Different skins for models

An area for discussing new ideas and additions to Oolite.

Moderators: winston, another_commander

Post Reply
User avatar
Galileo
Dangerous
Dangerous
Posts: 103
Joined: Tue Nov 15, 2005 1:55 am
Location: Tasmania, Australia

Different skins for models

Post by Galileo »

It would be cool if you could specify in shipdata.plist different textures for the one model, so ships could be personalised, etc. Unfortunately when I thought of that I was thinking that the texture was specified in the plist like models are, then I remembered that they are hardwired into the model. Is there anyway that the texture could be removed from the model without creating a shitload of work? Anyway I just thought it would be a good idea to kick around...
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

I’m kinda-sorta working on revamping the texturing code. This is on my feature list. Since you ask:

A concept of materials will be introduced. The texture name in a DAT file will be treated as a “material key”. This will be used to look up a material dictionary in the ship’s shipdata entry. If none is found, it will be treated as usual, i.e. the material key will be interpreted as the texture (diffuse map) name. If the dictionary is found, it will be able to specify a potentially wide range of attributes. Initially, the attributes recognised will be texture name, providing the functionality you want, and probably a key specifying whether or not to enable mip-mapping for the texture (default: yes; ignored and treated as no if low detail mode is on).
User avatar
Murgh
---- E L I T E ----
---- E L I T E ----
Posts: 454
Joined: Fri Sep 03, 2004 6:19 am
Location: Terra Firma

Post by Murgh »

is this the same thing as Giles' tadalist's "decals for textures"?
The man next to you is your lunch
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

No, but it may be a good idea to avoid working past each other. (A decal generally refers to a higher resolution detail being provided by a separate texture, e.g. smacking a logo on the side of a Coriolis.)
User avatar
aegidian
Master and Commander
Master and Commander
Posts: 1161
Joined: Thu May 20, 2004 10:46 pm
Location: London UK
Contact:

Decals..

Post by aegidian »

FWIW my plan was going to be to render and composite different textures together in a separate OpenGL context before applying them to models.
"The planet Rear is scourged by well-intentioned OXZs."

Oolite models and gear? click here!
User avatar
Galileo
Dangerous
Dangerous
Posts: 103
Joined: Tue Nov 15, 2005 1:55 am
Location: Tasmania, Australia

Post by Galileo »

@Ahruman: Excellent! That would open up quite a few possibilities I would imagine. Good luck with it.
Post Reply