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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? 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.