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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== 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. Otherwise ...
+
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 ...
   
−
Installing 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 [http://wiki.alioth.net/index.php/Debug_OXP]
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2. Install PyDebugConsole [https://developer.berlios.de/project/showfiles.php?group_id=3577]
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-- 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===
   
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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
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1. Run the DebugConsole
 
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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).
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3. Launch into space [Press 1](moving into a clear area helps).
  +
  +
===Spawning the ship you want to view===
   
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Spawning the ship you want to view
 
  +
Type in the console
   
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Type in the console
 
 
:spawn ''role''
 
:spawn ''role''
−
where ''role'' is the parameter to be passed to the :spawn macro.
 
   
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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]
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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>
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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>
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yields
 
  +
  +
yields
  +
 
:spawn shipX-trader
 
:spawn shipX-trader
−
in the console.
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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
+
to
   
 
<key>shipX</key>
 
<key>shipX</key>
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[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 target it then enter in the console:
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===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")
   
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To manipulate sub entities (if the ship has any) use the command: Code:
+
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 05:30, 18 November 2009

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]