problems with oxp-ship
Moderators: winston, another_commander
problems with oxp-ship
Hello guys,
i modeled my first ship (with blender), i have textures for this model but i have issues with the configs. I tried to copy all config texts from the cobra mark three (copy worked) and to replace all words like "oolite_template_cobra3-..." with the name of my ship-model. However oolite didnt recognized this ship with these configs. Then i tried to replace the model of the cobra mark three with my model (in the gamefolder [oolite/oolite.app/resources/models/...]). this worked. i really dont know what im doing wrong, so i thought to myself, 'hey, there is this nice forum,why not asking them?
So im asking you now, what could i do in this case?
btw im using windows.
and sorry for some mistakes i might have done im not an native speaker ;)
i modeled my first ship (with blender), i have textures for this model but i have issues with the configs. I tried to copy all config texts from the cobra mark three (copy worked) and to replace all words like "oolite_template_cobra3-..." with the name of my ship-model. However oolite didnt recognized this ship with these configs. Then i tried to replace the model of the cobra mark three with my model (in the gamefolder [oolite/oolite.app/resources/models/...]). this worked. i really dont know what im doing wrong, so i thought to myself, 'hey, there is this nice forum,why not asking them?
So im asking you now, what could i do in this case?
btw im using windows.
and sorry for some mistakes i might have done im not an native speaker ;)
- Cody
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Re: problems with oxp-ship
Welcome aboard, Commander! I've asked the Mods to move this thread to a more suitable place, where it'll get more attention.
Hopefully, someone will then be able to help you. I'm just a dumb pilot, you see - flying a Cobra Mk III is about all I can do!
Hopefully, someone will then be able to help you. I'm just a dumb pilot, you see - flying a Cobra Mk III is about all I can do!
Last edited by Cody on Wed May 18, 2016 10:33 pm, edited 2 times in total.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: problems with oxp-ship
Moved to Expansion Pack.
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Re: problems with oxp-ship
Welcome tsoj in the forum!
Please insert the content of your shipdata.plist here, we can take a look on it. Another help is your Logs/Latest.log file, maybe an error printed within about your shipdata like a missing bracket.
Please insert the content of your shipdata.plist here, we can take a look on it. Another help is your Logs/Latest.log file, maybe an error printed within about your shipdata like a missing bracket.
Re: problems with oxp-ship
The error is:
In this save-file i wrote
My .oxp-folder is
In there are the three folders
Model and texture are in their folders and the
Content of my shipdata.plist file is this:
Content of my
It could be something obvious that im doing wrong, im a total noob with things like this
Failed to restore saved game. Could not find ship type. "tsoj_Boomslang-mkII-player" -please reinstall the appropriate OXP.
In this save-file i wrote
tsoj_Boomslang-mkII-player
instead of cobra3-player
.My .oxp-folder is
tsoj_Boomslang-mkII.oxp
In there are the three folders
Config Models Textures
.Model and texture are in their folders and the
shipdata.plist
and shipyard.plist
and the demoship.plist
files are in the Config folder.Content of my shipdata.plist file is this:
Code: Select all
{
"tsoj_Boomslang-mkII" =
{
aft_eject_position = "0.0 -13.25 -23.8";
ai_type = "oolite-traderAI.js";
auto_ai = yes;
auto_weapons = yes;
cargo_type = "CARGO_NOT_CARGO";
custom_views =
(
{
view_description = "Rear View";
view_orientation = "1.0 0.0 0.0 0.0";
view_position = "0.0 30.0 -200.0";
weapon_facing = "FORWARD";
},
{
view_description = "Rear Right View";
view_orientation = "0.9239 0.0 0.3827 0.0";
view_position = "141.42 30.0 -141.42";
weapon_facing = "FORWARD";
},
{
view_description = "Right View";
view_orientation = "0.7071 0.0 0.7071 0.0";
view_position = "200.0 30.0 0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Front Right View";
view_orientation = "0.3827 0.0 0.9239 0.0";
view_position = "141.42 30.0 141.42";
weapon_facing = "FORWARD";
},
{
view_description = "Front View";
view_orientation = "0.0 0.0 1.0 0.0";
view_position = "0.0 30.0 200.0";
weapon_facing = "FORWARD";
},
{
view_description = "Front Left View";
view_orientation = "0.3827 0.0 -0.9239 0.0";
view_position = "-141.42 30.0 141.42";
weapon_facing = "FORWARD";
},
{
view_description = "Left View";
view_orientation = "0.7071 0.0 -0.7071 0.0";
view_position = "-200.0 30.0 0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Rear Left View";
view_orientation = "0.9239 0.0 -0.3827 0.0";
view_position = "-141.42 30.0 -141.42";
weapon_facing = "FORWARD";
},
{
view_description = "Top View";
view_orientation = "-0.7071 0.7071 0.0 0.0";
view_position = "0.0 200.0 -15.0";
weapon_facing = "FORWARD";
},
{
view_description = "Bottom View";
view_orientation = "0.0 0.0 0.7071 0.7071";
view_position = "0.0 -200.0 -15.0";
weapon_facing = "FORWARD";
}
);
energy_recharge_rate = 4;
exhaust =
(
"10.7601 6.3008 -33.8587 6.3 5.6 1.0",
"-10.7601 6.3008 -33.8587 6.3 5.6 1.0"
);
forward_weapon_type = "WEAPON_BEAM_LASER";
frangible = 0;
fuel = 70;
has_ecm = 0.15;
has_escape_pod = 0.95;
has_scoop = 0.95;
is_template = 1;
likely_cargo = 15;
materials =
{
"Hull" =
{
diffuse_map = "oolite_cobra3_diffuse.png";
specular_color = ( 0.2, 0.2, 0.2 );
shininess = 5;
emission_map = { name = "oolite_cobra3_diffuse.png"; extract_channel = "a"; };
emission_modulate_color = (0.9926, 0.9686, 0.7325, 1.0);
};
"Gun" =
{
diffuse_map = "oolite_cobra3_subents.png";
specular_color = ( 0.2, 0.2, 0.2 );
shininess = 5;
};
};
max_cargo = 20;
max_energy = 256;
max_flight_pitch = 1;
max_flight_roll = 2;
max_flight_speed = 350;
max_missiles = 4;
missile_launch_position = "0.0 -15.5 -24.5";
missiles = 3;
model = "tsoj_Boomslang-mkII.dat";
name = "Boomslang MK-II";
scoop_position = "0.0 -5.5 25.0";
thrust = 32;
view_position_aft = "0.0 6.0 -35.5";
view_position_forward = "0.0 7.25 31.0";
view_position_port = "-35.5 7.5 0.0";
view_position_starboard = "35.5 7.5 0.0";
weapon_facings = 15;
weapon_position_aft = "0.0 0.0 -33.5";
weapon_position_forward = "-0.0961 0.9367 43.4655";
weapon_position_port = "-47.4 -2.3 0.0";
weapon_position_starboard = "47.4 -2.3 0.0";
};
"tsoj_Boomslang-mkII-trader" =
{
like_ship = "tsoj_Boomslang-mkII";
is_template = 1;
max_flight_speed = 300;
thrust = 30;
roles = "trader(0.375) trader-courier(0.2) trader-smuggler(0.75) hunter-medium(0.5) pirate-heavy-fighter pirate-interceptor(0.25) pirate-aegis-raider(0.2) scavenger sunskim-trader";
};
"tsoj_Boomslang-mkII-alternate" =
{
like_ship = "tsoj_Boomslang-mkII";
has_ecm = 0.95;
is_template = 1;
max_cargo = 35;
max_flight_speed = 300;
materials =
{
"Hull" =
{
diffuse_map = "oolite_cobra3_diffuse_alt.png";
specular_color = (0.2, 0.2, 0.2);
shininess = 5;
emission_map =
{
name = "oolite_cobra3_diffuse_alt.png"; extract_channel = "a";
};
emission_modulate_color = (0.9926, 0.9686, 0.7325, 1.0);
};
"Gun" =
{
diffuse_map = "oolite_cobra3_subents.png";
specular_color = ( 0.2, 0.2, 0.2 );
shininess = 5;
};
};
roles = "pirate-light-freighter pirate-medium-freighter(0.2) trader(0.375) hunter-heavy escort-heavy(0.25) hermit-ship sunskim-trader cobra3-alternate assassin-medium";
};
"tsoj_Boomslang-mkII-pirate" =
{
like_ship = "tsoj_Boomslang-mkII";
is_template = 1;
ai_type = "oolite-pirateAI.js";
bounty = 50;
forward_weapon_type = "WEAPON_PULSE_LASER";
has_ecm = 0.1;
has_escape_pod = 0.85;
has_scoop = yes;
has_shield_booster = 0.25;
materials =
{
"Hull" =
{
diffuse_map = "oolite_cobra3_diffuse_pirate.png";
specular_color = (0.2, 0.2, 0.2);
shininess = 5;
emission_map =
{
name = "oolite_cobra3_diffuse_pirate.png"; extract_channel = "a";
};
emission_modulate_color = (0.9926, 0.9686, 0.7325, 1.0);
};
"Gun" =
{
diffuse_map = "oolite_cobra3_subents.png";
specular_color = ( 0.2, 0.2, 0.2 );
shininess = 5;
};
};
max_cargo = 20;
max_flight_speed = 300;
missiles = 1;
roles = "pirate(0.25) pirate-medium-fighter(0.5)";
};
"tsoj_Boomslang-mkII-player" =
{
like_ship = "tsoj_Boomslang-mkII";
is_template = 1;
forward_weapon_type = "WEAPON_PULSE_LASER";
roles = "player";
};
}
Content of my
shipyard.plist
is:Code: Select all
{
"tsoj_mkII-Boomslang-player" =
{
chance = 0.5;
"optional_equipment" =
(
"EQ_CARGO_BAY",
"EQ_ECM",
"EQ_FUEL_SCOOPS",
"EQ_PASSENGER_BERTH",
"EQ_ESCAPE_POD",
"EQ_ENERGY_BOMB",
"EQ_ENERGY_UNIT",
"EQ_NAVAL_ENERGY_UNIT",
"EQ_DOCK_COMP",
"EQ_WEAPON_PULSE_LASER",
"EQ_WEAPON_BEAM_LASER",
"EQ_WEAPON_MINING_LASER",
"EQ_WEAPON_MILITARY_LASER",
"EQ_FUEL_INJECTION",
"EQ_SCANNER_SHOW_MISSILE_TARGET",
"EQ_MULTI_TARGET",
"EQ_GAL_DRIVE",
"EQ_ADVANCED_COMPASS",
"EQ_SHIELD_BOOSTER",
"EQ_NAVAL_SHIELD_BOOSTER",
"EQ_HEAT_SHIELD"
);
price = 150000;
"standard_equipment" =
{
extras = "";
"forward_weapon_type" = "EQ_WEAPON_PULSE_LASER";
missiles = 3;
};
techlevel = 6;
"weapon_facings" = 15;
};
}
It could be something obvious that im doing wrong, im a total noob with things like this
Last edited by tsoj on Thu May 19, 2016 7:50 pm, edited 2 times in total.
- Cody
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Re: problems with oxp-ship
A tip: if you highlight any code, then click the 'Code' button, it makes it easier to read.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
-
- Quite Grand Sub-Admiral
- Posts: 6682
- Joined: Wed Feb 28, 2007 7:54 am
Re: problems with oxp-ship
Had a very quick look and this struck me as inconsistent:
shipdata.plist haswhile shipyard.plist has
shipdata.plist has
Code: Select all
"tsoj_Boomslang-mkII-player" = [...]
Code: Select all
"tsoj_mkII-Boomslang-player" = [...]
- Smivs
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Re: problems with oxp-ship
By the way, demoship.plist is no longer used - you will need a shiplibrary.plist to add your ship to the display.
Commander Smivs, the friendliest Gourd this side of Riedquat.
Re: problems with oxp-ship
oh, yes, i found also some other inconsistencies in this plist, like i hadnt rewrote the string after "model" (it was still oolite_cobra3.dat).another_commander wrote:Had a very quick look and this struck me as inconsistent:
shipdata.plist haswhile shipyard.plist hasCode: Select all
"tsoj_Boomslang-mkII-player" = [...]
Code: Select all
"tsoj_mkII-Boomslang-player" = [...]
but this wasnt the problem. :P
Now im trying to adjust all the xyz-positiones from the shipdata.plist in the gamefolder of the cobra mark three to look nice with my model,
but i have this problem, that if i restart the game it hasnt changed, but when i restarted it today (after a windows hibernation relaunch) the changes have applied.
Why is that? Have i to logout and in? Or maybe its just one of the defects of my computer.
and thanks for your replies
I'm sure that I had long wondered why that does not work ;)Smivs wrote:By the way, demoship.plist is no longer used - you will need a shiplibrary.plist to add your ship to the display.
Last edited by tsoj on Fri May 20, 2016 12:52 pm, edited 1 time in total.
- Cody
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Re: problems with oxp-ship
If you make changes, you need to restart Oolite with the shift key held down until the spinning Cobra appears - that flushes the cache.
Which code editor are you using? If you're not already aware of it, Notepad++ is good (and free).
Which code editor are you using? If you're not already aware of it, Notepad++ is good (and free).
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- Griff
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Re: problems with oxp-ship
I'm not 100% sure, but i don't think you need this line
in any of the ship definitions other than the first "tsoj_Boomslang-mkII" one,
setting a ship as a template = 1 treats that ship as a 'reference only' ship which other 'like_ship =' ship versions refer too (saves you having to duplicate all the settings in each version of the ship you 'like_ship' too -
sorry about the mad circular logic, hope that makes a bit of sense
Code: Select all
is_template = 1;
setting a ship as a template = 1 treats that ship as a 'reference only' ship which other 'like_ship =' ship versions refer too (saves you having to duplicate all the settings in each version of the ship you 'like_ship' too -
sorry about the mad circular logic, hope that makes a bit of sense
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
- Smivs
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Re: problems with oxp-ship
That's right. A good convention is to call the template, 'template', so your
might be called
and all the others like_ship to "tsoj_Boomslang-mkII_template", without the 'is_template' line.
Code: Select all
"tsoj_Boomslang-mkII"
Code: Select all
"tsoj_Boomslang-mkII_template"
Commander Smivs, the friendliest Gourd this side of Riedquat.
Re: problems with oxp-ship
Ok, i followed your tips for template-ships and this and it worked. Thank you all for that help!