Re: New ships under developemnt
Posted: Wed May 23, 2012 10:05 pm
I give up! Those hex(?) numbers make no sense to me, as they seem to imply that a cargo pod has a greater volume than a Cobra III?
For information and discussion about Oolite.
https://bb.oolite.space/
cim wrote:... A Cobra III has a bounding box volume of 2.5E5 cubic metres. A Coriolis has an internal volume of over 8.3E8 cubic metres, so you could fit well over a thousand Cobra IIIs inside the Coriolis ... A cargo pod has a bounding box volume of 3.6E2 cubic metres ...
2.5E5 = 2.5 * 10^5 = 250,000El Viejo wrote:Those hex(?) numbers make no sense to me
The format may well be familiar to some (it probably would've been to me fifteen to twenty years ago, but now it makes little sense).SandJ wrote:The format may be familiar from spreadsheets
I only remember one Linux user complaining about rtf files as he did not have a rtf reader. Others linux users said they were good available. I think rtf is so universal that you should install a reader for it if you don't have it. It is a format used already by the oldest MS word versions and I use it already over 25 years without problems.El Viejo wrote:On the subject of readmes: is there any reason whySmivs wrote:There is no 'standard' template as such for readmes..rtf
shouldn't be used for a readme instead of.txt
? Many OXP authors do use.rtf
, but not all.
Rich Text Format is far more readable than.txt
, which is a pain and doesn't encourage the reading of anything!
Yes. Define the ship for say, the pirate role:Shipbuilder wrote:Is it possible to design a ship then have, depending on say the role, a different texture for each role type ?
For example design a ship which when used by pirates could have a skull and crossbones or similar themed texture while the same ship used by the police could have another texture altogether.
Code: Select all
"my_ship" = {
...
roles="pirate";
model="my_ship.dat";
materials = {..."pirate_texture.png"...};
...
}
Code: Select all
"my_police_ship" = {
like_ship="my_ship";
roles="police";
materials = {..."police_texture.png"...};
}
Yes, easily done.Shipbuilder wrote:Is it possible to design a ship then have, depending on say the role, a different texture for each role type ?
And if you do this...cim wrote:Yes. Define the ship for say, the pirate role:Shipbuilder wrote:Is it possible to design a ship then have, depending on say the role, a different texture for each role type ?
For example design a ship which when used by pirates could have a skull and crossbones or similar themed texture while the same ship used by the police could have another texture altogether.Then define the police role using like_shipCode: Select all
"my_ship" = { ... roles="pirate"; model="my_ship.dat"; materials = {..."pirate_texture.png"...}; ... }
When you use like_ship, any parameters not specified in the ship definition will be taken from the base ship definition - so here we override roles and materials, but leave the rest the same - in practice you might want to change a little more than that.Code: Select all
"my_police_ship" = { like_ship="my_ship"; roles="police"; materials = {..."police_texture.png"...}; }
Code: Select all
"my_player_ship" = {
like_ship="my_ship";
roles="player";
materials = {..."player_texture.png"...};
}
Thargoid wrote:Or alternatively you can do it by scripting, so on spawning/launch the ship skin gets set on the fly. Both materials and shaders are fully visible to script (hence you can have the ships skin change, for example as the ship becomes damaged - see my Swarm thargoid warship for example).
I suggested the Adder in my shipset as a nice straightforward example of applying different textures to variants (using 'like_ship') of the same ship, but as Thargoid mentioned there are clever things you can do with scripting as well. Most of the ships in my shipset use this to change to 'damaged' textures 'on the fly' when the ship's shields are down, and so you will also find many examples of how this works there as well. Note that to get the switching of textures working properly (with and/or without emission maps) you will need to seperate the ships though...each variant will need its own model with the correct texture for that variant specified in the .dat file.Smivs wrote:Yes, easily done.
For a comprehensive example take a look at my Smivs'Shipset (the Adder is probably as good a one to look at as any)...
Code: Select all
<key>missile_roles</key>
<string>EQ_ECM_HARDENED</string>
Code: Select all
<key>missile_role</key>
<string>EQ_HARDENED_MISSILE</string>
Oops bit of a typo with the ECM reference in the code however I intended to put EQ_HARDENED so good job I asked anyway !Smivs wrote:It's "EQ_HARDENED_MISSILE"
Aaaargh! Ninja'd
PS please consider moving to OpenStep