Hi Guys
Thank you but honestly photoshop & lightwave do all the tricky stuff, and i've pinched the ideas from thoughts other people have posted up on here, plus i'm very lucky in that i've been dabbling with graphics for years!
@Doc, those ideas sound great! I was just creating various industrial type ships inspired by your mining ideas and ways of bigging up that element of the game, i was also trying to create a busy outpost type oxp with various ships arriving/departing unloading cargo etc but to be honest the amount of scripting was way above what's safe for my sanity, so i thought i'd try and pimp the models out to you guys! it's a shame we can't get the 'shipyard' collaberative area working, there must be loads of great stuff laying dormant on hard drives
@CaptKev you can get around the poly & vertex limitations by splitting up your models into subentities, here's a wireframe of the outpost:-
The lower section is the actual station as far as oolite is concerned, and the upper part, docking bay, and pipes etc are subentities of this lower sectionand and are combined together in the game to make the complete ship:-
Here's the code from the ships shipdata.plist file that combines all the subentities into one cpmplete station:-
Code: Select all
<key>subentities</key>
<array>
<string>griff_outpost_subents 0 0 0 1 0 0 0</string>
<string>griff_outpost_upper 0 0 0 1 0 0 0</string>
<string>griff_station_bay 0 0 455.881 1 0 0 0</string>
</array>
if you build all the pieces 'in place' in your 3d program, there's no complex quaternions stuff needed in the shipdata.plist!, just leave the x y z co ordinates as 0 0 0 and use the quaternon 1 0 0 0 so that oolite knows to point subentities the correct way (all ships and stations should rest along the Z axis, with the front at Z+ and back at Z-)