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Posted: Mon Nov 09, 2009 10:05 pm
by Eric Walch
Captain Berf wrote:I tried that and the texture didn't load.
v1.7.4 WinXp32
$PROGDIR/AddOns/Textures/foo.png
You are right, I always thought it worked also for oxp textures. I fly already quite some time in a boa that has a custom skin by this mechanism, but that is an Oolite texture that becomes replaced.
Posted: Mon Nov 09, 2009 10:06 pm
by Captain Berf
CheeseRedux wrote:If you're on a Mac, there's Dry Dock
http://drydock.berlios.de/ , which I believe* should do the trick.
Then again, if you're happy just watching it from within the game, you could just make a minor edit to a savegame, giving yourself the ship you want.
Not on a Mac. Will hacking a saved game work for not-available-to-player ship? (eg Dredger)
Posted: Mon Nov 09, 2009 10:11 pm
by Captain Berf
Cmd. Cheyd wrote:I do my ship-texturing the same way.
That makes me feel better. All the tutorials approach this from the Mesh olympians' viewpoint.
Edit: forgot from
Posted: Mon Nov 09, 2009 10:27 pm
by CheeseRedux
Captain Berf wrote:Will hacking a saved game work for not-available-to-player ship? (eg Dredger)
Now we're getting into unfamiliar territory, at least for me.
You could try and see if it works - if you see a big yellow
you'll know it doesn't.
However, Realistic Shipyards allows you to fly any of the ships that's in there, and it includes the Dredgers. (Probably not the latest version, but the basics of the ships should be unchanged.)
So you could get that (and use it just for this purpose, if RS is not your cup of tea) and either use it as-is or pull the player version of the Dredger from the RS shipdata.plist into the regular shipdata.plist.
A bit of a hack, but it'll work. (At least until someone with more knowledge of the ins and outs gives a simpler and more elegant answer.)
Posted: Tue Nov 10, 2009 12:26 am
by JensAyton
Captain Berf wrote:Is there an easy way to preview the end result. I could view the dredger trader easily in the saved game menu since I was piloting one. :)
Set up the
Debug OXP and
console, then use the command:
Captain Berf wrote:Is the prefered size 512x512 or 1024x1024?
These days, I’d say 1024 × 1024. In reduced detail mode, this will be shrunk to 512 × 512.
I’d also suggest working at 4096 × 4096 and scaling down when it’s ready. This reduces aliasing artefacts (in particular jaggies, but there are other types as well).
Posted: Tue Nov 10, 2009 2:49 am
by Captain Berf
Thanks.
I'll try to summarize this when I have a handle on it.