Hi all,
Sorry if this has been covered before. I currently run a Boa Class Cruiser and want to give it a custom paint job. I've installed the new DeepSpaceShips OXP (great, by the way) found the Textures file and have adapted a copy of the relevent .png image, and have reinstated it in the DeepSpaceShips.oxp folder in AddOns. It looks great, but the problem is ALL the BoaCCs now look like mine.
How do I keep the others standard and just specify that mine should have the 'new look'?
I expect I'll need to restore the original image, re-name 'my' .png to something other than Boa2_DS.png and then change another file so that the game knows to use the new image for my ship, but what changes should I make to which file?
Customising my ship's appearance
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Customising my ship's appearance
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What Sarin says. In the normal game all Boas look the same, and all Cobra 3s look the same (roughly), so if you exchange a texture, you exchange it for all ships.
But because the player ship is a different entry in the list of ships from NPCs, you can give it a custom texture by editing its entry in shipdata.plist.
Although Sarin's method only works when the ship uses either shaders or materials. In that case there is a texture-key. Otherwise there is only a model-key. Which means that you have to create a clone of the .dat-file, open it with a text editor (not Notepad!) and replace all instances of the texture name with your custom texture name. Then you have to save this clone under a different name, and enter that name in the model-key. A little more complicated, but also effective.
But because the player ship is a different entry in the list of ships from NPCs, you can give it a custom texture by editing its entry in shipdata.plist.
Although Sarin's method only works when the ship uses either shaders or materials. In that case there is a texture-key. Otherwise there is only a model-key. Which means that you have to create a clone of the .dat-file, open it with a text editor (not Notepad!) and replace all instances of the texture name with your custom texture name. Then you have to save this clone under a different name, and enter that name in the model-key. A little more complicated, but also effective.
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…or you can add a materials dictionary, like so:
Code: Select all
materials =
{
"texture_file_name.png" =
{
diffuse_map = "replacement_texture_file_name.png";
};
};
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You know, if you keep mentioning it, people might remember (eventually!)Ahruman wrote:…or you can add a materials dictionary, like so:Code: Select all
materials = { "texture_file_name.png" = { diffuse_map = "replacement_texture_file_name.png"; }; };
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That worked a treat, thanks. Pretty much what I expected. I'm sure this is a common question (along with many others), and was wondering why there isn't a FAQ page we could refer to. The Wiki FAQs is a bit sketchy and could perhaps be expanded.DaddyHoggy wrote:You know, if you keep mentioning it, people might remember (eventually!)Ahruman wrote:…or you can add a materials dictionary, like so:Code: Select all
materials = { "texture_file_name.png" = { diffuse_map = "replacement_texture_file_name.png"; }; };
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