Ship Respray OXP

Discussion and information relevant to creating special missions, new ships, skins etc.

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Layne
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Re: Ship Respray OXP

Post by Layne »

AHa, yes, thank you Smivs, that was what I was trying to crack open, thank you.

So the core ships do /not/ come in different colors at the shipyard because they have been simplified by removing shaders and other things that Griff's original full designs had. /That's/ what I thought and why I said I hadn't ever seen them in the basic game. Thanks for clearing that up.
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Re: Ship Respray OXP

Post by Cody »

Day wrote:
So, to enjoy Griff's best ships, we have to use his oxps?
That would include his station bundle too, btw.
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Re: Ship Respray OXP

Post by phkb »

I'm fiddling around with the installation time for this. How long do you think it would take to do a respray job on a ship? 60 mins? 30 mins? By default, having a 100cr purchase price means around 22 minutes of install time. My feeling is 1 hour would be sufficient, but maybe I should scale the installation time based on the size of the ship? A Boa is going to take longer to paint than an Adder.

What do you think?
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Re: Ship Respray OXP

Post by Disembodied »

phkb wrote:
What do you think?
Personally, I'd think at least 24 hours for a small ship (Adder, Krait, etc.); 48 hours for a medium ship (Cobra I to Cobra III); and 96 hours for a large ship (Python and up). The job has got be be agreed and queued up, the ship has to be prepped, the materials and the technicians have to be assembled, and so on. Then the paint (which I'm assuming has more to it than just coloured goo) has to cure, and then maybe it needs another coat, or a fixing agent. Then the player has to inspect the finished job.

Partly, of course, this all depends on how zippy and high-tech you think the Oolite universe is. Personally, I don't think it's all that advanced - at least not in terms of automation. That's why there's still a healthy trade in cheap slaves, and why the ships are all piloted manually. In my head, anyway, a ship respray involves a bunch of guys in suits and breathing apparatus (on the higher-tech, more health-conscious systems anyway: in a sketchier system, goggles and a piece of cloth wadding over the nose and mouth) armed with backpack paint sprayers.
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Re: Ship Respray OXP

Post by Smivs »

Sounds about right to me.
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Re: Ship Respray OXP

Post by phkb »

OK, version 1.0.1 is up, and now added to the download manager. In this version:
  • For Oolite 1.82 and later, added an "installation_time" of 1 second to the equipment item, so opening the respray screen doesn't take any time.
  • For Oolite 1.80, changed the cost of the equipment item to zero, so only 10 minutes of time is taken up when opening the initial page.
  • Added a mass-based installation time calculation to the end of the process. So, respraying a Boa takes longer than respraying an Adder.
  • The "Purchase this respray" option now also includes the installation time.
  • Fixed a bug where doing a respray, buying a new ship and doing another respray could end up with a confused menu.
  • Code cleanup
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Re: Ship Respray OXP

Post by Norby »

Nice!

Could you offer the core design variations for cobra1, cobra3 and python?
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Re: Ship Respray OXP

Post by phkb »

Norby wrote:
Could you offer the core design variations for cobra1, cobra3 and python?
I thought this would be as simple as adding the following lines to my shipdata.plist file:

Code: Select all

	"oolite-cobra3-alternate-player" =
	{
		like_ship = "oolite_template_cobra3-alternate";
		roles = "player";
	};
	"oolite_cobramk1-alternate-player" =
	{
		like_ship = "oolite_template_cobramk1-alt";
		roles = "player";
	};
	"oolite_python-alternate-player" =
	{
		like_ship = "oolite_template_python-blackdog";
		roles = "player";
	};
But it doesn't work. I set the data key, but it doesn't stick. It just reverts back to whatever the key was prior. Do I need something more in the definitions?
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spara
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Re: Ship Respray OXP

Post by spara »

Have you defined them in shipyard.plist?
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Re: Ship Respray OXP

Post by Duggan »

I can't seem to get any different colour paint jobs for my Boa Class Cruiser :)
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Re: Ship Respray OXP

Post by spara »

spara wrote:
Have you defined them in shipyard.plist?
Sorry, totally misread the question.

Edit: Except that it exactly seems to be the reason for it not to work :D . From replaceShip documentation:
...replaces it with the ship defined by the shipyard.plist entry dataKey (obviously the key must also be defined in shipyard.plist as a valid player ship...
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Re: Ship Respray OXP

Post by Norby »

There are a few more designs based on the contents of Oolite Textures folder so I suggest to add these also:

Code: Select all

	"oolite-cobra3-pirate-player" =
	{
		like_ship = "oolite_template_cobra3-pirate";
		roles = "player";
	};
	"oolite_cobramk1-miner-player" =
	{
		like_ship = "oolite_template_cobramk1-miner";
		roles = "player";
	};
	"oolite_python-alternate2-player" =
	{	//python-player use the -trader texture, this use the normal texture
		like_ship = "oolite_template_python"; 
		roles = "player";
	};
Duggan wrote:
I can't seem to get any different colour paint jobs for my Boa Class Cruiser :)
Install Griff_Boa_Mk2_v1.04.3.zip
There are some more in shipsets.
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Re: Ship Respray OXP

Post by phkb »

Thanks for all your help Norby and spara. New version 1.0.2 is up with the alternate versions of the Cobra 3, Cobra 1 and Python now resprayable.

Edit: Forgot to take out the ship keys from the various interface screens. It get's a bit messy with them on. Turned them off in version 1.0.3, which is up now.
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Re: Ship Respray OXP

Post by Zireael »

Wow, I'll be sure to try this!
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Re: Ship Respray OXP

Post by Norby »

phkb wrote:
Forgot to take out the ship keys from the various interface screens. It get's a bit messy with them on. Turned them off in version 1.0.3, which is up now.
Then how about a "Show/hide ship keys" menu item? I like the keys.
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