Smivs wrote:It's not that stop '.' after the png is it? The texture should be 'StarMoth.png' not StarMoth.png.'
Also, if the .dat file specifies Starmoth.png and it's the only texture, you will not need to use 'matrials' in shipdata unless you are also using an emission_ map or want to specify reflectiveness and specular color.
I'm not sure I'm following you on the first part. Here is what I have in shipdata.plist:
{
"StarMoth" = {
"ai_type" = "auto_ai";
"aft_eject_position" = "0.0 -5.5 -0.4";
"aft_weapon_type" = "WEAPON_BEAM_LASER";
"energy_recharge_rate" = 3;
"escort-ship" = "SunBat_alternate";
"escorts" = 2;
"exhaust" = (
"16.6 -3.2 -6.0 6.3 5.6 9.0",
"-16.6 -3.2 -6.0 6.3 5.6 9.0"
);
"forward_weapon_type" = "WEAPON_BEAM_LASER";
"laser_color" = "yellowColor";
"likely_cargo" = 4;
"max_cargo" = 45;
"max_energy" = 450;
"max_flight_pitch" = 1;
"max_flight_roll" = 2;
"max_flight_speed" = 350;
"max_missiles" = 8;
"missiles" = 3;
"name" = "StarMoth";
"missile_launch_position" = "0.0 -1.9 -2.0";
"model" = "starmoth.dat";
"roles" = "trader";
"thrust" = 35;
"scoop_position" = "0.0 -2.0 1.0";
"smooth" = "true";
"weapon_position_forward" = "0.0 2.5 18.7";
"weapon_position_aft" = "0.0 2.0 -18.7";
};
"StarMoth-player" = {
"aft_eject_position" = "0.0 -5.5 -0.4";
"aft_weapon_type" = "WEAPON_BEAM_LASER";
"energy_recharge_rate" = 3;
"exhaust" = (
"16.6 -3.2 -6.0 6.3 5.6 9.0",
"-16.6 -3.2 -6.0 6.3 5.6 9.0"
);
"forward_weapon_type" = "WEAPON_BEAM_LASER";
"has_ecm" = yes;
"has_fuel_injection" = yes;
"has_fuel_scoop" = yes;
"has_heat_shield" = yes;
"laser_color" = "yellowColor";
"likely_cargo" = 4;
"max_cargo" = 45;
"max_energy" = 450;
"max_flight_pitch" = 1;
"max_flight_roll" = 2;
"max_flight_speed" = 350;
"max_missiles" = 8;
"name" = "StarMoth";
"missile_launch_position" = "0.0 -1.9 -2.0";
"model" = "starmoth.dat";
"roles" = "player";
"thrust" = 35;
"scoop_position" = "0.0 -2.0 1.0";
"smooth" = "true";
"view_position_aft" = "0.0 1.8 7.6";
"view_position_forward" = "0.0 2.0 7.6";
"view_position_port" = "0.0 4.0 7.6";
"view_position_starboard" = "0.0 4.0 7.6";
"weapon_position_forward" = "0.0 2.8 18.7";
"weapon_position_aft" = "0.0 2.8 -2.7";
"custom_views" =
(
{
view_description = "Rear View";
view_orientation = "1.0 0.0 0.0 0.0";
view_position = "0.0 30.0 -250.0";
weapon_facing = "FORWARD";
},
{
view_description = "Rear Right View";
view_orientation = "0.9239 0.0 0.3827 0.0";
view_position = "191.42 30.0 -191.42";
weapon_facing = "FORWARD";
},
{
view_description = "Right View";
view_orientation = "0.7071 0.0 0.7071 0.0";
view_position = "250.0 30.0 0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Front Right View";
view_orientation = "0.3827 0.0 0.9239 0.0";
view_position = "191.42 30.0 191.42";
weapon_facing = "FORWARD";
},
{
view_description = "Front View";
view_orientation = "0.0 0.0 1.0 0.0";
view_position = "0.0 30.0 250.0";
weapon_facing = "FORWARD";
},
{
view_description = "Front Left View";
view_orientation = "0.3827 0.0 -0.9239 0.0";
view_position = "-191.42 30.0 191.42";
weapon_facing = "FORWARD";
},
{
view_description = "Left View";
view_orientation = "0.7071 0.0 -0.7071 0.0";
view_position = "-250.0 30.0 0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Rear Left View";
view_orientation = "0.9239 0.0 -0.3827 0.0";
view_position = "-191.42 30.0 -191.42";
weapon_facing = "FORWARD";
},
{
view_description = "Top View";
view_orientation = "-0.7071 0.7071 0.0 0.0";
view_position = "0.0 290.0 0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Bottom View";
view_orientation = "0.0 0.0 0.7071 0.7071";
view_position = "0.0 -290.0 0.0";
weapon_facing = "FORWARD";
}
);
};
}
The game accepts that, and the shipyard.plist, but then it tells me that it can't find a texture for the StarMoth. I'm pretty sure I packaged the texture.png correctly, just before I exported the model as an .obj file. I have had no other ship.oxp that I have made so far react this way, though I still can't get my ufoship to show up in the game, even though the game says it's loaded with no Errors. There is plainly things here that I don't completely understand, so I guess I better go read up on some more tutorials. It's a puzzler to me, for sure.
Killer Wolf, would I need a shader listing like that if my texture is just a plain .png, with no other options added? Someday I'm going to start messing with the shader stuff, but I want to get making ships down right, first. It seems to be a handful for me right now, all by itself.