Difference between revisions of "Viewing a Texture or Model"

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(How to view a specific model and / or texture in Oolite.)
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== How to view a specific model and / or texture in Oolite. ==
 
== How to view a specific model and / or texture in Oolite. ==
  +
  +
===Using the in-game 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.
 
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 ...
+
Otherwise ...
  +
  +
----
   
 
===Install Debug.oxp===
 
===Install Debug.oxp===
   
1. Add Debug.oxp to your Oolite AddOns [http://wiki.alioth.net/index.php/Debug_OXP]
+
1. Add Debug.oxp to your Oolite AddOns [[Debug OXP]]
 
-- Extract the archive.
 
-- Extract the archive.
 
-- Move the extracted folder Debug.oxp to $PROGDIR/AddOns/
 
-- Move the extracted folder Debug.oxp to $PROGDIR/AddOns/
Line 17: Line 19:
   
 
1. Run the DebugConsole [WhereverIPutIt/OODebugConsole/OODebugConsole.exe]
 
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
 
  +
2. Start Oolite
(holding down shift clears the cache))
+
(If you have modified an oxp hold down the shift key during during the boot
  +
to clear the cache)
 
3. Launch into space [Press 1](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 actively in the game===
  +
  +
====Spawning the ship====
   
 
Type in the console
 
Type in the console
   
:spawn ''role''
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:spawn ''shipUniqueRole''
  +
  +
where ''shipUniqueRole'' is the parameter to be passed to the :spawn macro.
   
where ''role'' is the parameter to be passed to the :spawn macro.
 
  +
====Finding the ''shipUniqueRole''====
   
To find the correct argument for role refer to [i.e. open in a text editor]
+
To find the correct argument for ''shipUniqueRole'' refer to [i.e. open in a text editor]
   
 
config\shipdata.plist
 
config\shipdata.plist
Line 44: Line 46:
   
 
<key>shipX</key>
 
<key>shipX</key>
<dict>
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<dict>
...
+
...
<key>roles</key>
+
<key>roles</key>
<string>shipX-trader shipX-escort shipX-hunter</string>
+
<string>shipX-trader shipX-escort shipX-hunter</string>
...
+
...
</dict>
+
</dict>
   
 
yields
 
yields
Line 61: Line 63:
   
 
<key>shipX</key>
 
<key>shipX</key>
<dict>
+
<dict>
...
+
...
<key>roles</key>
+
<key>roles</key>
<string>trader escort hunter</string>
+
<string>trader escort hunter</string>
...
+
...
</dict>
+
</dict>
   
 
to
 
to
   
 
<key>shipX</key>
 
<key>shipX</key>
<dict>
+
<dict>
...
+
...
<key>roles</key>
+
<key>roles</key>
<string>shipX-trader trader escort hunter</string>
+
<string>shipX-trader trader escort hunter</string>
...
+
...
</dict>
+
</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.]
 
[* 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.]
Line 82: Line 84:
 
[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
 
To park the spawned ship target it then enter in the console
Line 91: Line 93:
   
 
player.ship.target.subEntities[0].position = [x, y, z]
 
player.ship.target.subEntities[0].position = [x, y, z]
  +
  +
===View a rotating ship Mission Screen style===
  +
  +
These commands work when you are docked in the station.
  +
  +
[for version 1.7.3]
  +
  +
Enter in the console
  +
  +
mission.runMissionScreen(null,null,null,'shipUniqueRole')
  +
  +
which, using the ShipX convention yields
  +
  +
mission.runMissionScreen(null,null,null,'ShipX-Trader')
  +
  +
  +
[Coming soon to a stable version near you...]
  +
  +
Enter in the console
  +
  +
mission.runScreen({model:'shipUniqueRole'})
  +
  +
which, using the ShipX convention yields
  +
  +
mission.runScreen({model:'ShipX-Trader'})
  +
  +
----
  +
== Library ==
  +
Svengali wrote a couple of AddOns for [[Library]] which enable this.
  +
  +
There are two tools tucked away in diverse locations:
  +
  +
* [https://app.box.com/s/pwttg9nrqvvpqzya0wcpqpc4ly9bov1r Lib_MatFinder 1.1] (oxz, 39.7 KB) - A developer-tool to work out materials entries.
  +
:See [http://aegidian.org/bb/viewtopic.php?p=265566#p265566 here] for description ''re'' shaders ''etc''. (2 pages, 2018).
  +
  +
::On your F4 screen (if you have Library running too) under "Developer":
  +
[[File:Lib MatFinder Pos01.png|150px]]
  +
[[File:Lib MatFinder Pos02.png|150px]]
  +
[[File:Lib MatFinder.png|150px]]
  +
  +
  +
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* [https://app.box.net/s/h78y01lg9b Library_devtools.oxp] (look in Test OXP's) - Something peculiar
  +
  +
::On starting a game (if you have Library running too):
  +
[[File:Library_devtools_switches.png|150px]]
  +
[[File:Library_devtools.png|150px]]
  +
[[File:Library_devtools.values.png|150px]]
  +
  +
::On your F4 screen (if you have Library running too) under "Lib_MatEditor":
  +
[[File:Lib_MatEditor_%281%29.png|150px]]
  +
[[File:Lib_MatEditor_%282%29.png|150px]]
  +
  +
[[Category:Oolite Development]]

Latest revision as of 11:44, 11 January 2022

How to view a specific model and / or texture in Oolite.

Using the in-game 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.

Otherwise ...


Install Debug.oxp

 1. Add Debug.oxp to your Oolite AddOns Debug OXP
    -- Extract the archive.
    -- Move the extracted folder Debug.oxp to $PROGDIR/AddOns/
 2. Install PyDebugConsole [1]
    -- 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
     to clear the cache)
 3. Launch into space [Press 1](moving into a clear area helps). 

Spawning the ship you want to view actively in the game

Spawning the ship

Type in the console

 :spawn shipUniqueRole

where shipUniqueRole is the parameter to be passed to the :spawn macro.

Finding the shipUniqueRole

To find the correct argument for shipUniqueRole 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]

View a rotating ship Mission Screen style

These commands work when you are docked in the station.

[for version 1.7.3]

Enter in the console

 mission.runMissionScreen(null,null,null,'shipUniqueRole')

which, using the ShipX convention yields

 mission.runMissionScreen(null,null,null,'ShipX-Trader')


[Coming soon to a stable version near you...]

Enter in the console

 mission.runScreen({model:'shipUniqueRole'})

which, using the ShipX convention yields

 mission.runScreen({model:'ShipX-Trader'})

Library

Svengali wrote a couple of AddOns for Library which enable this.

There are two tools tucked away in diverse locations:

See here for description re shaders etc. (2 pages, 2018).
On your F4 screen (if you have Library running too) under "Developer":

Lib MatFinder Pos01.png Lib MatFinder Pos02.png Lib MatFinder.png


On starting a game (if you have Library running too):

Library devtools switches.png Library devtools.png Library devtools.values.png

On your F4 screen (if you have Library running too) under "Lib_MatEditor":

Lib MatEditor (1).png Lib MatEditor (2).png