Difference between revisions of "Viewing a Texture or Model"
Captain Berf (talk | contribs) (How to view a specific model and / or texture in Oolite) |
Captain Berf (talk | contribs) (→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 | + | 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 | + | 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 | + | 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'' | :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 | config\shipdata.plist | ||
| − | + | 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 | ||
| + | |||
<key>roles</key> | <key>roles</key> | ||
| − | + | ||
| + | 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 50: | ||
... | ... | ||
</dict> | </dict> | ||
| − | + | ||
| + | yields | ||
| + | |||
:spawn shipX-trader | :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> | <key>shipX</key> | ||
<dict> | <dict> | ||
| Line 53: | Line 68: | ||
</dict> | </dict> | ||
| − | + | to | |
<key>shipX</key> | <key>shipX</key> | ||
| Line 67: | Line 82: | ||
[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: | + | 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 03:30, 18 November 2009
Contents
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]