I started playing oolite back in 2006 and loved it ever since. I always tweaked some OXP's to my liking, but I never actually build one myself. I wanted to try something simple: Building a new ship.
Some time ago I was watching Battlestar Galactica and my senses went "that's wrong! Where are their shields? Why can they use inertial navigation and flip their ships? No beam/military lasers!?". So I wanted to set things right ^^ Don't get me wrong: I loved the series, but I figured that would be a nice starting point.
I wanted to start with something small - so I build the ship I liked most: A cylon raider. I used wings3d and gimp; I ended up with something acceptable (though I'm not really pleased with it yet). I still have to create the effect maps, but thanks to the really outstanding tutorial Simon B, that should not be a problem. Here are some preliminary screenshots:




However after modelling I was confronted with a new problem: getting that bird into oolite. So far, that did not really work out too well - so I would like to ask for some help.
What I did was the following: I created a CylonRaider.oxp folder in my AddOns directory and created Models, Textures and Config subfolder. I placed the .dat model in the Models folder and the png Texture (external texture) in the Textures subfolder. I then copied the "adder" and "adder-player" entries from the standard shipdata.plist into a shipdata.plist file in the Config folder and replaced all "adder" entries with "cylonraider" ("adder-player" with "cylonraider-player" accordingly). I then grabbed my Commander Jamesons savegame from waaaaaay back and replaced the ship's description with "cylonraider-player".
When I run oolite (1.75.6; amd64) and select the savegame, I get a rotating questionmark (which looks nothing like the raider) and an "OXP not found" entry in the savegames description.
So apparently, simply grabbing a shipdata.plist didn't do it... is there a minimal config around for this sort of testing?
On another point, I am a little uncertain about my models properties. It has roughly 1200 Polygons and uses a 1024x1024 texture. I read somewhere that oolite itself does not impose limits to models, but can I go to this high detail without causing some sort of problem?
Thanks for your help,
crypto