http://www.box.net/shared/cu6pl5qdqf
there's no textures included in the oxp so you'll need to have either the all-in-1 oxp or the standalon griff_coriolis oxp installed.
The 'flasher' model needed to be re-centered so there's a new version of that model included in the oxp, the original model had a built in offset to place it against the station wall which would have made it weird to calculate the positioning in this oxp
all the setup for the 'flashers' is done in the shipdata.plist, each flasher is it's own subentity, they are listed in the 'subentities' of the main station
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subentities = (
"griff_coriolis_flasher_set_1 0 0 0 1 0 0 0",
"griff_coriolis_flasher_set_2 0 0 0 1 0 0 0",
"griff_coriolis_flasher_set_3 0 0 0 1 0 0 0",
"griff_coriolis_flasher_set_4 0 0 0 1 0 0 0"
);
then each flasher has it's own entry in the shipdata eg:-
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"griff_coriolis_flasher_set_2" =
{
ai_type = "dumbAI.plist";
model = "griff_coriolis_multi_flashers.dat";
name = "Coriolis Station";
roles = "griff_coriolis_subent";
forward_weapon_type = "WEAPON_NONE";
shaders =
{
"griff_station_coriolis_flashers_effects.png" =
{
vertex_shader = "griff_station_coriolis_multi_flasher.vertex";
fragment_shader = "griff_station_coriolis_flashers.fragment";
textures = ("griff_station_coriolis_flashers_effects.png");
uniforms =
{
uTime = "universalTime";
ZOffset = { type = "float"; value = 300.0; }; // this puts the flasher 300m infront of the station
};
};
};
};
the only bit you need to edit for each flasher is the
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ZOffset = { type = "float"; value = 300.0; }
line, that's the distance the flasher will be drawn infront of the docking bay, a Zoffset value of 0.0 put the flasher back in it's original position flush with the station wall