I think Griff's tradestations/constores are lovely work, and I really admire the skill it took to create them. However, I've shifted towards a more "Standard" (i.e. in the style of the prepackaged assets) art style, and the high quality models, textures, and shaders are both garish and inconsistent - something made abundantly clear when comparatively plain oo-haulers and pythons are undocking and docking on a regular basis.
As such, I decided to try and replace the models with the models that I understand were previously used - basically, plainer boxes, with colors displaying their chain and a nice, large billboard. Still consumerist-y, but much more fitting for what I wanted to do.
So, the first method I tried was simply using the old OXP off of dr.nil's website. That didnt even load in the first place, and wasn't compatible with the updated oo-haul and yahmobile addons.
The second method was modifying the yah set A shipdata, replacing the main model and the subentities to exactly match that of the old constore shipdata. After that, I replaced the "constore" role in the script with a "connie" role, and gave that role to the yah set A station. This is the same method I've used to replace the constore in the past, but it failed this time. I'm still not sure why.
Does anyone have advice on how I should proceed, or want any more information? Or, better yet, does someone have a working setup utilizing the old constores?
Help Replacing the New Constores?
Moderators: winston, another_commander
Help Replacing the New Constores?
Conducting a deepspace mining operation out in Orrira. Thanking various dieties for the existence of cargo shepherds. Flying the rugged Python Prospector Errant.
Re: Help Replacing the New Constores?
If you really must...
1. Copy the station models (
2. Copy the textures (
3. Then open shipdata.plist and remove materials, shaders and subentites from
4. Add to the entry
5. And change the model to
6. You can also get rid of the rotation by setting it no.
7. Create a new entry
And there you are. None of the scripts is accessing subentities in YAW itself, but other OXPs may try to find the missing bits now. And better do not change the roles...
1. Copy the station models (
yah_set_A_condock.dat
and yah_set_A_constore.dat
) from Dr.Nils version into the Models folder in YAH 4.1.7 Set A.2. Copy the textures (
yah_set_A_condock.png
, yah_set_A_constore.png
and yah_set_A_main.png
) in the Textures folder in v4.1.7 Set A.3. Then open shipdata.plist and remove materials, shaders and subentites from
yah_set_A_constore
.4. Add to the entry
Code: Select all
subentities = (
"yah_set_A_condock 0 0 0 1 0 0 0",
"*FLASHER* 0 134 -13.5 60 0 0 50",
"*FLASHER* 0 263 -13.5 60 0 0 50",
"*FLASHER* 112 134 -13.5 60 0 0 50",
"*FLASHER* 112 263 -13.5 60 0 0 50",
"*FLASHER* 224 134 -13.5 60 0 0 50",
"*FLASHER* 224 263 -13.5 60 0 0 50",
"*FLASHER* -112 134 -13.5 60 0 0 50",
"*FLASHER* -112 263 -13.5 60 0 0 50",
"*FLASHER* -224 263 -13.5 60 0 0 50",
"*FLASHER* -224 134 -13.5 60 0 0 50",
"*FLASHER* -95.0 -62.0 0 10.0 0.8 1.0 20",
"*FLASHER* 95.0 -62.0 0 10.0 0.8 1.0 20",
"*FLASHER* 95.0 62.0 0 10.0 0.8 1.0 20",
"*FLASHER* -95.0 62.0 0 10.0 0.8 1.0 20",
"*FLASHER* -95.0 -62.0 -50 25.0 0.8 0.8 20",
"*FLASHER* 95.0 -62.0 -50 25.0 0.8 0.8 20",
"*FLASHER* 95.0 62.0 -50 25.0 0.8 0.8 20",
"*FLASHER* -95.0 62.0 -50 25.0 0.8 0.8 20",
"*FLASHER* -95.0 -62.0 -100.0 40.0 0.8 0.6 20",
"*FLASHER* 95.0 -62.0 -100.0 40.0 0.8 0.6 20",
"*FLASHER* 95.0 62.0 -100.0 40.0 0.8 0.6 20",
"*FLASHER* -95.0 62.0 -100.0 40.0 0.8 0.6 20",
"*FLASHER* -95.0 -62.0 -150 55.0 0.8 0.4 20",
"*FLASHER* 95.0 -62.0 -150 55.0 0.8 0.4 20",
"*FLASHER* 95.0 62.0 -150 55.0 0.8 0.4 20",
"*FLASHER* -95.0 62.0 -150 55.0 0.8 0.4 20",
"*FLASHER* -95.0 -62.0 -200 70.0 0.8 0.2 20",
"*FLASHER* 95.0 -62.0 -200 70.0 0.8 0.2 20",
"*FLASHER* 95.0 62.0 -200 70.0 0.8 0.2 20",
"*FLASHER* -95.0 62.0 -200 70.0 0.8 0.2 20"
);
yah_set_A_constore.dat
Code: Select all
model = "yah_set_A_constore.dat";
Code: Select all
rotating = no;
Code: Select all
"yah_set_A_condock" = {
ai_type = "nullAI.plist";
model = "yah_set_A_condock.dat";
name = "Constore Dock";
roles = "yah_set_A_condock";
};
Re: Help Replacing the New Constores?
Thanks, it works very well.
Conducting a deepspace mining operation out in Orrira. Thanking various dieties for the existence of cargo shepherds. Flying the rugged Python Prospector Errant.
Re: Help Replacing the New Constores?
So I have run into one issue, and its fairly major.
The first time I ran using the setup you provided, I could dock, although I seemed to dock where I would dock if I were flying into one of Griff's constores. I cleared the cache, thus restarting, and tried once again to fly into a constore. I passed straight through, without docking, and without colliding with the model at all.
Anyone know what might be wrong?
The first time I ran using the setup you provided, I could dock, although I seemed to dock where I would dock if I were flying into one of Griff's constores. I cleared the cache, thus restarting, and tried once again to fly into a constore. I passed straight through, without docking, and without colliding with the model at all.
Anyone know what might be wrong?
Conducting a deepspace mining operation out in Orrira. Thanking various dieties for the existence of cargo shepherds. Flying the rugged Python Prospector Errant.
Re: Help Replacing the New Constores?
Dunno, but it sounds similiar to reported problems with the RandomHits Bars and occasionally with other stations as well (at least in older Oolite versions).Twisp wrote:The first time I ran using the setup you provided, I could dock, although I seemed to dock where I would dock if I were flying into one of Griff's constores. I cleared the cache, thus restarting, and tried once again to fly into a constore. I passed straight through, without docking, and without colliding with the model at all.