star trek ships?
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- Disembodied
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Re: star trek ships?
This page on the wiki might be of use. Although the page hasn't been edited in five years, it should hopefully give you a place to start:
http://wiki.alioth.net/index.php/OXP_howto_model
http://wiki.alioth.net/index.php/OXP_howto_model
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Re: star trek ships?
yep, that definitely helps! Basically, what I needed most was to know about the Obj2DatTex.py thing.Disembodied wrote: ↑Fri Dec 15, 2017 6:21 pmThis page on the wiki might be of use. Although the page hasn't been edited in five years, it should hopefully give you a place to start:
http://wiki.alioth.net/index.php/OXP_howto_model
Not sure yet if it will work, but I already have access to pre-made models of the ship in Obj format, so assuming the texture files work right, it should simply be a matter of converting with Obj2DatTex.py, and creating the OXP file.
I'll definitely have a look at doing this sometime very soon! Thanks!
- Zark Montor
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Re: star trek ships?
is anyone looking at attempting the Uss Orville? looks like a tough one to do. Funny show, though!
Btw, don't look at me, i won't be having a go, just planting the seed.....
Btw, don't look at me, i won't be having a go, just planting the seed.....
I have returned! Less annoying and still enjoying the mighty Oo!
1.86 on self reconned dell studio xps thru Pep 8/64. Runs very well.
Nice to see its still well supported. Oo, Suits you, Sir!
1.86 on self reconned dell studio xps thru Pep 8/64. Runs very well.
Nice to see its still well supported. Oo, Suits you, Sir!
- Smivs
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Re: star trek ships?
A Redwood seed, by any chance?is anyone looking at attempting the Uss Orville? looks like a tough one to do. Funny show, though!
Btw, don't look at me, i won't be having a go, just planting the seed.....
Commander Smivs, the friendliest Gourd this side of Riedquat.
- Prester John
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Re: star trek ships?
I would not mind (and I would be glad) to pilot Star Trek Starships.
Considering that every player can do what they like with Oolite (expansion packs....?... ), no player may have an identical 'Oolite Environment'.
I mean : we can 'custom' OOlite, right?
So, if I wanted ST Starships, I would have them and not bother other Oolite players. I would keep them for me (if nobody else were asking them from me).
I have a list of ST Starships I would like to play/pilot :
Federation Klingons
Ares Kvort
Challenger Ktinga
Miranda Vorcha
Saladin Neghvar
Nebula
Now, what I need is 'How-to' actually HAVE them working properly.
I get you have to convert meshes (*.obj to Oolite).
But, AFTER????
Which files/folders do we have to add, to make it work? And 'How-to' program the scripts? Are there standard scripts we can modify for this goal?
I have checked the Wiki, about that. It's verrrry dissuasive.
All I need is a Solution/Manual that is ACTUALLY working.
And I'm thinking about the Constitution Heavy Cruiser we have.
HOW has this *.oxp been MADE?
If I had the COMPLETE Solution/manual, detailed step-by-step (so that I could understand HOW), I would be grateful.
Thank you for your understanding and patience.
Considering that every player can do what they like with Oolite (expansion packs....?... ), no player may have an identical 'Oolite Environment'.
I mean : we can 'custom' OOlite, right?
So, if I wanted ST Starships, I would have them and not bother other Oolite players. I would keep them for me (if nobody else were asking them from me).
I have a list of ST Starships I would like to play/pilot :
Federation Klingons
Ares Kvort
Challenger Ktinga
Miranda Vorcha
Saladin Neghvar
Nebula
Now, what I need is 'How-to' actually HAVE them working properly.
I get you have to convert meshes (*.obj to Oolite).
But, AFTER????
Which files/folders do we have to add, to make it work? And 'How-to' program the scripts? Are there standard scripts we can modify for this goal?
I have checked the Wiki, about that. It's verrrry dissuasive.
All I need is a Solution/Manual that is ACTUALLY working.
And I'm thinking about the Constitution Heavy Cruiser we have.
HOW has this *.oxp been MADE?
If I had the COMPLETE Solution/manual, detailed step-by-step (so that I could understand HOW), I would be grateful.
Thank you for your understanding and patience.
- phkb
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Re: star trek ships?
This is probably a bit off topic, but anyway...
I'm not a modeller, so I can't tell you how to create the .dat files, or how to create textures or normal maps or anything like that. What I can tell you is how to pull all the components together.
In your "AddOns" folder, create a new folder with an ".oxp" extension. For this example I'll use "MyShip.oxp"
Inside "MyShip.oxp", create a subfolder called "Config", another one called "Models", and another called "Textures"
The structure should now look like this:
- Addons
-- MyShip.oxp
--- Config
--- Models
--- Textures
Put your .dat files into the "Models" folder, and any texture png files should go in the "Textures" folder.
Next, in the "Config" folder, create a "shipdata.plist" file, and a "shipyard.plist" file. These should be standard text files (if you're on Windows, avoid using Notepad as it has been known to mess up files).
The entry you add into shipdata.plist essentially pulls together all the components from Models and Textures to create an entity that can be used in-game. In it you define all the properties the ship will have (like maximum energy, maximum number of missiles, etc). See the shipdata.plist wiki page for details on all the options for this entry.
There are a couple of key components you will need, though. In this example, I'm assuming you aren't using custom shaders - this example will just use the default shaders. I'm also just creating a player ship here, not an NPC one yet:
Finally, you'll need to create a matching entry in the shipyard.plist file. See the shipyard.plist wiki for details on all the options. Something like this:
For testing, you might like to change the "chance" value to "1", and the "techlevel" value to 0, so that you'll be able to buy the ship anywhere.
That should get your ship in the game. You can also use the Oolite debug console to view your ship, using the command
To keep this simple I've left off adding NPC versions of your ship. Maybe once you're up and running with a player ship I can add the extra details for the NPC's. Or you can look in one of the other ship OXP's to see how it's done.
Hope that helps a little, anyway.
I'm not a modeller, so I can't tell you how to create the .dat files, or how to create textures or normal maps or anything like that. What I can tell you is how to pull all the components together.
In your "AddOns" folder, create a new folder with an ".oxp" extension. For this example I'll use "MyShip.oxp"
Inside "MyShip.oxp", create a subfolder called "Config", another one called "Models", and another called "Textures"
The structure should now look like this:
- Addons
-- MyShip.oxp
--- Config
--- Models
--- Textures
Put your .dat files into the "Models" folder, and any texture png files should go in the "Textures" folder.
Next, in the "Config" folder, create a "shipdata.plist" file, and a "shipyard.plist" file. These should be standard text files (if you're on Windows, avoid using Notepad as it has been known to mess up files).
The entry you add into shipdata.plist essentially pulls together all the components from Models and Textures to create an entity that can be used in-game. In it you define all the properties the ship will have (like maximum energy, maximum number of missiles, etc). See the shipdata.plist wiki page for details on all the options for this entry.
There are a couple of key components you will need, though. In this example, I'm assuming you aren't using custom shaders - this example will just use the default shaders. I'm also just creating a player ship here, not an NPC one yet:
Code: Select all
{
"myship_definition" = {
...snip...
materials = {
"Hull" = { // if your .dat file has a text key for textures, you should use it here instead of "Hull"
diffuse_map = "myship_diffuse.png";
normal_map = "myship_normal.png"; // if you have a separate normal map
emission_map = "myship_emission.png"; // if you have a separate emission map
specular_map = "myship_specular.png"; // if you have a separate specular map
specular_color = (0.4, 0.4, 0.4);
shininess = 25; // for backward compatibility with Oolite 1.86 and previous
gloss = 0.5; // for Oolite 1.87ff
};
};
model = "myship_model.dat";
roles = "player";
...snip...
};
}
Code: Select all
{
"myship_definition" = {
"chance" = 0.5;
"optional_equipment" =
(
"EQ_ADVANCED_COMPASS",
"EQ_CARGO_BAY",
"EQ_DOCK_COMP",
"EQ_ECM",
"EQ_ENERGY_BOMB",
"EQ_ENERGY_UNIT",
"EQ_ESCAPE_POD",
"EQ_FUEL_INJECTION",
"EQ_FUEL_SCOOPS",
"EQ_GAL_DRIVE",
"EQ_HEAT_SHIELD",
"EQ_MULTI_TARGET",
"EQ_NAVAL_ENERGY_UNIT",
"EQ_NAVAL_SHIELD_BOOSTER",
"EQ_PASSENGER_BERTH",
"EQ_SCANNER_SHOW_MISSILE_TARGET",
"EQ_SHIELD_BOOSTER",
"EQ_WEAPON_BEAM_LASER",
"EQ_WEAPON_PULSE_LASER",
"EQ_WEAPON_MILITARY_LASER",
"EQ_WEAPON_MINING_LASER"
);
price = 500000;
standard_equipment = {
forward_weapon_type = "EQ_PULSE_PULSE_LASER";
missiles = 2;
};
techlevel = 8;
weapon_facings = 15;
};
}
That should get your ship in the game. You can also use the Oolite debug console to view your ship, using the command
:test [myship_definition]
. To keep this simple I've left off adding NPC versions of your ship. Maybe once you're up and running with a player ship I can add the extra details for the NPC's. Or you can look in one of the other ship OXP's to see how it's done.
Hope that helps a little, anyway.
Last edited by phkb on Wed Jan 31, 2024 1:26 pm, edited 1 time in total.
- Prester John
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Re: star trek ships?
Not only that will help, but, from what I have read already on the Wiki, I think "the wind is in our sails" (*wink* reference )
- Prester John
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Re: star trek ships?
You know what?
I will try to convert my old VRML star trek starships models into Oolite usable format and try your things 'aggreemented' with some more from the Wiki...
Not sure I will make it, but I have to try.
Oh! One LAST question : is it possible to declare One Particular Planet in a Galaxie as The Main Planet (I mean Max Tech Level)?
I'm thinking about something...
I will try to convert my old VRML star trek starships models into Oolite usable format and try your things 'aggreemented' with some more from the Wiki...
Not sure I will make it, but I have to try.
Oh! One LAST question : is it possible to declare One Particular Planet in a Galaxie as The Main Planet (I mean Max Tech Level)?
I'm thinking about something...
- montana05
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Re: star trek ships?
The highest TechLevel a planet could get is 15, obviously they are rare, G1 only got 1. If you got a Star Trek planet/system in mind why not put it in interstellar space ? HIMSN had a concept for that.Prester John wrote: ↑Wed Sep 19, 2018 11:35 amYou know what?
I will try to convert my old VRML star trek starships models into Oolite usable format and try your things 'aggreemented' with some more from the Wiki...
Not sure I will make it, but I have to try.
Oh! One LAST question : is it possible to declare One Particular Planet in a Galaxie as The Main Planet (I mean Max Tech Level)?
I'm thinking about something...
Btw, if you need help with the shipdata.plist just send me a message.
Scars remind us where we've been. They don't have to dictate where we're going.
- Prester John
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Re: star trek ships?
HEP!montana05 wrote: ↑Wed Sep 19, 2018 12:04 pmThe highest TechLevel a planet could get is 15, obviously they are rare, G1 only got 1. If you got a Star Trek planet/system in mind why not put it in interstellar space ? HIMSN had a concept for that.Prester John wrote: ↑Wed Sep 19, 2018 11:35 amYou know what?
I will try to convert my old VRML star trek starships models into Oolite usable format and try your things 'aggreemented' with some more from the Wiki...
Not sure I will make it, but I have to try.
Oh! One LAST question : is it possible to declare One Particular Planet in a Galaxie as The Main Planet (I mean Max Tech Level)?
I'm thinking about something...
Btw, if you need help with the shipdata.plist just send me a message.
HIMSN?
Concept?
Where?
Link, please? PUH-LEEEEAAASSSSEE?
- montana05
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Re: star trek ships?
Her Imperial Majesty's Space Navy (HIMSN) topic:
https://bb.oolite.space/viewtopic.php?f= ... ilit=HIMSN
Alpha release:
http://wiki.alioth.net/index.php/File:H ... a_test.oxz
HIMSN was a great project unfortunately never made it over the Alpha release. However, as much as I can recall the js had planets in interstellar space.
https://bb.oolite.space/viewtopic.php?f= ... ilit=HIMSN
Alpha release:
http://wiki.alioth.net/index.php/File:H ... a_test.oxz
HIMSN was a great project unfortunately never made it over the Alpha release. However, as much as I can recall the js had planets in interstellar space.
Scars remind us where we've been. They don't have to dictate where we're going.
- Prester John
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Re: star trek ships?
Never mind. I think I have found something useful in the Wiki.....
- Prester John
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Re: star trek ships?
OOps!montana05 wrote: ↑Wed Sep 19, 2018 12:45 pmHer Imperial Majesty's Space Navy (HIMSN) topic:
https://bb.oolite.space/viewtopic.php?f= ... ilit=HIMSN
Alpha release:
http://wiki.alioth.net/index.php/File:H ... a_test.oxz
HIMSN was a great project unfortunately never made it over the Alpha release. However, as much as I can recall the js had planets in interstellar space.
Thanks!
- Prester John
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Re: star trek ships?
I won't sleep tonight because of you guys!!!
It's your fault.
It's your fault.
- montana05
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Re: star trek ships?
Welcome to the club, last time I was testing the weaponry from my latest carrier I was dreaming of ball turrets plasma-balls and laser-fire approaching me. I took it as a clear sign that its time for a break.Prester John wrote: ↑Wed Sep 19, 2018 1:35 pmI won't sleep tonight because of you guys!!!
It's your fault.
Scars remind us where we've been. They don't have to dictate where we're going.