Thargoid wrote:From a look-over:
should be
Code: Select all
ai_type = "route1traderAI.plist";
auto_ai = yes;
Then the log shows up
09:02:24.189 [files.notFound]: ----- WARNING: Could not find texture file "starmoth.png".
because your folder name is "Texture", when it should be "Textures" (it should be plural with the s). Because the folder name is wrong, the trunk engine can't see it and so your ship has no texture available.
It can also be useful to add a unique role to the ship (e.g. make the roles line "roles" = "trader starmoth";) to make it easier to test-spawn using the JS console[/color]
Oh my gosh, yes. I have never used that before. That is really great.
OK, the reason for the starmoth.png, as opposed to StarMoth.png is that what you have is the latest iteration of the .dat file. I have tried twice more different little things from the Blender, to the final export, and on the last one, the one I sent you, I used all lower case script. However, I didn't change anything in the shipdata.plist, because I didn't see the problem that Thargoid found.
Ironfist, all I can say is "
DOH!".
In the end, THAT was the biggest problem, and I can't believe I didn't see it after comparing this oxp to several others, just trying to notice a difference that might cause problems. That fixed the problem for the texture issues, and I'm betting I'll get better results with what Thargoid suggested for the AI.plist. Thargoid, Killer Wolf, Ironfist, Smivs, Erich Walch and JD, thanks much for helping me with this. I was hoping to get one done without someone holding my hand, but alas, it was not to be.
The StarMoth now rotates in full color, and I am anxious to fly it. Now if I can work up a decent Scripts folder, so the non-player version can fly into the scene, accompanied by it's SunBat escorts. More stuff to screw up, LOL!!