Difference between revisions of "Viewing a Texture or Model"

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(How to view a specific model and / or texture in Oolite.)
Line 2: Line 2:
  
 
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 ...
 
  
 
===Install Debug.oxp===
 
===Install Debug.oxp===
Line 17: Line 15:
  
 
   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''
+
   :spawn ''shipUniqueRole''
  
where ''role'' is the parameter to be passed to the :spawn macro.  
+
where ''shipUniqueRole'' 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]
+
====Finding the ''shipUniqueRole''====
 +
 
 +
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 47:
  
 
       <key>shipX</key>  
 
       <key>shipX</key>  
      <dict>  
+
        <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
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       <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 85:
 
[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 94:
  
 
   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===
 +
 +
These commands work when you are docked in the station.
 +
 +
[for version 1.7.4]
 +
 +
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'})

Revision as of 06:04, 21 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.

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
     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 ship rotating Mission Screen style

These commands work when you are docked in the station.

[for version 1.7.4]

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'})