http://www.box.net/shared/cs1fpp5f7z
edit: w00t, my eye's the right way around!! it was a rendermonkey thing after all
sorry about the poor screenshot, i was rushing a bit, i thought i'd just fire a few shots off to warm up the laser to see if the glow was working and i must have accidentally shot the nav buoy or something, i've gone into red alert!
In the textures folder of the oxp there's a file called 'griff_player_decal.png', you can change this for your own decal texture (if you don't keep the same filename, you'll need to edit the oxp shipdata.plist - go to line 42 and edit it so it has your decal texture file name, it looks like this
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"griff_player_decal.png"
Decals can be full colour for the player and need to be a power of 2 sized image (eg, 128x128, 256x256, 512x512 pixels), the alpha channel is used for transparency (to 'cut' around your decal).
there are position, scale and rotation settings for the decal available in the shipdata.plist
line 57:
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Decal1_Scale_and_Position = { type = vector; value = "0.59 0.2 9.6"; };
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Decal1_Rotation = { type = "float"; value = -0.73840; };
Paint recolouring works the same as in the previous version of the ship, lines 55 & 56
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PaintColor1 = { type = vector; value = "0.0 0.0 0.0"; };
PaintColor2 = { type = vector; value = "0.0 0.0 0.0"; };
* decal positioning is a bit weird to get your head around, you're actually positioning the decal on the unwrapped UV template for the model so depending on how the model was unwrapped it doesn't neccessarily mean that adjusting say the first position value show above will slide the decal sideways along the hull