What I meant was that if he wanted a unique skin, the shipdata.plist had to have a separate entry for the player ship, rather than having the diamondback civilian entry with custom views defined and "player" inserted in the roles.Commander McLane wrote:Every player ship is a separate entry in shipdata. If there is no shipdata-entry, there is no ship.Commander Wilmot wrote:Note: this method will only work if the ship has a separate entry in the shipdata.plist for the player version of the ship.
Personalizing Ships
Moderators: winston, another_commander
- Commander Wilmot
- Deadly
- Posts: 206
- Joined: Thu Mar 17, 2011 10:12 pm
- Location: Somewhere in galaxy 1, flying my Diamondback
Re: Personalizing Ships
Re: Personalizing Ships
Eldon, you were right, and I was wrong, although now I don't have my mandomerlin anymore. I had forgotten that I put the mandomerlin.png back into the Texture file of the Merlin.oxp, and then renamed it merlin.png, moving the original merlin.png out. THAT was why I got my own merlin on the next play. I figured it out when I had to take out two other Merlins painted exactly like mine, in the same play. So, I moved everything back into their correct positions, and then went to the Save Log and did what you said. Now, instead of getting a Merlin rotating on the screen when I choose Cmdr. Mandoman, there is a giant yellow question mark, and the description says that there is no mandomerlin oxp installed. The problem with that is that the Last Log shows that the mandomerlin.oxp WAS loaded into the game. So, it is recognizing the mandomerlin.oxp, loading it, and then forgetting that it's there. Hmmm, that doesn't sound right. Any other ideas? Keep them coming, as I going to keep messing with the oxps.
Re: Personalizing Ships
Very interesting. I did what you suggested, and replaced the player version in the merlin.oxp with the MandoMerlin version I had made for it's own oxp, and I also moved the mandomerlin.dat down to the Models folder in the merlin.oxp. That, along with the mandomerlin.png, seems to have done the trick. At least, the ship rotating in front of me now is definately MY version of the ship. I'll play it a bit to see what happens.Commander Wilmot wrote:What I meant was that if he wanted a unique skin, the shipdata.plist had to have a separate entry for the player ship, rather than having the diamondback civilian entry with custom views defined and "player" inserted in the roles.Commander McLane wrote:Every player ship is a separate entry in shipdata. If there is no shipdata-entry, there is no ship.Commander Wilmot wrote:Note: this method will only work if the ship has a separate entry in the shipdata.plist for the player version of the ship.
- Killer Wolf
- ---- E L I T E ----
- Posts: 2279
- Joined: Tue Jan 02, 2007 12:38 pm
Re: Personalizing Ships
Firstly, ta for some of the comments about the MkIV
the easiest way to make a ship for yourself is simply do the "player" variant in Shipdata - if you check the Shipdata for the Diamondbacks, as an example, that has only the role "player" therefore no NPC will ever have it. the skins are defined in the Shaders parts etc, but there's an issue that someone more techy should be able to clear up : when i've tried messing w/ various skins for variants, i've found i've had to include a different model for each, because no matter what i referred to in the code, the game defaulted to the skin mentioned in the .DAT : i threrefore had to create a diamondback.dat, diamondbackpurg.dat and diamondbackciv.dat, each referring to their specific textures. I'm not sure if you can create a DAT w/ no texture assigned? if so, i assume there would be no skin associated to the DAT and therefore the Shipdata entries would do the job.
beyond that, as stated by others etc, all you need do is paint up your own skin and name it diamondbackplayer or such - however, note that some of my ships also have specific effects maps therefore if you only change the skin you'll get odd shiny patterns in your external views.
the easiest way to make a ship for yourself is simply do the "player" variant in Shipdata - if you check the Shipdata for the Diamondbacks, as an example, that has only the role "player" therefore no NPC will ever have it. the skins are defined in the Shaders parts etc, but there's an issue that someone more techy should be able to clear up : when i've tried messing w/ various skins for variants, i've found i've had to include a different model for each, because no matter what i referred to in the code, the game defaulted to the skin mentioned in the .DAT : i threrefore had to create a diamondback.dat, diamondbackpurg.dat and diamondbackciv.dat, each referring to their specific textures. I'm not sure if you can create a DAT w/ no texture assigned? if so, i assume there would be no skin associated to the DAT and therefore the Shipdata entries would do the job.
beyond that, as stated by others etc, all you need do is paint up your own skin and name it diamondbackplayer or such - however, note that some of my ships also have specific effects maps therefore if you only change the skin you'll get odd shiny patterns in your external views.
- Commander McLane
- ---- E L I T E ----
- Posts: 9520
- Joined: Thu Dec 14, 2006 9:08 am
- Location: a Hacker Outpost in a moderately remote area
- Contact:
Re: Personalizing Ships
That makes no sense. Any entry in shipdata.plist is either an NPC or a player ship. You don't insert "player" into theCommander Wilmot wrote:What I meant was that if he wanted a unique skin, the shipdata.plist had to have a separate entry for the player ship, rather than having the diamondback civilian entry with custom views defined and "player" inserted in the roles.Commander McLane wrote:Every player ship is a separate entry in shipdata. If there is no shipdata-entry, there is no ship.Commander Wilmot wrote:Note: this method will only work if the ship has a separate entry in the shipdata.plist for the player version of the ship.
roles
key of an NPC. Either a ship has only the "player" role, or it has one or more NPC-roles but not
"player" in its roles
. Any shipdata entry that mixes "player" with any other role would be a bug. That's the way shipdata.plist works.Re: Personalizing Ships
Yeah, I see what you mean. I might have done it right, or not. I put a mandomerlin.dat into the Models folder of the merlin.oxp, but the only ships that are defined in the merlin.plist are the general Merlin, and the Player Merlin, and I replaced the original Player Merlin with my mandomerlin info. It seems to be working to a degree, except that now I'm noticing that MY Merlin (mandomerlin) is now mixing textures with the original, even though I specify in both the shipdata.plist, AND the mandomerlin.dat (which I direct the shipdata.plist to use) to use the mandomerlin texture. Also, I put all the same data that refers to the mandomerlin into the mandomerlin.oxp, as well as the merlin.oxp. Man, this stuff is confusing, but it's also fun.Killer Wolf wrote:Firstly, ta for some of the comments about the MkIV
the easiest way to make a ship for yourself is simply do the "player" variant in Shipdata - if you check the Shipdata for the Diamondbacks, as an example, that has only the role "player" therefore no NPC will ever have it. the skins are defined in the Shaders parts etc, but there's an issue that someone more techy should be able to clear up : when i've tried messing w/ various skins for variants, i've found i've had to include a different model for each, because no matter what i referred to in the code, the game defaulted to the skin mentioned in the .DAT : i threrefore had to create a diamondback.dat, diamondbackpurg.dat and diamondbackciv.dat, each referring to their specific textures. I'm not sure if you can create a DAT w/ no texture assigned? if so, i assume there would be no skin associated to the DAT and therefore the Shipdata entries would do the job.
beyond that, as stated by others etc, all you need do is paint up your own skin and name it diamondbackplayer or such - however, note that some of my ships also have specific effects maps therefore if you only change the skin you'll get odd shiny patterns in your external views.
- CommonSenseOTB
- ---- E L I T E ----
- Posts: 1397
- Joined: Wed May 04, 2011 10:42 am
- Location: Saskatchewan, Canada
Re: Personalizing Ships
KW, I really don't know much about it but shouldn't you have a "materials" defined if you want to change textures without changing the model? Also is Mandoman running shaders? Then wouldn't the textures in "shaders" have to be changed as well?Killer Wolf wrote:Firstly, ta for some of the comments about the MkIV
the easiest way to make a ship for yourself is simply do the "player" variant in Shipdata - if you check the Shipdata for the Diamondbacks, as an example, that has only the role "player" therefore no NPC will ever have it. the skins are defined in the Shaders parts etc, but there's an issue that someone more techy should be able to clear up : when i've tried messing w/ various skins for variants, i've found i've had to include a different model for each, because no matter what i referred to in the code, the game defaulted to the skin mentioned in the .DAT : i threrefore had to create a diamondback.dat, diamondbackpurg.dat and diamondbackciv.dat, each referring to their specific textures. I'm not sure if you can create a DAT w/ no texture assigned? if so, i assume there would be no skin associated to the DAT and therefore the Shipdata entries would do the job.
beyond that, as stated by others etc, all you need do is paint up your own skin and name it diamondbackplayer or such - however, note that some of my ships also have specific effects maps therefore if you only change the skin you'll get odd shiny patterns in your external views.
From the shipdata file :
shaders =
{
"dback-civ-tex.png" =
{
vertex_shader = "dbshaderv.vertex";
fragment_shader = "dbshaderf.fragment";
textures =
(
"dback-civ-tex.png", <----------Change this one?
"dback normal.png",
"dback effects.png",
"dback lights.png"
);
uniforms =
{
uColorMap = { type = texture; value = 0; };
uNormalMap = { type = texture; value = 1; };
uEffectsMap = { type = texture; value = 2; };
uGlowMap = { type = texture; value = 3; };
uTime = "universalTime";
nearly_dead = "throwingSparks";
hull_heat_level = "hullHeatLevel";
engine_power = "speedFactor";
};
};
};
I don't have shaders on my computer so have never experimented with the related shaders definitions but the materials definitions work and I notice not many shader ships define materials. Why not? Not everyone uses shaders so the definitions there wouldn't apply to a non-shader computer. Just wondering...
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.
CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
Re: Personalizing Ships
Killer Wolf,
You're Werewolf is my favorite ship next to the Merlin. I use it for Contract Escorting. It's a beautiful ship, perfectly designed for combat. Used it exclusively for quite a while, until I found the Merlin. The only reason I use the Merlin for bounty hunting is because of it's speed. I don't often run from a battle, but when it's run, or die, I can always count on outstripping the competition. I didn't realize there were so many other cool ships in your hanger. Got them now, and am going to have to try them out. Still testing your suggestions on the Merlin, and other than the little glitch of mixing textures, I haven't seen any others like it out in the Ooniverse yet. Man I love this game.
You're Werewolf is my favorite ship next to the Merlin. I use it for Contract Escorting. It's a beautiful ship, perfectly designed for combat. Used it exclusively for quite a while, until I found the Merlin. The only reason I use the Merlin for bounty hunting is because of it's speed. I don't often run from a battle, but when it's run, or die, I can always count on outstripping the competition. I didn't realize there were so many other cool ships in your hanger. Got them now, and am going to have to try them out. Still testing your suggestions on the Merlin, and other than the little glitch of mixing textures, I haven't seen any others like it out in the Ooniverse yet. Man I love this game.
Re: Personalizing Ships
I unzipped the vampire oxp but all I got was folders and no main foldername.oxp so I made one and put in the addons folder
When I Target the red skin diamondback or whatever its called it does not lock to the Target.
Could someone please advise how to fix this thanks
When I Target the red skin diamondback or whatever its called it does not lock to the Target.
Could someone please advise how to fix this thanks
Re: Personalizing Ships
hej,MEGALODON wrote:I unzipped the vampire oxp but all I got was folders and no main foldername.oxp so I made one and put in the addons folder
When I Target the red skin diamondback or whatever its called it does not lock to the Target.
Could someone please advise how to fix this thanks
Some zips come with an *.oxp folder inside the zip, containing everything else - some not.
The download for the Vampire is a isisinterstellar.oxp.zip.
For unzipping files that already have the .oxp.zip in their name, I use right-mouse-button menu on the zip file and choose "unzip to [zip's.base-name]" , not "unzip here". (That's how these functions are named in my 7-zip menu in windows explorer)
Do that either with all zips that have *.oxp.zip in their name, or only with those that else end up with no *.oxp folder, or with all oxps.
hth