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]
+
1. Add Debug.oxp to your Oolite AddOns [http://wiki.alioth.net/index.php/Debug_OXP]
2. Install PyDebugConsole [https://developer.berlios.de/project/showfiles.php?group_id=3577]
+
-- 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]
+
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>
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...
 
...
 
</dict>
 
</dict>
yields
 
  +
  +
yields
  +
 
:spawn shipX-trader
 
:spawn shipX-trader
in the console.
+
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:
+
===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: 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]