Several Questions: ordonance/textures/file format
Hail there, fellow Sirians.
Today, I again seek knowledge. Not anything difficult, I hope.
1. Where does one tell the program the limit of ordonance the player can carry (read: missiles, torpedos, mines ect.) ? And is it a global value or a per-ship setting?
2. About textures. I extracted, edited and re-inserted the textures for the Anubis model (which I use for my "Toth" Order Very Heavy Fighter). Worked and looked good. Only problem was, other ships (regular Anubis crafts used by NPC's) suddenly had the same altered textures, which I don't quite understand, since the toth uses an own 3d model file (named toth1.cmp) and uses an own material file (named o2_ships.mat). Why is it that regular ships use textures from files that aren't assigned to them in the first place?
I then tried to circumvent this by renaming the textures in the .mat-file (from elite_256.tga ect. to toth1_256.tga, for example). The result was that now, all the others used their normal textures, but my ship (and any Toth in the game) was invisible. The npc's still attacked me, of course, I just was using an invisible skin... can anybody tell me how to get truly unique textures to work properly?
3. Had anybody any success in documenting the *.ale file format yet?
That's it.
T448 ... out.
Today, I again seek knowledge. Not anything difficult, I hope.
1. Where does one tell the program the limit of ordonance the player can carry (read: missiles, torpedos, mines ect.) ? And is it a global value or a per-ship setting?
2. About textures. I extracted, edited and re-inserted the textures for the Anubis model (which I use for my "Toth" Order Very Heavy Fighter). Worked and looked good. Only problem was, other ships (regular Anubis crafts used by NPC's) suddenly had the same altered textures, which I don't quite understand, since the toth uses an own 3d model file (named toth1.cmp) and uses an own material file (named o2_ships.mat). Why is it that regular ships use textures from files that aren't assigned to them in the first place?
I then tried to circumvent this by renaming the textures in the .mat-file (from elite_256.tga ect. to toth1_256.tga, for example). The result was that now, all the others used their normal textures, but my ship (and any Toth in the game) was invisible. The npc's still attacked me, of course, I just was using an invisible skin... can anybody tell me how to get truly unique textures to work properly?
3. Had anybody any success in documenting the *.ale file format yet?
That's it.
T448 ... out.