Posted: Tue Feb 23, 2010 11:17 pm
I hope this sorts out the problems, i've made a quick version of the problem cobraIII oxp with the new shader in it, the oxp only has the player flyable version in it and comes with a savegame for a pilot ready to load to take it out for a spin
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
make sure you don't accidentally type over or delete the " "
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:
the first 2 number are position settings* for the decal, the 3rd is the decals scale - bigger numbers make smaller decals, and the rotation is handled in the next line down, line 58
this value is in radians and rotation happens around the decals centre.
Paint recolouring works the same as in the previous version of the ship, lines 55 & 56
but just to recap, the value numbers for each paint are Red, Green and Blue levels and are in the scale 0.0000 - 1.0000
* 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
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
Code: Select all
"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:
Code: Select all
Decal1_Scale_and_Position = { type = vector; value = "0.59 0.2 9.6"; };
Code: Select all
Decal1_Rotation = { type = "float"; value = -0.73840; };
Paint recolouring works the same as in the previous version of the ship, lines 55 & 56
Code: Select all
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