https://wiki.hard-light.net/api.php?action=feedcontributions&user=KewlToyZ&feedformat=atomFreeSpace Wiki - User contributions [en]2024-03-29T07:23:27ZUser contributionsMediaWiki 1.31.7https://wiki.hard-light.net/index.php?title=Model_files&diff=18975Model files2008-09-27T18:56:46Z<p>KewlToyZ: /* IBX */</p>
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<div>==IBX==<br />
The *.IBX filetype caches 3D model information. It is stored in the data/cache folder of the main game or the mod folder that you have selected (in SCP). It's recommended that you include the relevant *.IBX files with any campaign you release with modded ships, as this will save the user a bit time. IBX files are automatically created by your models by placing the POF into a mission and running FS2O.<br />
<br />
==POF==<br />
*.POF files are used to hold model data.<br />
The following properties are held in a POF file: (alphabetical order)<br />
*Central point of the model<br />
*Docking points<br />
*Heading<br />
*Paths<br />
*Squadron logo location<br />
*Subobject behaviour, radars, debris, LODs<br />
*Subsystem locations, their radii and naming<br />
*Thruster locations and radii<br />
*Turret fire points and normals<br />
<br />
.POF files can be made using [[Truespace]] and the [[PCS]] kit. Truespace can be used to create a 3D .COB file; the dock point, turret fire point, etc. information listed above can be added using PCS, allowing you to export the model from COB to POF.<br />
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[[Category:File Types]]</div>KewlToyZhttps://wiki.hard-light.net/index.php?title=Source_Code_Reference&diff=15737Source Code Reference2008-03-28T05:41:29Z<p>KewlToyZ: /* Alphabetical view */</p>
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<div>== External libraries ==<br />
<br />
Freespace2 relies on the following libraries, which are included in the source tree:<br />
* lua: LUA Scripting language<br />
* libjpeg: Jpeg library<br />
* oggvorbis: Ogg Vorbis sound library<br />
* dx8sdk: DirectX 8 SDK<br />
* dx9sdk: DirectX 9 SDK<br />
<br />
See msdn.microsoft.com for discussion of the DirectX libraries. For the other libraries, look in the README files for more info<br />
<br />
== Freespace2 Source Code ==<br />
<br />
The root also contains the actual Freespace2 code, in the code/ directory. The Freespace2 source code consists in several components, each of which is kept in a separate subdirectory. These components are listed below, from different views.<br />
<br />
=== Alphabetical view ===<br />
<br />
* [[Source ai|ai]] (Computer AI)<br />
* [[Source anim|anim]] (Displaying .ani animated bitmaps)<br />
* asteroid (Handle asteroids - movement, collisions, creating smaller asteriods when larger ones are blown up etc.)<br />
* autopilot (Handles autopilot control - where if there are no enemies, travelling a long distance etc. control is temporarily switched to the computer)<br />
* [[Source bmpman|bmpman]] (Manage 2d graphics files, such as .bmp, .tga, .jpg etc.)<br />
* camera (???)<br />
* cfile (File/directory management routines including .VP file handling that are OS independent eg. handles differences between Linux & Windows)<br />
* cmdline (Handles command line switches, such as -mipmap etc.)<br />
* cmeasure (Handles countermeasures - flares that the player & AI can drop to disrupt missiles)<br />
* controlconfig (Configures keyboard/mouse/joystick controls)<br />
* cutscene (Handles cutscene viewing)<br />
* [[Source ddsutils|ddsutils]] (Handles compressed textures for 3d graphics cards that support it)<br />
* debris (Creates & handles flying debris from exploding ships)<br />
* debugconsole (Handles debugging console and file)<br />
* decals (Adds support for painting decals - small 2d textures - onto ships etc.)<br />
* demo (Allows you to save & playback games to show as demos)<br />
* directx (Specific includes for the Microsoft DirectX library - Windows only)<br />
* exceptionhandler (Deals with crashes, saving stack trace, system info etc.)<br />
* fireball (Displays & handles fireballs and warping effects)<br />
* freespace2 (Main code - handles engine initialisation, loading resources, plus windows resources like icons & dialog boxes)<br />
* fs2open_pxo (Network code)<br />
* gamehelp (Displays context sensitive help text)<br />
* gamesequence (Handles progression of events during a campaign, such as entering a mission, showing credits etc.)<br />
* gamesnd (Handles sounds & music)<br />
* globalincs (Basic global constants & definitions, eg. version, colours)<br />
* [[Source graphics|graphics]] (Low-level wrapper for all 2d & 3d graphics that handles different display engines (DirectX, OpenGL etc)<br />
* hud (Handles the HUD - all the 2d cockpit graphics that the player can see eg. radar, ammo, escort list, sqaud etc)<br />
* iff_defs (Handles traitor ships???)<br />
* io (Handles IO devices, such as keyboard, mouse & joystick)<br />
* irc (Adds support for an IRC chat client)<br />
* [[Source jpgutils|jpgutils]] (Opens, reads JPG files)<br />
* jumpnode (Displays & handles jump nodes)<br />
* lab (Responsible for lab model display?)<br />
* lighting (Handles light sources, and their effect on ships)<br />
* localization (Handles a global string table for translating all written text into foreign languages)<br />
* math (Library of math routines for handling vectors, splines etc)<br />
* menuui (Handles all the misc user interface, such as the main menu, tech room, campaign list etc)<br />
* mission (Handles general mission actions eg. briefing, goals, training info, in-mission messages etc)<br />
* missionui (Handles UI for general mission actions)<br />
* mm (Headers for older MS Multimedia library)<br />
* model (Displays and handles ship models eg. reading files, collission detection etc)<br />
* nebula (Displays and handles nebulae)<br />
* network (All multi-player code, eg. UI, network traffic)<br />
* object (High-level code to handle all objects eg. ships, weapons, debris, asteroids, waypoints, fireballs, shockwaves)<br />
* observer (Handles all non player ship views? Maybe the external views stuff, or death observation?)<br />
* osapi (Wraps low-level Operating System calls, for different OS, eg. multi-threads, windows event loops, main app window)<br />
* padlock (Handles cockpit views with a simulated head tracking of targets relative to the ship)<br />
* palman (Handles bitmap palettes - different colour maps for the same 2d bitmap)<br />
* parse (Handles scripting files, eg. python, LUA etc)<br />
* particle (Displays and handles particles, such as smoke, fire) <br />
* [[Source pcxutils|pcxutils]] (Handles 2d .pcx graphics files)<br />
* physics (Handles realistic physical behaviour of objects, such as ship acceleration/deceleration, rotation etc.)<br />
* playerman (Handles pilot files & player ship movement)<br />
* popup (Displays & handles 2d pop-up windows, eg. when the player dies)<br />
* radar (Displays & handles the radar)<br />
* [[Source render|render]] (Low-level 3d rendering code for some primitives)<br />
* ship (Displays & handles all ship code, eg. shields, afterburner)<br />
* sound (Low-level sound, speach & music routines)<br />
* species_defs (Reads species_defs.tbl to handle different behaviour for different species)<br />
* starfield (Displays & handles background images such as starfields, nebulae etc)<br />
* stats (Displays & handles player statistics, medals etc)<br />
* [[Source tgautils|tgautils]] (Handles .tga 2d graphics files)<br />
* ui (Low-level user inteface routines eg. buttons, scrollbars)<br />
* vcodec (Handles player voice streaming for multiplayer ???)<br />
* weapon (Displays & handles everything to do with weapons)<br />
* windows_stub (Low-level windows functions that are needed for Unix)<br />
<br />
There are also some directories that are only used for generating tools (not part of the main fs2 executable):<br />
* cfilearchiver (Creates .VP file archives)<br />
* cfileextractor (Extracts .VP file archives)<br />
* cryptstring (Creates encrypted strings)<br />
* fred2 (The FReespace EDitor)<br />
* inetfile (FTP & HTTP network handlers)<br />
* scramble (Utility to scramble file tables for the Demo version)<br />
* variables (???)<br />
* wxfred2 (Cross-platform version of FRED2)<br />
<br />
=== Layer view ===<br />
<br />
* Infrastructure<br />
** System<br />
*** cfile/<br />
*** exceptionhandler/<br />
*** irc/<br />
*** localization/<br />
*** osapi/<br />
** Math<br />
*** math/<br />
** Sound<br />
*** sound/<br />
*** vcodec/<br />
** Windows<br />
*** ui/<br />
*** windows_stub/<br />
** 2D graphics<br />
*** [[Source anim|anim]]<br />
*** [[Source bmpman|bmpman]]<br />
*** [[Source ddsutils|ddsutils]]<br />
*** [[Source jpgutils|jpgutils]]<br />
*** [[Source pcxutils|pcxutils]]<br />
*** [[Source tgautils|tgautils]]<br />
*** palman/<br />
** 3D graphics<br />
*** decals/<br />
*** mm/<br />
*** directx/<br />
*** [[Source graphics|graphics]]<br />
*** camera/<br />
*** [[Source render|render]]<br />
** User Input<br />
*** controlconfig/<br />
*** io/<br />
* Freespace2<br />
** Common<br />
*** globalincs/<br />
*** cutscene/<br />
*** cmdline/<br />
*** debugconsole/<br />
** In Space<br />
*** [[Source ai|ai]]<br />
*** asteroid/<br />
*** autopilot/<br />
*** cmeasure/<br />
*** debris/<br />
*** demo/<br />
*** fireball/<br />
*** gamehelp/<br />
*** gamesequence/<br />
*** gamesnd/<br />
*** hud/<br />
*** iff_defs/<br />
*** jumpnode/<br />
*** lighting/<br />
*** nebula/<br />
*** object/<br />
*** observer/<br />
*** model/<br />
*** network/<br />
*** particle/<br />
*** parse/<br />
*** popup/<br />
*** physics/<br />
*** radar/<br />
*** ship/<br />
*** species_defs/<br />
*** starfield/<br />
*** weapon/<br />
** In Base<br />
*** stats/<br />
*** menuui/<br />
*** mission/<br />
*** missionui/<br />
** Engine<br />
*** fs2open_pxo/<br />
*** freespace2/<br />
*** playerman/<br />
* FRED<br />
** fred2/<br />
** wxfred2/<br />
* Tools<br />
** cfilearchiver/<br />
** cfileextractor/<br />
** cryptstring/<br />
** lab/<br />
** scramble/<br />
** inetfile/<br />
** variables/<br />
<br />
=== Category Browser ===<br />
The subdirectories above are also categorised by function. See the Category:Source Code to browse this way.<br />
<br />
[[Category:Source Code]]</div>KewlToyZhttps://wiki.hard-light.net/index.php?title=FreeSpace_Wiki:Searching&diff=15736FreeSpace Wiki:Searching2008-03-28T05:39:17Z<p>KewlToyZ: New page: Looking to use another advanced search?</p>
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<div>Looking to use another advanced search?</div>KewlToyZhttps://wiki.hard-light.net/index.php?title=Talk:Modelling&diff=15710Talk:Modelling2008-03-27T03:53:07Z<p>KewlToyZ: </p>
<hr />
<div>'''Time to update the poly and texture values?'''<br />
<br />
Less than 2k polies for a fighter? And using a 512² map for it?<br />
That seems pretty outdated. I'm not sure about all values, but 10k for the lod 0 of a fighter shouldn't really be a problem anymore.<br />
And 1024² seems to be more the standard for fighter textures. Some mods start going even higher already.<br />
* You're specifically talking about FreeSpace 2 SCP, no? Also, there seems to be something broken in your signature. [[User:Selectah|Selectah]] 03:15, 26 September 2007 (CDT)<br />
<br />
<br />
'''Looking for answers =)<br />
'''<br />
I am wondering what the parameters are for restricting "layer/group/object" names and classification?<br />
I'll post the answers as I find them. Mainly a useful outline readily available to name objects and groups with 3DS Max 4 and the pof converter. I am using Rhino 3 for my primary modeler. Exporting as dxf R12 seems to work well enough. Max imports by layer name as a selectable option as well. So I guess I really need to know what the names should be for everything to read right.</div>KewlToyZhttps://wiki.hard-light.net/index.php?title=Talk:Modelling&diff=15709Talk:Modelling2008-03-27T03:50:28Z<p>KewlToyZ: </p>
<hr />
<div>'''Time to update the poly and texture values?'''<br />
<br />
Less than 2k polies for a fighter? And using a 512² map for it?<br />
That seems pretty outdated. I'm not sure about all values, but 10k for the lod 0 of a fighter shouldn't really be a problem anymore.<br />
And 1024² seems to be more the standard for fighter textures. Some mods start going even higher already.<br />
* You're specifically talking about FreeSpace 2 SCP, no? Also, there seems to be something broken in your signature. [[User:Selectah|Selectah]] 03:15, 26 September 2007 (CDT)<br />
<br />
<br />
'''Looking for answers =)<br />
I am wondering what the parameters are for restricting "layer/group/object" names and classification?<br />
I'll post the answers as I find them.</div>KewlToyZhttps://wiki.hard-light.net/index.php?title=Talk:Modelling&diff=15708Talk:Modelling2008-03-27T03:49:33Z<p>KewlToyZ: Model group/layer/object naming</p>
<hr />
<div>'''Time to update the poly and texture values?'''<br />
<br />
Less than 2k polies for a fighter? And using a 512² map for it?<br />
That seems pretty outdated. I'm not sure about all values, but 10k for the lod 0 of a fighter shouldn't really be a problem anymore.<br />
And 1024² seems to be more the standard for fighter textures. Some mods start going even higher already.<br />
* You're specifically talking about FreeSpace 2 SCP, no? Also, there seems to be something broken in your signature. [[User:Selectah|Selectah]] 03:15, 26 September 2007 (CDT)<br />
<br />
I am wondering what the parameters are for restricting "layer/group/object" names and classification?<br />
I'll post the answers as I find them.</div>KewlToyZ