New Ship Texture Problems

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Ironfist
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Re: New Ship Texture Problems

Post by Ironfist »

mandoman,

Unpacked the StarMoth OXP and the directory structure is wrong the name of the Textures directory is Texture - I am pretty sure it needs the "s" at the end. I think if that is the case on your machine then that is the problem.

Hope this helps

Ironfist
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mandoman
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Re: New Ship Texture Problems

Post by mandoman »

Thargoid wrote:
From a look-over:

Code: Select all

"ai_type" = "auto_ai";
should be

Code: Select all

ai_type = "route1traderAI.plist";
auto_ai = yes;
Then the log shows up

09:02:24.189 [files.notFound]: ----- WARNING: Could not find texture file "starmoth.png".

because your folder name is "Texture", when it should be "Textures" (it should be plural with the s). Because the folder name is wrong, the trunk engine can't see it and so your ship has no texture available.

It can also be useful to add a unique role to the ship (e.g. make the roles line "roles" = "trader starmoth";) to make it easier to test-spawn using the JS console[/color]
Oh my gosh, yes. I have never used that before. That is really great.

OK, the reason for the starmoth.png, as opposed to StarMoth.png is that what you have is the latest iteration of the .dat file. I have tried twice more different little things from the Blender, to the final export, and on the last one, the one I sent you, I used all lower case script. However, I didn't change anything in the shipdata.plist, because I didn't see the problem that Thargoid found.

Ironfist, all I can say is "DOH!". :oops: In the end, THAT was the biggest problem, and I can't believe I didn't see it after comparing this oxp to several others, just trying to notice a difference that might cause problems. That fixed the problem for the texture issues, and I'm betting I'll get better results with what Thargoid suggested for the AI.plist. Thargoid, Killer Wolf, Ironfist, Smivs, Erich Walch and JD, thanks much for helping me with this. I was hoping to get one done without someone holding my hand, but alas, it was not to be.

The StarMoth now rotates in full color, and I am anxious to fly it. Now if I can work up a decent Scripts folder, so the non-player version can fly into the scene, accompanied by it's SunBat escorts. More stuff to screw up, LOL!! :lol:
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Re: New Ship Texture Problems

Post by mandoman »

I'm banging my head against the wall, now. It looked like everything was going fine, until I noticed that the aft laser wasn't firing when I pressed the A key. The forward laser is firing, and I even, almost, have it firing from the correct coordinates, but I can't even tell if the aft laser is firing from the correct coordinates as it won't fire at all. I have it listed in shipdata.plist, and also under "Standard_Equipment" in the shipyard.plist, but it's a no-show in the game. I have updated the oxp, and have the most recent version in a zip file here,

http://www.box.net/shared/mdsftix06gln2h6aglyi

Why the heck doesn't the rear laser fire? I'm missing some simple detail, like Ironfist caught on the Textures problems. Should I be specifying something about the laser that I don't have in shipdata, or shipyard?
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Re: New Ship Texture Problems

Post by Ironfist »

I have downloaded your latest zip unpacked it and managed to find a StarMoth in a shipyard. Bought it and took it for a flight, laser in Fore and Aft directions no problem with the laser beams, I am not sure about the positions of the view positions and the laser positions to get the beams looking right. But they were definitely there. Are you sure the ship yuo had was actually equiped with aft lasers - do they appear in the equipment listing? Sometimes the ship direct from the shipyard does not come with all the kit - the one I bought cost 1,200,000 credits rather than the base price.

Hope this helps

Ironfist
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Re: New Ship Texture Problems

Post by Thargoid »

Which view are you having the problem with, the "built-in" one (F2 in-flight) or one of your external views?

On all of your external views you've got them set to be firing the forward weapon (weapon_facing = "FORWARD"; ), so if you're looking at your ship through one of them, you'll never see the aft weapon firing.

Oh and have a better look at my previous post concerning the texture folder name ;)
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Re: New Ship Texture Problems

Post by mandoman »

Ironfist wrote:
I have downloaded your latest zip unpacked it and managed to find a StarMoth in a shipyard. Bought it and took it for a flight, laser in Fore and Aft directions no problem with the laser beams, I am not sure about the positions of the view positions and the laser positions to get the beams looking right. But they were definitely there. Are you sure the ship yuo had was actually equiped with aft lasers - do they appear in the equipment listing? Sometimes the ship direct from the shipyard does not come with all the kit - the one I bought cost 1,200,000 credits rather than the base price.

Hope this helps

Ironfist
You saw beams from both fore, and aft? I can only see the forward weapon firing from the exterior view. I know they may not be adjusted just right yet, but I think the front one is darn close. It's suppose to have both forward, and aft lasers. You should even be able to see the laser mounts on the ship, if you look close enough. 1,200,000????? What the heck is that all about? I have it listed in the shipyard.plist a180,000, where I also specify both forward, and aft beam lasers as Standard Equipment. I wish I could figure out why I'm not seeing that aft laser. Maybe it's that I'm using Ubuntu/Linux??
Thargoid wrote:
Which view are you having the problem with, the "built-in" one (F2 in-flight) or one of your external views?

On all of your external views you've got them set to be firing the forward weapon (weapon_facing = "FORWARD"; ), so if you're looking at your ship through one of them, you'll never see the aft weapon firing.

Oh and have a better look at my previous post concerning the texture folder name ;)
Another "DOH". i didn't even think of that. I knew one of you would catch something. Oh, so that's what's needed to use the "Spawn" command in the JS Console. :) Thanks. I've got a few changes to make, and hopefully I won't have any more stupid questions. I'm trying to learn, guys, I just seem to be a bit slow.......well, actually I AM a bit slow. :D
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Re: New Ship Texture Problems

Post by mandoman »

Ok, I think I have, if not the final version, a darn near complete version. If you want to take a look,

http://www.box.net/shared/v1nl73u9e9vrjlpk3kxy

I am a bit partial to it, myself. I'm going to have to find one to buy in my Cobra Mk III journeys. It's bigger, so it hauls more, and a bit faster than my Cobra Mk III. I have really enjoyed that Cobra, though. Might have to start yet another game using a Cobra Mk III. :)
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