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Ship modelling question

Posted: Thu Aug 21, 2008 8:13 am
by Gunney_Plym
Is it possible to have more than one texture for the same ship without using a separate .DAT file :?:

And for the bonus points :)

Can you specify and/or randomly choose which texture is used by plist or script :?:

TIA

Posted: Thu Aug 21, 2008 9:06 am
by DaddyHoggy
Gunney - this may sort of answer what you want - the short answer is no, but this seems to be a compromise: https://bb.oolite.space/viewtopic.php?t= ... c&start=60

Posted: Thu Aug 21, 2008 9:14 am
by Thargoid
Why am I suddenly quite glad my poor little hardware can't cope with shaders? :twisted: :lol: That route seems interesting if complex, but for people whose kit can't support shaders (or those who have them turned off) it won't help.

But I would agree, in my experience the answer is "no". The closest approximation is multi-Dat's, like_ship and suitably set-up ship roles.

Unless of course you mean different textures on different parts of the ship which is done by sub-entities, but I don't think you do.

**Wanders away before brains begin to dribble out of ears**

Posted: Thu Aug 21, 2008 10:06 am
by Gunney_Plym
Thanks guys, the answer is pretty much what I expected.

Thargoid, your assumption was correct. What I wanted was to do several colour schemes, marking sets, what-have-you for the same ship without having to create a distinct model for them all.

To my eyes it looked as if the texture was too deeply tied into the model so I am not at all surprised.

Posted: Fri Aug 22, 2008 9:09 pm
by JensAyton
You can replace the textures on a model using the materials property (shaders are not required).

Code: Select all

my_ship =
{
    like_ship = "cobra3-pirate";
    materials =
    {
        "cobra3_redux.png" =
        {
            diffuse_map = "my_ship_texture.png";
        };
    };
}
This works back to about 1.68 or so.

Posted: Sat Aug 23, 2008 8:34 am
by Gunney_Plym
Ah, very interesting. Have to give that a try. :)