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problems with oxp-ship
Posted: Wed May 18, 2016 8:33 pm
by tsoj
Hello guys,
i modeled my first ship (with blender), i have textures for this model but i have issues with the configs. I tried to copy all config texts from the cobra mark three (copy worked) and to replace all words like "oolite_template_cobra3-..." with the name of my ship-model. However oolite didnt recognized this ship with these configs. Then i tried to replace the model of the cobra mark three with my model (in the gamefolder [oolite/oolite.app/resources/models/...]). this worked. i really dont know what im doing wrong, so i thought to myself, 'hey, there is this nice forum,why not asking them?
So im asking you now, what could i do in this case?
btw im using windows.
and sorry for some mistakes i might have done im not an native speaker ;)
Re: problems with oxp-ship
Posted: Wed May 18, 2016 10:01 pm
by Cody
Welcome aboard, Commander! I've asked the Mods to move this thread to a more suitable place, where it'll get more attention.
Hopefully, someone will then be able to help you. I'm just a dumb pilot, you see - flying a Cobra Mk III is about all I can do!
Re: problems with oxp-ship
Posted: Wed May 18, 2016 10:28 pm
by another_commander
Moved to Expansion Pack.
Re: problems with oxp-ship
Posted: Wed May 18, 2016 10:50 pm
by Norby
Welcome tsoj in the forum!
Please insert the content of your shipdata.plist here, we can take a look on it. Another help is your Logs/Latest.log file, maybe an error printed within about your shipdata like a missing bracket.
Re: problems with oxp-ship
Posted: Thu May 19, 2016 11:11 am
by ClymAngus
Indeed "eyes on" would be useful.
Re: problems with oxp-ship
Posted: Thu May 19, 2016 3:43 pm
by tsoj
The error is:
Failed to restore saved game. Could not find ship type. "tsoj_Boomslang-mkII-player" -please reinstall the appropriate OXP.
In this save-file i wrote
tsoj_Boomslang-mkII-player
instead of
cobra3-player
.
My .oxp-folder is
tsoj_Boomslang-mkII.oxp
In there are the three folders
Config Models Textures
.
Model and texture are in their folders and the
shipdata.plist
and
shipyard.plist
and the
demoship.plist
files are in the Config folder.
Content of my shipdata.plist file is this:
Code: Select all
{
"tsoj_Boomslang-mkII" =
{
aft_eject_position = "0.0 -13.25 -23.8";
ai_type = "oolite-traderAI.js";
auto_ai = yes;
auto_weapons = yes;
cargo_type = "CARGO_NOT_CARGO";
custom_views =
(
{
view_description = "Rear View";
view_orientation = "1.0 0.0 0.0 0.0";
view_position = "0.0 30.0 -200.0";
weapon_facing = "FORWARD";
},
{
view_description = "Rear Right View";
view_orientation = "0.9239 0.0 0.3827 0.0";
view_position = "141.42 30.0 -141.42";
weapon_facing = "FORWARD";
},
{
view_description = "Right View";
view_orientation = "0.7071 0.0 0.7071 0.0";
view_position = "200.0 30.0 0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Front Right View";
view_orientation = "0.3827 0.0 0.9239 0.0";
view_position = "141.42 30.0 141.42";
weapon_facing = "FORWARD";
},
{
view_description = "Front View";
view_orientation = "0.0 0.0 1.0 0.0";
view_position = "0.0 30.0 200.0";
weapon_facing = "FORWARD";
},
{
view_description = "Front Left View";
view_orientation = "0.3827 0.0 -0.9239 0.0";
view_position = "-141.42 30.0 141.42";
weapon_facing = "FORWARD";
},
{
view_description = "Left View";
view_orientation = "0.7071 0.0 -0.7071 0.0";
view_position = "-200.0 30.0 0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Rear Left View";
view_orientation = "0.9239 0.0 -0.3827 0.0";
view_position = "-141.42 30.0 -141.42";
weapon_facing = "FORWARD";
},
{
view_description = "Top View";
view_orientation = "-0.7071 0.7071 0.0 0.0";
view_position = "0.0 200.0 -15.0";
weapon_facing = "FORWARD";
},
{
view_description = "Bottom View";
view_orientation = "0.0 0.0 0.7071 0.7071";
view_position = "0.0 -200.0 -15.0";
weapon_facing = "FORWARD";
}
);
energy_recharge_rate = 4;
exhaust =
(
"10.7601 6.3008 -33.8587 6.3 5.6 1.0",
"-10.7601 6.3008 -33.8587 6.3 5.6 1.0"
);
forward_weapon_type = "WEAPON_BEAM_LASER";
frangible = 0;
fuel = 70;
has_ecm = 0.15;
has_escape_pod = 0.95;
has_scoop = 0.95;
is_template = 1;
likely_cargo = 15;
materials =
{
"Hull" =
{
diffuse_map = "oolite_cobra3_diffuse.png";
specular_color = ( 0.2, 0.2, 0.2 );
shininess = 5;
emission_map = { name = "oolite_cobra3_diffuse.png"; extract_channel = "a"; };
emission_modulate_color = (0.9926, 0.9686, 0.7325, 1.0);
};
"Gun" =
{
diffuse_map = "oolite_cobra3_subents.png";
specular_color = ( 0.2, 0.2, 0.2 );
shininess = 5;
};
};
max_cargo = 20;
max_energy = 256;
max_flight_pitch = 1;
max_flight_roll = 2;
max_flight_speed = 350;
max_missiles = 4;
missile_launch_position = "0.0 -15.5 -24.5";
missiles = 3;
model = "tsoj_Boomslang-mkII.dat";
name = "Boomslang MK-II";
scoop_position = "0.0 -5.5 25.0";
thrust = 32;
view_position_aft = "0.0 6.0 -35.5";
view_position_forward = "0.0 7.25 31.0";
view_position_port = "-35.5 7.5 0.0";
view_position_starboard = "35.5 7.5 0.0";
weapon_facings = 15;
weapon_position_aft = "0.0 0.0 -33.5";
weapon_position_forward = "-0.0961 0.9367 43.4655";
weapon_position_port = "-47.4 -2.3 0.0";
weapon_position_starboard = "47.4 -2.3 0.0";
};
"tsoj_Boomslang-mkII-trader" =
{
like_ship = "tsoj_Boomslang-mkII";
is_template = 1;
max_flight_speed = 300;
thrust = 30;
roles = "trader(0.375) trader-courier(0.2) trader-smuggler(0.75) hunter-medium(0.5) pirate-heavy-fighter pirate-interceptor(0.25) pirate-aegis-raider(0.2) scavenger sunskim-trader";
};
"tsoj_Boomslang-mkII-alternate" =
{
like_ship = "tsoj_Boomslang-mkII";
has_ecm = 0.95;
is_template = 1;
max_cargo = 35;
max_flight_speed = 300;
materials =
{
"Hull" =
{
diffuse_map = "oolite_cobra3_diffuse_alt.png";
specular_color = (0.2, 0.2, 0.2);
shininess = 5;
emission_map =
{
name = "oolite_cobra3_diffuse_alt.png"; extract_channel = "a";
};
emission_modulate_color = (0.9926, 0.9686, 0.7325, 1.0);
};
"Gun" =
{
diffuse_map = "oolite_cobra3_subents.png";
specular_color = ( 0.2, 0.2, 0.2 );
shininess = 5;
};
};
roles = "pirate-light-freighter pirate-medium-freighter(0.2) trader(0.375) hunter-heavy escort-heavy(0.25) hermit-ship sunskim-trader cobra3-alternate assassin-medium";
};
"tsoj_Boomslang-mkII-pirate" =
{
like_ship = "tsoj_Boomslang-mkII";
is_template = 1;
ai_type = "oolite-pirateAI.js";
bounty = 50;
forward_weapon_type = "WEAPON_PULSE_LASER";
has_ecm = 0.1;
has_escape_pod = 0.85;
has_scoop = yes;
has_shield_booster = 0.25;
materials =
{
"Hull" =
{
diffuse_map = "oolite_cobra3_diffuse_pirate.png";
specular_color = (0.2, 0.2, 0.2);
shininess = 5;
emission_map =
{
name = "oolite_cobra3_diffuse_pirate.png"; extract_channel = "a";
};
emission_modulate_color = (0.9926, 0.9686, 0.7325, 1.0);
};
"Gun" =
{
diffuse_map = "oolite_cobra3_subents.png";
specular_color = ( 0.2, 0.2, 0.2 );
shininess = 5;
};
};
max_cargo = 20;
max_flight_speed = 300;
missiles = 1;
roles = "pirate(0.25) pirate-medium-fighter(0.5)";
};
"tsoj_Boomslang-mkII-player" =
{
like_ship = "tsoj_Boomslang-mkII";
is_template = 1;
forward_weapon_type = "WEAPON_PULSE_LASER";
roles = "player";
};
}
Content of my
shipyard.plist
is:
Code: Select all
{
"tsoj_mkII-Boomslang-player" =
{
chance = 0.5;
"optional_equipment" =
(
"EQ_CARGO_BAY",
"EQ_ECM",
"EQ_FUEL_SCOOPS",
"EQ_PASSENGER_BERTH",
"EQ_ESCAPE_POD",
"EQ_ENERGY_BOMB",
"EQ_ENERGY_UNIT",
"EQ_NAVAL_ENERGY_UNIT",
"EQ_DOCK_COMP",
"EQ_WEAPON_PULSE_LASER",
"EQ_WEAPON_BEAM_LASER",
"EQ_WEAPON_MINING_LASER",
"EQ_WEAPON_MILITARY_LASER",
"EQ_FUEL_INJECTION",
"EQ_SCANNER_SHOW_MISSILE_TARGET",
"EQ_MULTI_TARGET",
"EQ_GAL_DRIVE",
"EQ_ADVANCED_COMPASS",
"EQ_SHIELD_BOOSTER",
"EQ_NAVAL_SHIELD_BOOSTER",
"EQ_HEAT_SHIELD"
);
price = 150000;
"standard_equipment" =
{
extras = "";
"forward_weapon_type" = "EQ_WEAPON_PULSE_LASER";
missiles = 3;
};
techlevel = 6;
"weapon_facings" = 15;
};
}
It could be something obvious that im doing wrong, im a total noob with things like this
Re: problems with oxp-ship
Posted: Thu May 19, 2016 4:19 pm
by Cody
A tip: if you highlight any code, then click the 'Code' button, it makes it easier to read.
Re: problems with oxp-ship
Posted: Thu May 19, 2016 6:22 pm
by another_commander
Had a very quick look and this struck me as inconsistent:
shipdata.plist has
Code: Select all
"tsoj_Boomslang-mkII-player" = [...]
while shipyard.plist has
Code: Select all
"tsoj_mkII-Boomslang-player" = [...]
Re: problems with oxp-ship
Posted: Fri May 20, 2016 8:21 am
by Smivs
By the way, demoship.plist is no longer used - you will need a
shiplibrary.plist to add your ship to the display.
Re: problems with oxp-ship
Posted: Fri May 20, 2016 10:24 am
by tsoj
another_commander wrote:Had a very quick look and this struck me as inconsistent:
shipdata.plist has
Code: Select all
"tsoj_Boomslang-mkII-player" = [...]
while shipyard.plist has
Code: Select all
"tsoj_mkII-Boomslang-player" = [...]
oh, yes, i found also some other inconsistencies in this plist, like i hadnt rewrote the string after "model" (it was still oolite_cobra3.dat).
but this wasnt the problem. :P
Now im trying to adjust all the xyz-positiones from the shipdata.plist in the gamefolder of the cobra mark three to look nice with my model,
but i have this problem, that if i restart the game it hasnt changed, but when i restarted it today (after a windows hibernation relaunch) the changes have applied.
Why is that? Have i to logout and in? Or maybe its just one of the defects of my computer.
and thanks for your replies
Smivs wrote:By the way, demoship.plist is no longer used - you will need a
shiplibrary.plist to add your ship to the display.
I'm sure that I had long wondered why that does not work ;)
Re: problems with oxp-ship
Posted: Fri May 20, 2016 10:25 am
by Cody
If you make changes, you need to restart Oolite with the shift key held down until the spinning Cobra appears - that flushes the cache.
Which code editor are you using? If you're not already aware of it,
Notepad++ is good (and free).
Re: problems with oxp-ship
Posted: Fri May 20, 2016 8:25 pm
by Griff
I'm not 100% sure, but i don't think you need this line
in any of the ship definitions other than the first "tsoj_Boomslang-mkII" one,
setting a ship as a
template = 1 treats that ship as a 'reference only' ship which other 'like_ship =' ship versions refer too (saves you having to duplicate all the settings in each version of the ship you 'like_ship' too -
sorry about the mad circular logic, hope that makes a bit of sense
Re: problems with oxp-ship
Posted: Fri May 20, 2016 10:05 pm
by Smivs
That's right. A good convention is to call the template, 'template', so your
might be called
and all the others like_ship to "tsoj_Boomslang-mkII_template", without the 'is_template' line.
Re: problems with oxp-ship
Posted: Fri May 20, 2016 10:51 pm
by tsoj
Ok, i followed your tips for template-ships and this and it worked. Thank you all for that help!