As an aside, I'm checking the ships in the front end, where it cycles through all the ship types in the game. I'm assuming that the shaders would be working in this part of the game?
To answer your question, yes, shaders do work in the demo cycle. This does raise a point in my mind, though.
This may be a dumb question, but, given the bolded sentence above, are you sure the entry in the demoships.plist is referencing the ship you are customising? If there's a discrepancy, you'd only see the version in the demoships.plist, rather than the actual version you're editing..
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
Okay, further to my last post on the previous page, I retried the code. I decided not to try and be too clever and instead of interpreting it, I used the lines from the Dredgers OXP exactly, swapping out my own texture names and is still doesn't like it.
[plist.parse.foundation.failed]: Failed to parse ../AddOns/seraphim.oxp/Config/shipdata.plist as a property list using Foundation. Retrying using homebrew parser. WARNING: the homebrew parser is deprecated and will be removed in a future version of Oolite.
Parse failed at line 51 (char 1658) - extra data after parsed string
[plist.homebrew.parseError]: Property list isn't in XML format, homebrew parser can't help you.
The syntax is correct. Possibly you have stray junk like hard spaces, or maybe GNUstep’s parser has problems with the lack of spacing around some of the braces.
However, I noticed that the close bracket above the line thrust = 32 appeared to be unnecessary - which would explain my previous errors. I deleted that, and it's now compiling without any complaints.
YAY! \0/
However, the Seraphim is once again showing up with apparently no shaders on it
Then see if you get the message “[textureLoader.asyncLoad] Loading texture seraphim_n.png” in the log.
Making the corresponding check for some other shader-using OXP is probably a good idea. :-)
Another thing you might do is add an emission_map with, say, a red and black checkerboard pattern on it. That’s a lot less subtle than a normal map, so it’s easier to be certain whether it’s working or not.
Last edited by JensAyton on Wed Mar 03, 2010 2:52 pm, edited 1 time in total.
No, I put that code in that you see above but it refuses to load the specular map. It also only loads the normal map if I also put in the emission map.
I am almost certainly running simple shader mode. How do I find out and how do I change it?