Difference between revisions of "Viewing a Texture or Model"
Captain Berf (talk | contribs) (How to view a specific model and / or texture in Oolite) |
Captain Berf (talk | contribs) (→How to view a specific model and / or texture in Oolite.) |
||
Line 1: | Line 1: | ||
== How to view a specific model and / or texture in Oolite. == |
== How to view a specific model and / or texture in Oolite. == |
||
− | If the ship you want to view is your player ship simply launch the ship and press v to cycle through the external views |
+ | If the ship you want to view is your player ship simply launch the ship and press v to cycle through the external views. |
− | Install Debug.oxp |
||
+ | Otherwise ... |
||
− | + | ===Install Debug.oxp=== |
|
− | 1. Add Debug.oxp to your Oolite |
+ | 1. Add Debug.oxp to your Oolite AddOns [http://wiki.alioth.net/index.php/Debug_OXP] |
− | + | -- Extract the archive. |
|
+ | -- Move the extracted folder Debug.oxp to $PROGDIR/AddOns/ |
||
+ | 2. Install PyDebugConsole [https://developer.berlios.de/project/showfiles.php?group_id=3577] |
||
+ | -- Extract the archive |
||
+ | -- Put the directory OODebugConsole wherever you like |
||
+ | ===Run Oolite with the DebugConsole=== |
||
− | Run Oolite with the DebugConsole |
||
+ | 1. Run the DebugConsole [WhereverIPutIt/OODebugConsole/OODebugConsole.exe] |
||
− | |||
+ | 2. Start Oolite (If you have modified an oxp hold down the shift key during during the boot |
||
− | 1. Run the DebugConsole |
||
− | 2. Start Oolite (holding down the shift key while it boots if an oxp has been changed |
||
(holding down shift clears the cache)) |
(holding down shift clears the cache)) |
||
− | 3. Launch into space (moving into a clear area helps). |
+ | 3. Launch into space [Press 1](moving into a clear area helps). |
+ | |||
+ | ===Spawning the ship you want to view=== |
||
− | Spawning the ship you want to view |
||
+ | Type in the console |
||
− | Type in the console |
||
:spawn ''role'' |
:spawn ''role'' |
||
− | where ''role'' is the parameter to be passed to the :spawn macro. |
||
− | To find the correct argument for role refer to [i.e. open in a text editor] |
||
+ | where ''role'' is the parameter to be passed to the :spawn macro. |
||
+ | |||
+ | To find the correct argument for role refer to [i.e. open in a text editor] |
||
+ | |||
config\shipdata.plist |
config\shipdata.plist |
||
− | + | Find the entry for the ship in question in the shipdata.plist. [we'll call it shipX] |
|
<key>shipX</key> |
<key>shipX</key> |
||
− | Find the defined roles |
||
+ | |||
+ | Find the defined roles |
||
+ | |||
<key>roles</key> |
<key>roles</key> |
||
− | Use one of the defined roles as the argument for :spawn [found between <string></string>] |
||
+ | |||
+ | Use one of the defined roles as the argument for :spawn [found between ''<string></string>''] |
||
+ | |||
<key>shipX</key> |
<key>shipX</key> |
||
<dict> |
<dict> |
||
Line 40: | Line 44: | ||
... |
... |
||
</dict> |
</dict> |
||
− | yields |
||
+ | |||
+ | yields |
||
+ | |||
:spawn shipX-trader |
:spawn shipX-trader |
||
− | + | in the console. |
|
+ | |||
+ | ====Modifying the shipdata.plist==== |
||
+ | |||
+ | If all the defined roles are generic* modify the shipdata.plist from: |
||
− | If all the defined roles are generic* modify the shipdata.plist from: |
||
<key>shipX</key> |
<key>shipX</key> |
||
<dict> |
<dict> |
||
Line 53: | Line 58: | ||
</dict> |
</dict> |
||
− | + | to |
|
<key>shipX</key> |
<key>shipX</key> |
||
Line 67: | Line 72: | ||
[Make sure to use a text editor suitable for programming. One that doesn't change the encoding or add junk to the file. EOL=LF+CR] |
[Make sure to use a text editor suitable for programming. One that doesn't change the encoding or add junk to the file. EOL=LF+CR] |
||
− | To park the spawned ship |
+ | ===To park the spawned ship=== |
+ | |||
+ | To park the spawned ship target it then enter in the console |
||
+ | |||
player.ship.target.setAI("dumbAI.plist") |
player.ship.target.setAI("dumbAI.plist") |
||
− | To manipulate sub entities (if the ship has any) use the command |
+ | To manipulate sub entities (if the ship has any) use the command: |
+ | |||
player.ship.target.subEntities[0].position = [x, y, z] |
player.ship.target.subEntities[0].position = [x, y, z] |
Revision as of 04:30, 18 November 2009
Contents
How to view a specific model and / or texture in Oolite.
If the ship you want to view is your player ship simply launch the ship and press v to cycle through the external views.
Otherwise ...
Install Debug.oxp
1. Add Debug.oxp to your Oolite AddOns [1] -- Extract the archive. -- Move the extracted folder Debug.oxp to $PROGDIR/AddOns/ 2. Install PyDebugConsole [2] -- Extract the archive -- Put the directory OODebugConsole wherever you like
Run Oolite with the DebugConsole
1. Run the DebugConsole [WhereverIPutIt/OODebugConsole/OODebugConsole.exe] 2. Start Oolite (If you have modified an oxp hold down the shift key during during the boot (holding down shift clears the cache)) 3. Launch into space [Press 1](moving into a clear area helps).
Spawning the ship you want to view
Type in the console
:spawn role
where role is the parameter to be passed to the :spawn macro.
To find the correct argument for role refer to [i.e. open in a text editor]
config\shipdata.plist
Find the entry for the ship in question in the shipdata.plist. [we'll call it shipX]
<key>shipX</key>
Find the defined roles
<key>roles</key>
Use one of the defined roles as the argument for :spawn [found between <string></string>]
<key>shipX</key> <dict> ... <key>roles</key> <string>shipX-trader shipX-escort shipX-hunter</string> ... </dict>
yields
:spawn shipX-trader
in the console.
Modifying the shipdata.plist
If all the defined roles are generic* modify the shipdata.plist from:
<key>shipX</key> <dict> ... <key>roles</key> <string>trader escort hunter</string> ... </dict>
to
<key>shipX</key> <dict> ... <key>roles</key> <string>shipX-trader trader escort hunter</string> ... </dict>
[* If the defined roles are only generic e.g trader|pirate|hunter|etc then a random ship fulfilling the role will be spawned. Not necessarily the one you wanted.]
[Make sure to use a text editor suitable for programming. One that doesn't change the encoding or add junk to the file. EOL=LF+CR]
To park the spawned ship
To park the spawned ship target it then enter in the console
player.ship.target.setAI("dumbAI.plist")
To manipulate sub entities (if the ship has any) use the command:
player.ship.target.subEntities[0].position = [x, y, z]