0.9.7) (If you make an outfit named " License", that condition variable will automatically be set when you buy that outfit.)īeginning with v. For each specified, the license: condition must be set for the player to buy this ship. Licenses: a list of names of licenses you need to buy this outfit. Outfit thumbnails should be no larger than 360x360 for the sprite and 180x180 for the normal-resolution sprite. Thumbnail: the thumbnail image to use for the outfit in the outfitter. Afterburner effects can last for multiple frames, leaving a trail behind the ship. "afterburner effect": the effect that is created for every frame that the afterburner is firing. Sounds are only played if the ship has an associated "reverse engine" or "steering engine" hardpoint for a flare to be emitted from. 0.9.13, "reverse flare sound" and "steering flare sound" can also be used to define the sound that is played when reversing or steering. "flare sound": for thrusters, the sound that is played when the thruster is firing. 0.9.13, "reverse flare sprite" and "steering flare sprite" can also be used to define the image that is drawn for "reverse engine" and "steering engine" hardpoints on a ship. "flare sprite": for thrusters, the image that is drawn at each of the engine hardpoints when the thruster is firing.
If no flotsam sprite is given, then the default flotsam box is used. "flotsam sprite": the image that is drawn when this outfit is dropped in space, either because it was jettisoned by a ship or because it was the payload of a minable asteroid. The category must be one of the following if it is to be purchasable: Most attributes are given as a single number, but there are a few "special" attributes:Ĭategory: which outfitter category to show this outfit in. For example, if you install two shield generators, your shield regeneration doubles. Many of the attributes are in units of heat or energy per frame a frame is 1/60th of a second. Outfits work by modifying the attributes of your ship. And, also as with the ship graphics, be sure that your GIMP file is at least high enough resolution to create an high resolution version. For example, the Flamethrower is aligned with the guns even though it is shown in the "Secondary Weapons" section with all the missiles.Īs with ships, it is often easier to add texture and color variation to the outfit images in GIMP rather than trying to texture map all the surfaces in Blender. In a few cases, it's ambiguous which direction something should point in.
That will ensure that your new thumbnails do not look out of place next to the existing ones.
(Another open source program, Inkscape, is used for the vector graphics in the user interface.) You can download the original Blender and GIMP files for any of the graphics here.Īny outfit model you create in Blender should use the camera and lighting settings from this template. The thumbnail graphics for all the outfits in the game are created using two free, open source programs: Blender for creating the 3D models, and GIMP for post-processing the rendered images to look more grungy and less artificial.