MISSION SPOILERS! I'll try to be as vague as possible but if you're still playing oolite through for the first time, please skip this post
help, i'm finishing off my asp oxp and i thought whilst i was there i'd add in a remake for the 'unusual cargo pod' using the griff_normalmapped_barrel. Everything seems to be working OK shader-wise but the unusual cargo pod is always being created with a yellow scanner lollypop and is unscoopable, here's the shipdata.plist for it - what have i missed? i copied everything carefully from the built in shipdata.plist for this item, only changing the item names and adding in the shaders definitions, testing using oolite 1.73.4, windows 7 64-bit:
Code: Select all
"griff_normalmapped_c#######-######" =
{
ai_type = "dumbAI.plist";
bounty = 1;
cargo_type = "CARGO_SCRIPTED_ITEM";
energy_recharge_rate = 0;
forward_weapon_type = "WEAPON_NONE";
max_energy = 5;
max_flight_pitch = 0.5;
max_flight_roll = 0.5;
max_flight_speed = 50;
model = "griff_unusual_cargopod.dat";
name = "Unusual cargo container";
roles = "c######-###### oolite-#######-######";
scan_class = "CLASS_CARGO";
script = "oolite-#####-######-pod.js";
thrust = 0;
unpiloted = yes;
smooth = "false";
shaders =
{
"griff_unusual_cargopod_diffuse.png" =
{
vertex_shader = "griff_barrel.vertex";
fragment_shader = "griff_unusual_cargopod.fragment";
textures =
(
"griff_unusual_cargopod_diffuse.png",
"griff_unusual_cargopod_normal.png"
);
uniforms =
{
uColorMap = { type = texture; value = 0; };
uNormalMap = { type = texture; value = 1; };
uTime = "universalTime";
hull_heat_level = "hullHeatLevel";
};
};
};
};
edit: oh, adding in an extra line to 'like_ship' it to the built in item, eg like_ship = "c#######-######"; * gets it working OK, but like_shipping it to a griff_barrel (which i know are scoopable) does not.
* i masked the name to avoid spoilers in this post, it's written properly in the shipdata.plist.
The oxp is uploaded to the folder with all the other ships (see page 1 of the thread)
screenie:
yay! it's another murky green one