Difference between revisions of "Viewing a Texture or Model"

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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. ==
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===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.
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  +
Otherwise ...
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----
   
 
===Install Debug.oxp===
 
===Install Debug.oxp===
   
1. Add Debug.oxp to your Oolite AddOns [http://wiki.alioth.net/index.php/Debug_OXP]
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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/
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player.ship.target.subEntities[0].position = [x, y, z]
 
player.ship.target.subEntities[0].position = [x, y, z]
   
===View a ship rotating Mission Screen style===
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===View a rotating ship Mission Screen style===
 
 
 
These commands work when you are docked in the station.
 
These commands work when you are docked in the station.
   
[for version 1.7.4]
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[for version 1.7.3]
   
 
Enter in the console
 
Enter in the console
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mission.runScreen({model:'ShipX-Trader'})
 
mission.runScreen({model:'ShipX-Trader'})
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----
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== Library ==
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Svengali wrote a couple of AddOns for [[Library]] which enable this.
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There are two tools tucked away in diverse locations:
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* [https://app.box.com/s/pwttg9nrqvvpqzya0wcpqpc4ly9bov1r Lib_MatFinder 1.1] (oxz, 39.7 KB) - A developer-tool to work out materials entries.
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:See [http://aegidian.org/bb/viewtopic.php?p=265566#p265566 here] for description ''re'' shaders ''etc''. (2 pages, 2018).
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::On your F4 screen (if you have Library running too) under "Developer":
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[[File:Lib MatFinder Pos01.png|150px]]
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[[File:Lib MatFinder Pos02.png|150px]]
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[[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
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::On starting a game (if you have Library running too):
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[[File:Library_devtools_switches.png|150px]]
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[[File:Library_devtools.png|150px]]
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[[File:Library_devtools.values.png|150px]]
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::On your F4 screen (if you have Library running too) under "Lib_MatEditor":
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[[File:Lib_MatEditor_%281%29.png|150px]]
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[[File:Lib_MatEditor_%282%29.png|150px]]
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[[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