take my textures (you have full permission for that) 2. resize them as y...
- Fri Jul 27, 2012 11:42 pm
- Forum: Expansion Pack
- Topic: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)
- Replies: 123
- Views: 109370
Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)
just discovered this OXP and can't wait to try it out. Sounds like it totally fixes the illegal good trading exploit that new stations allowed previously.
THANK you for creating this
THANK you for creating this
- Fri Jul 27, 2012 11:26 pm
- Forum: Discussion
- Topic: Slaves and captured criminals
- Replies: 8
- Views: 3669
Re: Slaves and captured criminals
So, it's ok to sell slaves (and firearms, and narcotics found floating in space)? :shock: Good to know :lol: If you use the illegal goods OXP , you will have the choice between handing them over to the police or taking the risk of selling them (after ignoring or bribing the customs/police). Holy cr...
- Fri Jul 27, 2012 10:38 pm
- Forum: Discussion
- Topic: Con Store prices seem broken
- Replies: 12
- Views: 6053
Re: Con Store prices seem broken
Hi mr_homn, and welcome. Yes, those con-stores do tend to skew the economy of the game a bit, don't they? :wink: It's one of the reasons I stopped using that OXP some time ago, and we normally recommend that new players avoid too many OXPs (particularly those which have major effects on gameplay) i...
- Fri Jul 27, 2012 10:28 pm
- Forum: Expansion Pack
- Topic: Planet textures compatibility confusion
- Replies: 11
- Views: 3777
Re: Planet textures compatibility confusion
You guys are incredibly helpful. Thank you so much! I can already tell this game community is the best I've ever been apart of. If anyone knows if it indeed possible to enhance the "hue" of the suns, I'd like to know how to do it. Edit- with the above link to the Combo of Povray/famous pla...
- Fri Jul 27, 2012 9:29 pm
- Forum: Testing and Bug reports
- Topic: Time Acceleration / Collision detection
- Replies: 21
- Views: 9062
Re: Time Acceleration / Collision detection
Cool, thanks for all the info. I know this thread has now been taken a bit off topic, but do not fear, I will report back on whether or not the Acceleration/Clipping bug still happens after I get rid of the docking lights oxp. When I have time, later today/tonight. *UPDATE* Edit: It appears the prob...