Thanks guys, i'll have a look.
KR
Dave
Search found 15 matches
- Mon Jun 23, 2014 8:38 pm
- Forum: Expansion Pack
- Topic: Swiftfire OXP
- Replies: 3
- Views: 2739
- Sun Jun 22, 2014 1:05 pm
- Forum: Expansion Pack
- Topic: Swiftfire OXP
- Replies: 3
- Views: 2739
Swiftfire OXP
Please find the Swift-fire for your perusal. "She's 60 meters and all Engine" Capt. D Angel, Swift-fire "The Dawn of September" test pilot The Swift-fire light frigate is designed to deliver dogfighting superiority against highly manoeuvrable adversaries. Utilising unique rotatin...
- Sun Jun 22, 2014 11:15 am
- Forum: Expansion Pack
- Topic: Conversion script woes
- Replies: 5
- Views: 4116
Re: Conversion script woes
Well, after much trial and error, i have a fully textured craft. I can only suggest try to export often and check the obj2dattexnorm output and count the textures! Stormrider, really appreciate the offer, at one point yesterday my hair was well and truly pulled out. I've named it the 'Swift-fire', a...
- Sat Jun 21, 2014 8:31 pm
- Forum: Expansion Pack
- Topic: Conversion script woes
- Replies: 5
- Views: 4116
Re: Conversion script woes
Well, with much investigation, its wings that gets upset when you assign the same map to multiple materials.
Cant see a way back to good apart from deleting the uvmaps. Lots of work lost, but a lesson learnt i guess.
Cant see a way back to good apart from deleting the uvmaps. Lots of work lost, but a lesson learnt i guess.
- Sat Jun 21, 2014 5:52 pm
- Forum: Expansion Pack
- Topic: Conversion script woes
- Replies: 5
- Views: 4116
Conversion script woes
Frustrating afternoon, been spent the morning texturing my new ship, but cannot get it into dat format properly with textures. Obj2DatTexNorm tells me File does not provide texture coordinates! Materials will not be exported. Done. I've looked at the mtl file coming out of wings, and i cant see anyt...
- Sat Jun 21, 2014 10:14 am
- Forum: Expansion Pack
- Topic: Buggy Textures?
- Replies: 4
- Views: 2275
Re: Buggy Textures?
Norby/Smivs
Thanks, your help did the job. I'm properly underway with the textures now, will try to get my head around the colour codes so there is some variance out there with these ships.
Thanks, your help did the job. I'm properly underway with the textures now, will try to get my head around the colour codes so there is some variance out there with these ships.
- Sat Jun 21, 2014 1:00 am
- Forum: Expansion Pack
- Topic: Rotating engine nacelles with pitch
- Replies: 15
- Views: 6413
Re: Rotating engine nacelles with pitch
Thanks thargon, that's handy!
- Sat Jun 21, 2014 12:34 am
- Forum: Expansion Pack
- Topic: Buggy Textures?
- Replies: 4
- Views: 2275
Re: Buggy Textures?
Brilliant, thanks Norby I'll try that in the morning.
Bet regards,
Dave
Bet regards,
Dave
- Fri Jun 20, 2014 11:53 pm
- Forum: Expansion Pack
- Topic: Buggy Textures?
- Replies: 4
- Views: 2275
Buggy Textures?
Well, i've got my ship OXP working with its rotating nacelles (thanks all) And have spent most of the day texturing the engine, however it doesn't display correctly. Cant see any relevant errors in the java script console, and i have also tried removing all other OXPs, but to no avail. Can anybody h...
- Fri Jun 20, 2014 11:25 am
- Forum: Expansion Pack
- Topic: Rotating engine nacelles with pitch
- Replies: 15
- Views: 6413
Re: Rotating engine nacelles with pitch
OK, really making progress now. Just need to change the location on where the engines rotate on and then move the exhaust plume this.name = "Dawn"; this.author = "Dave Angel"; this.copyright = "2014 Dave Angel" this.description = "rotate engine nacelles with pitch ...
- Fri Jun 20, 2014 10:17 am
- Forum: Expansion Pack
- Topic: Rotating engine nacelles with pitch
- Replies: 15
- Views: 6413
Re: Rotating engine nacelles with pitch
OK, it defiantly was an encoding problem, really weird though because i had to completely start again in text wrangler - no copy and pasting - i must of had a character hidden somewhere!
Thanks for the help.
Thanks for the help.
- Fri Jun 20, 2014 9:31 am
- Forum: Expansion Pack
- Topic: Rotating engine nacelles with pitch
- Replies: 15
- Views: 6413
Re: Rotating engine nacelles with pitch
I seam to have hit a hurdle almost immediately, can anyone tell my what illegal character i have at line 1 as the java console tells me, or is this a red herring and there is another problem this.name = “Dawn”; this.author = “Dave Adcock”; this.copyright = "� 2014 Dave Adcock.”; this.descriptio...
- Fri Jun 20, 2014 7:55 am
- Forum: Expansion Pack
- Topic: Rotating engine nacelles with pitch
- Replies: 15
- Views: 6413
Re: Rotating engine nacelles with pitch
Thanks Cim.
Do you know of any other ships that use addFrameCallBack so i can find an example?
Then i just need to work out how to reference the subentity.
Kind regards,
Dave
Do you know of any other ships that use addFrameCallBack so i can find an example?
Then i just need to work out how to reference the subentity.
Kind regards,
Dave
- Thu Jun 19, 2014 10:17 pm
- Forum: Expansion Pack
- Topic: New Hud
- Replies: 5
- Views: 4288
New Hud
Guys, Thought i would share this one with you, its a new hud, designed to be less intrusive on screen real estate than some of the other huds out there. http://s24.postimg.org/svm18rndh/Dave_Hud.png Download from here. http://www.filedropper.com/davehudoxp I'm planning to move some more of the gauge...
- Thu Jun 19, 2014 10:05 pm
- Forum: Expansion Pack
- Topic: Rotating engine nacelles with pitch
- Replies: 15
- Views: 6413
Rotating engine nacelles with pitch
Hello My first post on here, i've been playing with my first OXP, which is a ship thats supposed to be a fast frigate/blockade runner etc. With a nod to the 'starbridge' (and also the neolite fer-de-lance for looks) I wanted to rotate the engines, which i have made as separate sub entities as the sh...