As suggested:
An OXP that allows the player to choose among the base skins and those available in all of the installed OXPs for the same ship. You pay a small fee and presto: your scratched and bruised bird looks like a shiny angel of death, to match the fearless commander inside.
I do not know if it is possible to examine the other OXPs to find available skins. I recall that ships may be customized in stats and equipment as well, but I hope that will not interfere and that a customized cobra is still a cobra in terms of dimensions.
For good measure, the creator of this OXP may include as many pieces of spaceship artistry as he or she can get his hands on . Just to expand the selection and show off talent.
Ideally, there would also be an easy way to load additional textures, but I suppose these need to conform to pretty exact proportions..
The same could also be done for missions: at one point you must disguise you ship as someone else's, including a transponder code and also the paint job. Nice for infiltration, but the you have to go home and convince your friends that the paint job is a fake...
best wishes,
Oscar
The Paint Shop
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- Arexack_Heretic
- Dangerous Subversive Element
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- Joined: Tue Jun 07, 2005 7:32 pm
- Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
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hmmm....
Right now a different texture means a seperate model.dat file.
(you can copy the ogininal.dat and modify the references to the texture. Just make sure the new texture corresponds with the UV-map.)
I wouldn't know how to implement a paintshop, it would entail more than just swapping the ship for another for a small fee.
The ship stats and equipment and wear-status would need to be copied somehow and the game would then need to automatically copy this data into a new ship-entry in the shiplist.
I'll just wait untill Giles implements a decal system for ship textures.
That and bumbmapping combined with variable colour and alphalayers.
Right now a different texture means a seperate model.dat file.
(you can copy the ogininal.dat and modify the references to the texture. Just make sure the new texture corresponds with the UV-map.)
I wouldn't know how to implement a paintshop, it would entail more than just swapping the ship for another for a small fee.
The ship stats and equipment and wear-status would need to be copied somehow and the game would then need to automatically copy this data into a new ship-entry in the shiplist.
I'll just wait untill Giles implements a decal system for ship textures.
That and bumbmapping combined with variable colour and alphalayers.
Riding the Rocket!
That's a nice idea.Arexack_Heretic wrote:hmmm....
Right now a different texture means a seperate model.dat file.
(you can copy the ogininal.dat and modify the references to the texture. Just make sure the new texture corresponds with the UV-map.)
I wouldn't know how to implement a paintshop, it would entail more than just swapping the ship for another for a small fee.
The ship stats and equipment and wear-status would need to be copied somehow and the game would then need to automatically copy this data into a new ship-entry in the shiplist.
I'll just wait untill Giles implements a decal system for ship textures.
That and bumbmapping combined with variable colour and alphalayers.
Couldn't you just enter the textures folder/dir and modify each image in GIMP/Photoshop?
- Arexack_Heretic
- Dangerous Subversive Element
- Posts: 1876
- Joined: Tue Jun 07, 2005 7:32 pm
- Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
- Contact:
Yes, you could.
But that would be replacing the existing texture with a new one.
Thus not adding variety.
This is basically what I do in pimpships:
1) open the texturefile create a new texture on top and save under a new name.
2) modify the model.dat-file to adress the new texture, save under new name.
3) copy the corresponding entry in the Ooriginal shiplist to the custom OXP shiplist and change reference to the model.dat, the shipname, the entry-key, the abundance by using role(%/100), plus all you want to change in addition. (Avoid like_ship between different shiplists)
4) optionally edit a shipyard.plist to make the ship player buyable.
But that would be replacing the existing texture with a new one.
Thus not adding variety.
This is basically what I do in pimpships:
1) open the texturefile create a new texture on top and save under a new name.
2) modify the model.dat-file to adress the new texture, save under new name.
3) copy the corresponding entry in the Ooriginal shiplist to the custom OXP shiplist and change reference to the model.dat, the shipname, the entry-key, the abundance by using role(%/100), plus all you want to change in addition. (Avoid like_ship between different shiplists)
4) optionally edit a shipyard.plist to make the ship player buyable.
Riding the Rocket!