Woah! Nice! Just one thing: In the description of the material properties inside missiontext, it should be mentioned somewhere that shininess is NOT recognized in Oolite 1.88, UNLESS you edit the default shader and set the lighting model to new Blinn-Phong. In the default GGX specular that we use, only gloss is relevant.
Thanks, a_c. I'll add this for the next round.
Edit: It looks like it can't read shader materials. It would be nice if that were possible.
Yes, it only works with the plain materials thing atm, because I wrote it to migrate from custom shaders to the default shader (as much as possible). Reason is that shader swapping is a 1st class performance killer and getting rid of a few custom shaders is surely a good thing. The tool also disables shaders in use to force use of Oolites default shader, when the model gets shown on the main screens. It shows the shadered versions though when you can enter values. This is simply to show the difference between both version to give users a chance to get your material as close as possible to the 'original' version.
But this is only the first step for this tool. The idea for the next versions is to work out ways to handle
a) shader handling inclusive vs+fs shader, textures and uniforms,
b) give users a way to find and set positions and orientations of subentities,
c) find and set positions, colors, etc of flashers (this should be easy),
d) find and set positions and sizes of exhausts (this would need a custom shader),
e) find and set positions of weapon positions and aft_eject_position (this would need a custom shader).
:-) Some work, but I'd think it's all doable.