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
 +
    (holding down shift clears the cache))
 +
  3. Launch into space [Press 1](moving into a clear area helps).
  
  1. Run the DebugConsole
+
===Spawning the ship you want to view===
  2. Start Oolite (holding down the shift key while it boots if an oxp has been changed
 
    (holding down shift clears the cache))
 
  3. Launch into space (moving into a clear area helps).
 
  
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>  
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       </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 04:30, 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]