Page 1 of 1

Changing colour of a ship

Posted: Sun Jun 21, 2009 9:06 am
by Rustybolts
If i altered the texture of a ship so that it is a different colour, but i want both colours of ship in game can i just alter the ship.dat for the new colour to look for the appropriate png. Eg the blue ship loads blue.png and red ship loads red.png. Or do i have to start the texture model from scratch in wings?

Re: Changing colour of a ship

Posted: Sun Jun 21, 2009 9:35 am
by Eric Walch
Rustybolts wrote:
If .... Eg the blue ship loads blue.png and red ship loads red.png. Or to i have to start the texture model from scratch in wings?
You can do that over the materials directory for that ship. Look for examples in Thargoids SecondWave.oxp There he adds al kind of different coloured thargoids.

Posted: Sun Jun 21, 2009 11:17 am
by Thargoid
One other page that is useful is this one on the wiki.

It is actually possible using the materials key in shipdata.plist and the diffuse attribute (look in the first table on the wiki page) to "dye" a ship a different colour, still using the same texture map. I actually do this in Aquatics with some of the Manta Ray variants, look in the shipdata of that if you want examples.

I only learned about this recently (thanks to a pointer at that page by Griff), and it would have made Second Wave even smaller and simpler to do in most cases.

PS What I do in Second Wave is also covered on that linked page, there it's using the attribute diffuse_map to change the texture map used instead.

Posted: Sun Jun 21, 2009 5:03 pm
by Rustybolts
Thargoid wrote:
One other page that is useful is this one on the wiki.

It is actually possible using the materials key in shipdata.plist and the diffuse attribute (look in the first table on the wiki page) to "dye" a ship a different colour, still using the same texture map. I actually do this in Aquatics with some of the Manta Ray variants, look in the shipdata of that if you want examples.

I only learned about this recently (thanks to a pointer at that page by Griff), and it would have made Second Wave even smaller and simpler to do in most cases.

PS What I do in Second Wave is also covered on that linked page, there it's using the attribute diffuse_map to change the texture map used instead.
At first glance looks complicated but will have a good look at it later tonight ty for both your replies.