I let it use the original worm_redux.dat model file
and decided to replace it by using materials
like this
Code: Select all
{
"Frame_Pirate_worm" =
{
aft_eject_position = "0.0 -4.5 -23.0";
ai_type = "pirateAI.plist";
auto_ai = yes;
cargo_type = "CARGO_NOT_CARGO";
energy_recharge_rate = 2;
exhaust = ("0.0 0.0 -17.5 7.0 6.0 6.0");
forward_weapon_type = "WEAPON_BEAM_LASER";
aft_weapon_type = "WEAPON_BEAM_LASER";
starboard_weapon_type = "WEAPON_BEAM_LASER";
port_weapon_type = "WEAPON_BEAM_LASER";
fuel = 70;
has_ecm = 0.01;
has_scoop = yes;
likely_cargo = 1;
max_cargo = 2;
max_energy = 290;
max_flight_pitch = 1;
max_flight_roll = 2;
max_flight_speed = 420;
missile_launch_position = "0.0 -2.5 16.0";
missiles = 0;
model = "worm_redux.dat";
name = "Unknown Configuration";
roles = "pirate framepirateworm";
materials =
{
"worm_redux.png" =
{
shininess = 128;
specular = (1.0, 1.0, 1.0, 1.0);
diffuse_map = "Frame_scary_worm.png";
//illumination_map = "Frame_Flare.png";
//specular_map = "Iltest2.png"
};
};
smooth = false;
thrust = 30;
weapon_position_aft = "0.0 0.0 -22.5";
weapon_position_forward = "0.0 0.0 22.5";
weapon_position_port = "-15.0 0.0 -14.5";
weapon_position_starboard = "15.0 0.0 -14.5";
};
}
Is materials not supposed to work only on that very ship key, since it looks like by altering it in one place in the shipdata.plist file, will alter it globally
is this a bug ?.. Or should I use like_ship instead and see what happens :-S
of course I think i could easily bypass it by saving a copy of the worm model and changing the texture pointed to in that file..