Ad Astra has been
designed to be a fairly transparent application such that all textures
are simple bitmaps and the equivalent of model files are held as basic
text documents.
For the purposes of the demo, access to the more useful internal
development screens has also been granted and this section gives a brief
description of how potential modifications can be made to the relevant
areas of the game.
The game will automatically pick up new textures provided that they are placed in the
relevant directories :
Spacecraft |
textures/ships |
Space Stations |
textures/stations |
Buildings |
textures/building |
Animals |
textures/animals |
The textures are 24bit bitmap files which are adopted
at random on entry to a Solar System. The best way to cause a new one to
be activated is to replace one of the existing files that is normally
selected by the demo.
It should also be noted that the extreme bottom
right-hand corner of many of the texture maps is used to identify a
colour key. This is used to govern the transparent areas of the image.
Gas Giant, Atmospheric and Nebula textures use
templates that can be generated using the Texture Design Screens. Any generated textures should be placed in
the following directories :
Gas Giants |
textures/planets/templates |
Nebula |
textures/nebula_templates |
Atmospheres |
textures/atmos_templates |
NOTE that
only the existing filenames will be supported.
If you design any new spacecraft, textures or have
some original music which you are happy to be distributed with the game
then please mail them to me at the contact address.