Ark - well spotted! That's more subtle than you think.
This is from the model:
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// output from Obj2DatTex.py Wavefront text file conversion script
// (c) 2005 By Giles Williams
//
// original file: "neosidewinder-engines.obj"
//
// model size: 18.295 x 8.829 x 25.474
//
[b]// textures used: ['sidewinder-engine-neolite-default.png'][/b]
//
This is the textures folder:
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simon@indigo-prime:~$ cd .Oolite/AddOns/neolite.oxp/Textures/
simon@indigo-prime:Textures$ ls sidewinder*
sidewinder-engine-neolite-default.png sidewinder-neolite-default.png
sidewinder-engine-neolite-effectsmap.png sidewinder-neolite-effectsmap.png
So - indeed - the correct shaders should be:
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model = "neosidewinder-engines.dat";
name = "Sidewinder Engines";
roles = "sidewinder-engines";
shaders =
{
"sidewinder-engine-neolite-default.png" =
{
"vertex_shader" = "neolite-std.vs";
"fragment_shader" = "neolite-std.fs";
textures =
(
"sidewinder-engine-neolite-default.png",
"sidewinder-engine-neolite-effectsmap.png",
"null-neolite-normalmap.png"
);
The layout of the shaders is because I was originally following Ahruman's suggestion to use a different, high-res' texture for people without shaders. Thus, the skin used by the model was to be different to the skin used by the shader.
Unfortunately that produced really big packages, and, to take full advantage of it, required drawing two skins for each model.
The first png in the shaders has to be the one that the model uses.
The others have to be the ones in the textures directory.
They have to be in order, diffuse, effects, normal.
It's subtle because the failure in the shaders just means the model uses the correct skin anyway - just without the effects-map. The sidewinder does not have much by way of effects anyway.
Not all ships have their own effects or normal map. Some share. Some use a null-map.
And here is the Your Adhere!! Neolite patch.
Cool!
FWIW: the sidewinder is also a developer resource. The two dat files contain four models ... they are fully skinned, so all you have to do to make your own unique ship is mix and match with the other models.
Other multi-part ships have similar mix-n-match structures.
You want a sidewinder with spikes?
Eric wrote:With the Boa MK I noticed you completely changed the view point of the boa, compared to the original, specially at the back. In the original version there was 10 meter height difference between view point and laser exit. Both front and aft. In your model you have 10 meter difference in the front, but 30 meters height difference at the back. This makes combat difficult as you now have different aiming point for back and front. When using the reticule sensitive you must even aim so far off-target that the reticule turns green again to let it hit. By itself is off-target no problem, but al four lasers should have the same adjustment.
Curious - I changed the aft viewpoint because of complaints about the old one. I didn't change the laser fireing point. On my system, the target point is always middle of the screen no matter what and the whole ship rotates about it.
I'll take a closer look. Just move the point up 20m in y and see if that helps.
It's a big ship and it makes sense to put the cameras near the guns.
Note - the from fire position is supposed to be by the nose of the skiff. IIRC.