WAIT!
I had shininess and spec set to zero. I just ramped them up and it's now loading the spec map. Let me just have a play with it in game and I'll report back!
Crow
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More details in this thread.
More details in this thread.
Search found 99 matches
- Thu Mar 04, 2010 4:05 pm
- Forum: Expansion Pack
- Topic: The Seraphim - A custom Ship OXP from start to finish.
- Replies: 220
- Views: 66402
- Thu Mar 04, 2010 3:56 pm
- Forum: Expansion Pack
- Topic: The Seraphim - A custom Ship OXP from start to finish.
- Replies: 220
- Views: 66402
iiiiinteresting.... but sadly, no! PNG's don't have an alpha channel as such. They just sort of remember when something is transparent. So my spec map is at 100% opacity by default. I tried a chequered pattern with red squares and transparent squares but it made no difference. The log is saying (and...
- Thu Mar 04, 2010 9:48 am
- Forum: Expansion Pack
- Topic: The Seraphim - A custom Ship OXP from start to finish.
- Replies: 220
- Views: 66402
Goooooood morning Ooliters! Okay, then. Today's conundrum: I made the corrections to the code that the Commander and Eric spotted. I imagine that's probably fixed the position of the laser on the ship if nothing else. My primary concern this morning is the specular map, specular and shininess settin...
- Wed Mar 03, 2010 8:18 pm
- Forum: Expansion Pack
- Topic: The Seraphim - A custom Ship OXP from start to finish.
- Replies: 220
- Views: 66402
So let me see, Commander McLane, you are saying that I need to remove the comma from end of the last 'FLASHER' line, yes? And Eric, you are saying that I need to remove one of the decimal points? I assume you mean this one: 23.5.33 <edit>Yes, checking the position in Maya, it's the .33 that shouldn'...
- Wed Mar 03, 2010 4:17 pm
- Forum: Expansion Pack
- Topic: The Seraphim - A custom Ship OXP from start to finish.
- Replies: 220
- Views: 66402
- Wed Mar 03, 2010 4:04 pm
- Forum: Expansion Pack
- Topic: The Seraphim - A custom Ship OXP from start to finish.
- Replies: 220
- Views: 66402
- Wed Mar 03, 2010 3:58 pm
- Forum: Expansion Pack
- Topic: The Seraphim - A custom Ship OXP from start to finish.
- Replies: 220
- Views: 66402
- Wed Mar 03, 2010 3:43 pm
- Forum: Expansion Pack
- Topic: The Seraphim - A custom Ship OXP from start to finish.
- Replies: 220
- Views: 66402
- Wed Mar 03, 2010 3:31 pm
- Forum: Expansion Pack
- Topic: The Seraphim - A custom Ship OXP from start to finish.
- Replies: 220
- Views: 66402
- Wed Mar 03, 2010 3:20 pm
- Forum: Expansion Pack
- Topic: The Seraphim - A custom Ship OXP from start to finish.
- Replies: 220
- Views: 66402
- Wed Mar 03, 2010 3:07 pm
- Forum: Expansion Pack
- Topic: The Seraphim - A custom Ship OXP from start to finish.
- Replies: 220
- Views: 66402
@Ahruman
No, amongst all the other textureloader lines, all I get related to the Seraphim is this:
It doesn't mention the normal map
Crow
No, amongst all the other textureloader lines, all I get related to the Seraphim is this:
Code: Select all
[textureLoader.asyncLoad]: Loading texture seraphim.png
[textureLoader.asyncLoad.notStall]: Texture seraphim.png loaded asynchronously.
Crow
- Wed Mar 03, 2010 2:30 pm
- Forum: Expansion Pack
- Topic: The Seraphim - A custom Ship OXP from start to finish.
- Replies: 220
- Views: 66402
Okay, that didn't work. However, I noticed that the close bracket above the line thrust = 32 appeared to be unnecessary - which would explain my previous errors. I deleted that, and it's now compiling without any complaints. YAY! \0/ However, the Seraphim is once again showing up with apparently no ...
- Wed Mar 03, 2010 2:20 pm
- Forum: Expansion Pack
- Topic: The Seraphim - A custom Ship OXP from start to finish.
- Replies: 220
- Views: 66402
- Wed Mar 03, 2010 2:18 pm
- Forum: Expansion Pack
- Topic: The Seraphim - A custom Ship OXP from start to finish.
- Replies: 220
- Views: 66402
- Wed Mar 03, 2010 1:27 pm
- Forum: Expansion Pack
- Topic: The Seraphim - A custom Ship OXP from start to finish.
- Replies: 220
- Views: 66402