Not sure if i'm missing something obvious but this is something i've come across w/ my Venom, that i meant to bring up during testing my Dominatrix, and forgot
anyways, i've noticed Oolite seems to take the skin texture listed in the DAT over the shipdata entry - what's the reason for that? it's increased the size of my OXP (perhaps negligably, but still) as i now need multiple copies of the dat. i've got, eg, a red skin, blue skin and green skin. if i set up the shipdata as all using simply "venom.dat", as they're all the same ship obviously, they all get the standard skin in the DAT : to get around this i had to copy the DAT and search/replace the texture name in each, and set the shipdata to point at "redvenom.dat", "bluevenom.dat" etc.
just seems a roundabout way of doing things? how come the shipdata doesn't override this?
You can use the materials shipdata key to "dye" a given ship texture a different colour, or to chose which texture file gets used. Not ideal either, but can be quite useful if you set things up correctly.
In ups I only have one .DAT file for the ups-barrel, defining a "upsRedBarrel.png" texture. Than, for the other barrels I use a definition in materials to replace upsRedBarrel.png by upsGreenBarrel.png for that barrel.
well y'bugger. another whole aspect of the game i didn't know about!
cheers for that info, i'll play around w/ the next OXP i do.
What eric listed is one way of overwriting the texture,
if you're using shaders it's pretty much the same thing, only lengthier cause of more options. eg:
(shaders can be tricky to work with, i suggest reading up on the wiki about shaders in oolite... if you can't use shaders on your comp, ignore this post)