https://wiki.hard-light.net/api.php?action=feedcontributions&user=Spicious&feedformat=atomFreeSpace Wiki - User contributions [en]2024-03-28T17:32:37ZUser contributionsMediaWiki 1.31.7https://wiki.hard-light.net/index.php?title=Collada_Importer&diff=18621Collada Importer2008-09-20T12:40:42Z<p>Spicious: /* Insignia */</p>
<hr />
<div>This is the WIP page to document the design and implementation of a Collada to POF model converter. This article was created in response to [http://www.hard-light.net/forums/index.php/topic,54757.html Cash prize for Collada - POF support!]<br />
<br />
==Background==<br />
The goal of this project is to create a stable import system with which to convert the open-standard Collada (DAE) XML-based model format to the FreeSpace POF binary model format. Many other export options exist, but each has its flaws. Using a cross-application format such as Collada and a community-developed converter should help address many of the existing issues. The conversion application [http://www.hard-light.net/wiki/index.php/POF_Constructor_Suite_2 PCS2] already has COB->PMF, PMF->POF, and the reverse of both. We have access to the specifications for POF through Volition's documentation but the format is difficult to work with directly. We have access to the PMF specification through the source code to PCS2, but better documentation (in a more human-readable format) for this could be useful. However, PMF is designed to be an easily-accessed format to be used in between other formats and the PMF->POF conversion routines in PCS2. Currently the plan is (barring serious objection by the community) to create a library of routines to convert a DAE file to a PMF file. This library could then be utilized in PCS2 using its existing PMF->POF support, or that functionality could be utilized in another standalone converter. With that in mind, the following are the requirements and specifications a converter and the models must adhere to. As for working with the Collada format, one such possibility is the [http://www.feelingsoftware.com/content/view/62/76 FCollada] library, a free set of routines to interface with Collada.<br />
<br />
==DAE File Prerequisites==<br />
<br />
The conventions for a DAE file will be similar to those for [[Styxx's POF Conversion plugin for 3D Studio Max]]. All major modelings apps should be able to understand a model that follows these conventions.<br />
<br />
Treat everything as case sensitive. All numerical sequences to be interpreted by the converter must be contiguous and begin with 01 unless otherwise specified.<br />
<br />
For appropriate helper generated fields the centre is determined by translation field, the radius is determined by the X scaling and the normal is determined by the rotation fields.<br />
<br />
This list is in progress and is subject to change. Suggestions should be made in [http://www.hard-light.net/forums/index.php/topic,54757.0.html Cash prize for Collada - POF support!]<br />
<br />
===LODs===<br />
detailX, where X ranges up from 0 at top level.<br />
<br />
===Subobjects===<br />
Subobjects should be set as children of their desired parent object. Turret barrels should be a child of their turret base. <br><br />
Helpers should be grouped as children of a child of the subobject with a name starting with "helper".<br />
<br />
===Debris===<br />
debrisXX at top level.<br />
<br />
===Shield===<br />
shield<br />
<br />
The shield mesh should be triangulated and at top level.<br />
<br />
===Subsystems===<br />
subsystem<subsystem name>, no <>, at top level. <br><br />
Helpers should be grouped as children of a child of the subsystem with a name starting with "helper".<br />
<br />
===Engine Glows===<br />
Grouped as children of a node with a name starting with "thrusters". <br><br />
Should be a child of a helper node if linked to a subsystem or at top level otherwise.<br />
<br />
===Dockpoints===<br />
Grouped as children of a node named "dockpointXX" at top level. <br><br />
Helpers should be grouped as children of a child of the dockpoint with a name starting with "helper".<br />
<br />
===Gun banks===<br />
Grouped as children of a node named "gunbankXX" at top level.<br />
<br />
===Missile banks===<br />
Grouped as children of a node named "missilebankXX" at top level.<br />
<br />
===Turret Firepoints===<br />
Grouped as children of a node with name starting with "firepoints" which is a child of the turret submodel node helper node.<br />
<br />
===Eyepoints===<br />
eyepointXX at top level.<br />
<br />
===Paths===<br />
Grouped as children of a node with name starting with "firepoints" which is a child of the subsystem, submodel or dockpoint helper node.<br />
<br />
===Glowpoints===<br />
Grouped as children of a node with name beginning with "glowbank" which is a child of the submodel of the glowbank. Texture name should be stored as a property "$glow_texture=<texture name>". Timing, type, normals and LOD are ignored pending suggestions on dae format storage<br />
<br />
===Insignia===<br />
insigLODXX-YY; triangulated UV-mapped mesh at top level; texture will be included in the texture list unless its name begins with "insignia".<br />
<br />
==Converter Requirements==<br />
Must output a PMF compliant with the structure utilized by the PMF importer of PCS2.<br />
<br />
==External Links==<br />
[http://www.hard-light.net/forums/index.php/topic,54757.html Cash prize for Collada - POF support!]<br />
<br />
[http://www.khronos.org/collada/ COLLADA Specification]<br />
<br />
[http://www.feelingsoftware.com/content/view/62/76 FCollada Home Page]<br />
<br />
[http://alliance.cvs.sourceforge.net/alliance/pcs2/ PCS2 CVS Repository] - For COB->PMF reference, only PMF format docs<br />
<br />
[http://www.collada.org/owl/index.php?login=1&failure=1 COLLADA Test Model Bank]<br />
<br />
[[POF Constructor Suite 2]]<br />
<br />
[[Styxx's POF Conversion plugin for 3D Studio Max]] - The basis for the DAE model conventions</div>Spicioushttps://wiki.hard-light.net/index.php?title=Collada_Importer&diff=17553Collada Importer2008-08-16T05:38:37Z<p>Spicious: /* DAE File Prerequisites */ Added glowpoints and insignia</p>
<hr />
<div>This is the WIP page to document the design and implementation of a Collada to POF model converter. This article was created in response to [http://www.hard-light.net/forums/index.php/topic,54757.html Cash prize for Collada - POF support!]<br />
<br />
==Background==<br />
The goal of this project is to create a stable import system with which to convert the open-standard Collada (DAE) XML-based model format to the FreeSpace POF binary model format. Many other export options exist, but each has its flaws. Using a cross-application format such as Collada and a community-developed converter should help address many of the existing issues. The conversion application [http://www.hard-light.net/wiki/index.php/POF_Constructor_Suite_2 PCS2] already has COB->PMF, PMF->POF, and the reverse of both. We have access to the specifications for POF through Volition's documentation but the format is difficult to work with directly. We have access to the PMF specification through the source code to PCS2, but better documentation (in a more human-readable format) for this could be useful. However, PMF is designed to be an easily-accessed format to be used in between other formats and the PMF->POF conversion routines in PCS2. Currently the plan is (barring serious objection by the community) to create a library of routines to convert a DAE file to a PMF file. This library could then be utilized in PCS2 using its existing PMF->POF support, or that functionality could be utilized in another standalone converter. With that in mind, the following are the requirements and specifications a converter and the models must adhere to. As for working with the Collada format, one such possibility is the [http://www.feelingsoftware.com/content/view/62/76 FCollada] library, a free set of routines to interface with Collada.<br />
<br />
==DAE File Prerequisites==<br />
<br />
The conventions for a DAE file will be similar to those for [[Styxx's POF Conversion plugin for 3D Studio Max]]. All major modelings apps should be able to understand a model that follows these conventions.<br />
<br />
Treat everything as case sensitive. All numerical sequences to be interpreted by the converter must be contiguous and begin with 01 unless otherwise specified.<br />
<br />
For appropriate helper generated fields the centre is determined by translation field, the radius is determined by the X scaling and the normal is determined by the rotation fields.<br />
<br />
This list is in progress and is subject to change. Suggestions should be made in [http://www.hard-light.net/forums/index.php/topic,54757.0.html Cash prize for Collada - POF support!]<br />
<br />
===LODs===<br />
detailX, where X ranges up from 0 at top level.<br />
<br />
===Subobjects===<br />
Subobjects should be set as children of their desired parent object. Turret barrels should be a child of their turret base. <br><br />
Helpers should be grouped as children of a child of the subobject with a name starting with "helper".<br />
<br />
===Debris===<br />
debrisXX at top level.<br />
<br />
===Shield===<br />
shield<br />
<br />
The shield mesh should be triangulated and at top level.<br />
<br />
===Subsystems===<br />
subsystem<subsystem name>, no <>, at top level. <br><br />
Helpers should be grouped as children of a child of the subsystem with a name starting with "helper".<br />
<br />
===Engine Glows===<br />
Grouped as children of a node with a name starting with "thrusters". <br><br />
Should be a child of a helper node if linked to a subsystem or at top level otherwise.<br />
<br />
===Dockpoints===<br />
Grouped as children of a node named "dockpointXX" at top level. <br><br />
Helpers should be grouped as children of a child of the dockpoint with a name starting with "helper".<br />
<br />
===Gun banks===<br />
Grouped as children of a node named "gunbankXX" at top level.<br />
<br />
===Missile banks===<br />
Grouped as children of a node named "missilebankXX" at top level.<br />
<br />
===Turret Firepoints===<br />
Grouped as children of a node with name starting with "firepoints" which is a child of the turret submodel node helper node.<br />
<br />
===Eyepoints===<br />
eyepointXX at top level.<br />
<br />
===Paths===<br />
Grouped as children of a node with name starting with "firepoints" which is a child of the subsystem, submodel or dockpoint helper node.<br />
<br />
===Glowpoints===<br />
Grouped as children of a node with name beginning with "glowbank" which is a child of the submodel of the glowbank. Texture name should be stored as a property "$glow_texture=<texture name>". Timing, type, normals and LOD are ignored pending suggestions on dae format storage<br />
<br />
===Insignia===<br />
Name starting with "insignia"; triangulated UV-mapped mesh at top level; LOD assumed to be 0 pending suggestions on dae format storage<br />
<br />
==Converter Requirements==<br />
Must output a PMF compliant with the structure utilized by the PMF importer of PCS2.<br />
<br />
==External Links==<br />
[http://www.hard-light.net/forums/index.php/topic,54757.html Cash prize for Collada - POF support!]<br />
<br />
[http://www.khronos.org/collada/ COLLADA Specification]<br />
<br />
[http://www.feelingsoftware.com/content/view/62/76 FCollada Home Page]<br />
<br />
[http://alliance.cvs.sourceforge.net/alliance/pcs2/ PCS2 CVS Repository] - For COB->PMF reference, only PMF format docs<br />
<br />
[http://www.collada.org/owl/index.php?login=1&failure=1 COLLADA Test Model Bank]<br />
<br />
[[POF Constructor Suite 2]]<br />
<br />
[[Styxx's POF Conversion plugin for 3D Studio Max]] - The basis for the DAE model conventions</div>Spicioushttps://wiki.hard-light.net/index.php?title=Collada_Importer&diff=17359Collada Importer2008-08-06T07:15:27Z<p>Spicious: /* DAE File Prerequisites */ Updated input organisation</p>
<hr />
<div>This is the WIP page to document the design and implemenation of a Collada to POF model converter. This article was created in response to [http://www.hard-light.net/forums/index.php/topic,54757.html Cash prize for Collada - POF support!]<br />
<br />
==Background==<br />
The goal of this project is to create a stable import system with which to convert the open-standard Collada (DAE) XML-based model format to the Freespace POF binary model format. Many other export options exist, but each has its flaws and none seem to work flawlessly. Using a cross-application format such as Collada and a community-developed converter should help address many of the existing issues. The conversion application [http://www.hard-light.net/wiki/index.php/POF_Constructor_Suite_2 PCS2] already has COB->PMF, PMF->POF, and the reverse of both. We have access to the specifications for POF through Volition's documentation but the format is difficult to work with directly. We have access to the PMF specification through the source code to PCS2, but better documentation (in a more human-readable format) for this could be useful. However, PMF is designed to be an easily-accessed format to be used in between other formats and the PMF->POF conversion routines in PCS2. Currently the plan is (barring serious objection by the community) to create a library of routines to convert a DAE file to a PMF file. This library could then be utilized in PCS2 using its existing PMF->POF support, or that functionality could be utilized in another standalone converter. With that in mind, the following are the requirements and specifications a converter and the models must adhere to. As for working with the Collada format, one such possibility is the [http://www.feelingsoftware.com/content/view/62/76 FCollada] library, a free set of routines to interface with Collada.<br />
<br />
==DAE File Prerequisites==<br />
<br />
The conventions for a DAE file will be similar to those for [[Styxx's POF Conversion plugin for 3D Studio Max]]. All major modelings apps should be able to understand a model that follows these conventions.<br />
<br />
Treat everything as case sensitive. All numerical sequences to be interpreted by the converter must be contiguous and begin with 01 unless otherwise specified.<br />
<br />
For appropriate helper generated fields the centre is determined by translation field, the radius is determined by the X scaling and the normal is determined by the rotation fields.<br />
<br />
This list is in progress and is subject to change. Suggestions should be made in [http://www.hard-light.net/forums/index.php/topic,54757.0.html Cash prize for Collada - POF support!]<br />
<br />
===LODs===<br />
detailX, where X ranges up from 0 at top level.<br />
<br />
===Subobjects===<br />
Subobjects should be set as children of their desired parent object. Turret barrels should be a child of their turret base.<br />
Helpers should be grouped as children of a child of the subobject with a name starting with "helper".<br />
<br />
===Debris===<br />
debrisXX at top level.<br />
<br />
===Shield===<br />
shield<br />
<br />
The shield mesh should be triangulated and at top level.<br />
<br />
===Subsystems===<br />
subsystem<subsystem name>, no <>, at top level.<br />
Helpers should be grouped as children of a child of the subsystem with a name starting with "helper".<br />
<br />
===Engine Glows===<br />
Grouped as children of a node with a name starting with "thrusters".<br />
Should be a child of a helper node if linked to a subsystem or at top level otherwise.<br />
<br />
===Dockpoints===<br />
Grouped as children of a node named "dockpointXX" at top level.<br />
Helpers should be grouped as children of a child of the dockpoint with a name starting with "helper".<br />
<br />
===Gun banks===<br />
Grouped as children of a node named "gunbankXX" at top level.<br />
<br />
===Missile banks===<br />
Grouped as children of a node named "missilebankXX" at top level.<br />
<br />
===Turret Firepoints===<br />
Grouped as children of a node with name starting with "firepoints" which is a child of the turret submodel node helper node.<br />
<br />
===Eyepoints===<br />
eyepointXX at top level.<br />
<br />
===Paths===<br />
Grouped as children of a node with name starting with "firepoints" which is a child of the subsystem, submodel or dockpoint helper node.<br />
<br />
==Converter Requirements==<br />
Must output a PMF compliant with the structure utilized by the PMF importer of PCS2.<br />
<br />
==External Links==<br />
[http://www.hard-light.net/forums/index.php/topic,54757.html Cash prize for Collada - POF support!]<br />
<br />
[http://www.khronos.org/collada/ COLLADA Specification]<br />
<br />
[http://www.feelingsoftware.com/content/view/62/76 FCollada Home Page]<br />
<br />
[http://alliance.cvs.sourceforge.net/alliance/pcs2/ PCS2 CVS Repository] - For COB->PMF reference, only PMF format docs<br />
<br />
[http://www.collada.org/owl/index.php?login=1&failure=1 COLLADA Test Model Bank]<br />
<br />
[[POF Constructor Suite 2]]<br />
<br />
[[Styxx's POF Conversion plugin for 3D Studio Max]] - The basis for the DAE model conventions</div>Spicioushttps://wiki.hard-light.net/index.php?title=Collada_Importer&diff=17048Collada Importer2008-07-24T09:58:57Z<p>Spicious: /* Subobjects */</p>
<hr />
<div>This is the WIP page to document the design and implemenation of a Collada to POF model converter. This article was created in response to [http://www.hard-light.net/forums/index.php/topic,54757.html Cash prize for Collada - POF support!]<br />
<br />
==Background==<br />
The goal of this project is to create a stable import system with which to convert the open-standard Collada (DAE) XML-based model format to the Freespace POF binary model format. Many other export options exist, but each has its flaws and none seem to work flawlessly. Using a cross-application format such as Collada and a community-developed converter should help address many of the existing issues. The conversion application [http://www.hard-light.net/wiki/index.php/POF_Constructor_Suite_2 PCS2] already has COB->PMF, PMF->POF, and the reverse of both. We have access to the specifications for POF through Volition's documentation but the format is difficult to work with directly. We have access to the PMF specification through the source code to PCS2, but better documentation (in a more human-readable format) for this could be useful. However, PMF is designed to be an easily-accessed format to be used in between other formats and the PMF->POF conversion routines in PCS2. Currently the plan is (barring serious objection by the community) to create a library of routines to convert a DAE file to a PMF file. This library could then be utilized in PCS2 using its existing PMF->POF support, or that functionality could be utilized in another standalone converter. With that in mind, the following are the requirements and specifications a converter and the models must adhere to. As for working with the Collada format, one such possibility is the [http://www.feelingsoftware.com/content/view/62/76 FCollada] library, a free set of routines to interface with Collada.<br />
<br />
==DAE File Prerequisites==<br />
<br />
The conventions for a DAE file will be similar to those for [[Styxx's POF Conversion plugin for 3D Studio Max]]. All major modelings apps should be able to understand a model that follows these conventions.<br />
<br />
Treat everything as case sensitive. All numerical sequences to be interpreted by the converter must be contiguous and begin with 01 unless otherwise specified. Also unless otherwise specified, all nodes should be top level. <br />
<br />
Helpers with numbers in the form XX-YY typically refer to the YYth item in the XXth grouping. E.g. engine01-02 would be the second glow of the first thruster. For appropriate helper generated fields the centre is determined by translation field, the radius is determined by the X scaling and the normal is determined by the rotation fields.<br />
<br />
This list is in progress and is subject to change. Suggestions should be made in [http://www.hard-light.net/forums/index.php/topic,54757.0.html Cash prize for Collada - POF support!]<br />
<br />
===LODs===<br />
detailX, where X ranges up from 0.<br />
<br />
===Debris===<br />
debrisXX<br />
<br />
===Shield===<br />
shield<br />
<br />
The shield mesh should be triangulated. <br />
<br />
===Subsystems===<br />
subsystem<subsystem name>, no <>.<br />
<br />
===Engine Glows===<br />
engineXX-YY<br />
<br />
===Dockpoints===<br />
dockpointXX-YY<br />
<br />
===Gun banks===<br />
gunbankXX-YY<br />
<br />
===Missile banks===<br />
missilebankXX-YY<br />
<br />
===Turret Firepoints===<br />
<turret subobject name>-YY<br />
<br />
===Eyepoints===<br />
eyepointXX<br />
<br />
===Subobjects===<br />
Subobjects should be set as children of their desired parent object. Turret barrels should be a child of their turret base.<br />
<br />
==Converter Requirements==<br />
Must output a PMF compliant with the structure utilized by the PMF importer of PCS2.<br />
<br />
==External Links==<br />
[http://www.hard-light.net/forums/index.php/topic,54757.html Cash prize for Collada - POF support!]<br />
<br />
[http://www.khronos.org/collada/ COLLADA Specification]<br />
<br />
[http://www.feelingsoftware.com/content/view/62/76 FCollada Home Page]<br />
<br />
[http://alliance.cvs.sourceforge.net/alliance/pcs2/ PCS2 CVS Repository] - For COB->PMF reference, only PMF format docs<br />
<br />
[http://www.collada.org/owl/index.php?login=1&failure=1 COLLADA Test Model Bank]<br />
<br />
[[POF Constructor Suite 2]]<br />
<br />
[[Styxx's POF Conversion plugin for 3D Studio Max]] - The basis for the DAE model conventions</div>Spicioushttps://wiki.hard-light.net/index.php?title=Collada_Importer&diff=17047Collada Importer2008-07-24T09:58:01Z<p>Spicious: /* Turret Firepoints */</p>
<hr />
<div>This is the WIP page to document the design and implemenation of a Collada to POF model converter. This article was created in response to [http://www.hard-light.net/forums/index.php/topic,54757.html Cash prize for Collada - POF support!]<br />
<br />
==Background==<br />
The goal of this project is to create a stable import system with which to convert the open-standard Collada (DAE) XML-based model format to the Freespace POF binary model format. Many other export options exist, but each has its flaws and none seem to work flawlessly. Using a cross-application format such as Collada and a community-developed converter should help address many of the existing issues. The conversion application [http://www.hard-light.net/wiki/index.php/POF_Constructor_Suite_2 PCS2] already has COB->PMF, PMF->POF, and the reverse of both. We have access to the specifications for POF through Volition's documentation but the format is difficult to work with directly. We have access to the PMF specification through the source code to PCS2, but better documentation (in a more human-readable format) for this could be useful. However, PMF is designed to be an easily-accessed format to be used in between other formats and the PMF->POF conversion routines in PCS2. Currently the plan is (barring serious objection by the community) to create a library of routines to convert a DAE file to a PMF file. This library could then be utilized in PCS2 using its existing PMF->POF support, or that functionality could be utilized in another standalone converter. With that in mind, the following are the requirements and specifications a converter and the models must adhere to. As for working with the Collada format, one such possibility is the [http://www.feelingsoftware.com/content/view/62/76 FCollada] library, a free set of routines to interface with Collada.<br />
<br />
==DAE File Prerequisites==<br />
<br />
The conventions for a DAE file will be similar to those for [[Styxx's POF Conversion plugin for 3D Studio Max]]. All major modelings apps should be able to understand a model that follows these conventions.<br />
<br />
Treat everything as case sensitive. All numerical sequences to be interpreted by the converter must be contiguous and begin with 01 unless otherwise specified. Also unless otherwise specified, all nodes should be top level. <br />
<br />
Helpers with numbers in the form XX-YY typically refer to the YYth item in the XXth grouping. E.g. engine01-02 would be the second glow of the first thruster. For appropriate helper generated fields the centre is determined by translation field, the radius is determined by the X scaling and the normal is determined by the rotation fields.<br />
<br />
This list is in progress and is subject to change. Suggestions should be made in [http://www.hard-light.net/forums/index.php/topic,54757.0.html Cash prize for Collada - POF support!]<br />
<br />
===LODs===<br />
detailX, where X ranges up from 0.<br />
<br />
===Debris===<br />
debrisXX<br />
<br />
===Shield===<br />
shield<br />
<br />
The shield mesh should be triangulated. <br />
<br />
===Subsystems===<br />
subsystem<subsystem name>, no <>.<br />
<br />
===Engine Glows===<br />
engineXX-YY<br />
<br />
===Dockpoints===<br />
dockpointXX-YY<br />
<br />
===Gun banks===<br />
gunbankXX-YY<br />
<br />
===Missile banks===<br />
missilebankXX-YY<br />
<br />
===Turret Firepoints===<br />
<turret subobject name>-YY<br />
<br />
===Eyepoints===<br />
eyepointXX<br />
<br />
===Subobjects===<br />
Subobjects should be set as children of their desired parent object. Turrets will be identified if their names begin with turret. Multipart turrets should be named turretxx-base and turretxx-arm for the base and barrels respectively.<br />
<br />
==Converter Requirements==<br />
Must output a PMF compliant with the structure utilized by the PMF importer of PCS2.<br />
<br />
==External Links==<br />
[http://www.hard-light.net/forums/index.php/topic,54757.html Cash prize for Collada - POF support!]<br />
<br />
[http://www.khronos.org/collada/ COLLADA Specification]<br />
<br />
[http://www.feelingsoftware.com/content/view/62/76 FCollada Home Page]<br />
<br />
[http://alliance.cvs.sourceforge.net/alliance/pcs2/ PCS2 CVS Repository] - For COB->PMF reference, only PMF format docs<br />
<br />
[http://www.collada.org/owl/index.php?login=1&failure=1 COLLADA Test Model Bank]<br />
<br />
[[POF Constructor Suite 2]]<br />
<br />
[[Styxx's POF Conversion plugin for 3D Studio Max]] - The basis for the DAE model conventions</div>Spicioushttps://wiki.hard-light.net/index.php?title=Collada_Importer&diff=17027Collada Importer2008-07-19T11:55:50Z<p>Spicious: added draft collada requirements</p>
<hr />
<div>This is the WIP page to document the design and implemenation of a Collada to POF model converter. This article was created in response to [http://www.hard-light.net/forums/index.php/topic,54757.html Cash prize for Collada - POF support!]<br />
<br />
==Background==<br />
The goal of this project is to create a stable import system with which to convert the open-standard Collada (DAE) XML-based model format to the Freespace POF binary model format. Many other export options exist, but each has its flaws and none seem to work flawlessly. Using a cross-application format such as Collada and a community-developed converter should help address many of the existing issues. The conversion application [http://www.hard-light.net/wiki/index.php/POF_Constructor_Suite_2 PCS2] already has COB->PMF, PMF->POF, and the reverse of both. We have access to the specifications for POF through Volition's documentation but the format is difficult to work with directly. We have access to the PMF specification through the source code to PCS2, but better documentation (in a more human-readable format) for this could be useful. However, PMF is designed to be an easily-accessed format to be used in between other formats and the PMF->POF conversion routines in PCS2. Currently the plan is (barring serious objection by the community) to create a library of routines to convert a DAE file to a PMF file. This library could then be utilized in PCS2 using its existing PMF->POF support, or that functionality could be utilized in another standalone converter. With that in mind, the following are the requirements and specifications a converter and the models must adhere to. As for working with the Collada format, one such possibility is the [http://www.feelingsoftware.com/content/view/62/76 FCollada] library, a free set of routines to interface with Collada.<br />
<br />
==DAE File Prerequisites==<br />
<br />
The conventions for a DAE file will be similar to those for [[Styxx's POF Conversion plugin for 3D Studio Max]]. All major modelings apps should be able to understand a model that follows these conventions.<br />
<br />
Treat everything as case sensitive. All numerical sequences to be interpreted by the converter must be contiguous and begin with 01 unless otherwise specified. Also unless otherwise specified, all nodes should be top level. <br />
<br />
Helpers with numbers in the form XX-YY typically refer to the YYth item in the XXth grouping. E.g. engine01-02 would be the second glow of the first thruster. For appropriate helper generated fields the centre is determined by translation field, the radius is determined by the X scaling and the normal is determined by the rotation fields.<br />
<br />
This list is in progress and is subject to change. Suggestions should be made in [http://www.hard-light.net/forums/index.php/topic,54757.0.html Cash prize for Collada - POF support!]<br />
<br />
===LODs===<br />
detailX, where X ranges up from 0.<br />
<br />
===Debris===<br />
debrisXX<br />
<br />
===Shield===<br />
shield<br />
<br />
The shield mesh should be triangulated. <br />
<br />
===Subsystems===<br />
subsystem<subsystem name>, no <>.<br />
<br />
===Engine Glows===<br />
engineXX-YY<br />
<br />
===Dockpoints===<br />
dockpointXX-YY<br />
<br />
===Gun banks===<br />
gunbankXX-YY<br />
<br />
===Missile banks===<br />
missilebankXX-YY<br />
<br />
===Turret Firepoints===<br />
turretXX-YY<br />
<br />
===Eyepoints===<br />
eyepointXX<br />
<br />
===Subobjects===<br />
Subobjects should be set as children of their desired parent object. Turrets will be identified if their names begin with turret. Multipart turrets should be named turretxx-base and turretxx-arm for the base and barrels respectively.<br />
<br />
==Converter Requirements==<br />
Must output a PMF compliant with the structure utilized by the PMF importer of PCS2.<br />
<br />
==External Links==<br />
[http://www.hard-light.net/forums/index.php/topic,54757.html Cash prize for Collada - POF support!]<br />
<br />
[http://www.khronos.org/collada/ COLLADA Specification]<br />
<br />
[http://www.feelingsoftware.com/content/view/62/76 FCollada Home Page]<br />
<br />
[http://alliance.cvs.sourceforge.net/alliance/pcs2/ PCS2 CVS Repository] - For COB->PMF reference, only PMF format docs<br />
<br />
[http://www.collada.org/owl/index.php?login=1&failure=1 COLLADA Test Model Bank]<br />
<br />
[[POF Constructor Suite 2]]<br />
<br />
[[Styxx's POF Conversion plugin for 3D Studio Max]] - The basis for the DAE model conventions</div>Spicioushttps://wiki.hard-light.net/index.php?title=The_Fog_of_War&diff=1980The Fog of War2006-01-15T04:13:44Z<p>Spicious: /* Walkthrough */</p>
<hr />
<div><b>ACT 2, MISSION 7</b><br />
<br />
<b>Fighter squadron:</b> <br><br />
<b>Description:</b> <br />
<br />
----<br />
==Background==<br />
<br />
==Walkthrough==<br />
<br />
You have to cruise the nebula searching for gas miners ([[SSG Rahu]]-class) and sentries. The miners are the primary goal to take out. I cannot give you any useful advice here, you have to find the miners on your own. All I can suggest you here is to use the [[GTW Maxim]] against the miners and the [[GTM Harpoon]]s against the fighters (if you encounter some of them by chance). You can achieve a secondary goal by destroying the sentries.<br><br><br />
The Vasudan AWACS ([[GVA Setekh]]-class) can provide you long range sensors. You can take advantage of this, and destroy the miners. After you accomplish the primary goal, the Vasudan [[GVCv Sobek]]-class corvette (GVCv Taten) falls under attack by [[Shivan]] bombers. Rush back to get some kills and when a large Shivan vessel jumps in, hit your thrusters and get out of the firing range of it. You have no chance to defend the Taten. Jump out after the Vasudan corvette goes down.<br />
<br />
==Notable ships present==<br />
<br />
==New equipment==<br />
*[[Freespace_2_Era_Craft#Fighters_2|Vasudan fighters]] (most of them)<br />
*[[GTW Mekhu HL-7]]<br />
*[[GTW Maxim]]</div>Spicioushttps://wiki.hard-light.net/index.php?title=Apocalypse&diff=1988Apocalypse2006-01-15T04:07:32Z<p>Spicious: /* Walkthrough */</p>
<hr />
<div><b>ACT 3, MISSION 10</b><br />
<br />
<b>Fighter squadron:</b> <br><br />
<b>Description:</b> <br />
<br />
----<br />
==Background==<br />
<br />
==Walkthrough==<br />
<br />
In this mission, you have to protect as many ships as possible (translation: huge dogefight). If you want to be dumb, you can sit inside the node until command says there is a supernova. If you want to be good like the rest of us, you just slug it out with the fighters. Of course, bombers always first.<br><br><br />
For the ship (same as previous mission), I'd suggest the [[GTF Perseus]]. it fast enough to engage the enemy quickly, so you can escape to the node before the supernova without having to kill 30 fighters that WERE 4k away. For the weapons (also same as before), [[GTW UD-8 Kayser]] and [[GTM Trebuchet]].<br />
<br />
==Notable ships present==</div>Spicioushttps://wiki.hard-light.net/index.php?title=Template:FS1_Ships&diff=4299Template:FS1 Ships2006-01-04T06:43:36Z<p>Spicious: </p>
<hr />
<div>{| style="float: right;"<br />
|<center><b><div style="background:#333333">Freespace 1 Ships</div></b></center><br />
|-<br />
|<b>[[The_Great_War_Era_Craft#Terran_Craft|Terran Craft]]</b><br />
|-<br />
|<br />
:[[The_Great_War_Era_Craft#Fighters|Fighters]]<br />
:[[The_Great_War_Era_Craft#Bombers|Bombers]]<br />
:[[The_Great_War_Era_Craft#Transports_and_freighters|Transports and Freighters]]<br />
:[[The_Great_War_Era_Craft#Cruisers|Cruisers]]<br />
:[[The_Great_War_Era_Craft#Capital_ships|Capital ships]]<br />
:[[The_Great_War_Era_Craft#Installations|Installations]]<br />
|-<br />
|<b>[[The_Great_War_Era_Craft#Vasduan_Craft|Vasudan Craft]]</b><br />
|-<br />
|<br />
:[[The_Great_War_Era_Craft#Fighters_2|Fighters]]<br />
:[[The_Great_War_Era_Craft#Bombers_2|Bombers]]<br />
:[[The_Great_War_Era_Craft#Transports_and_freighters_2|Transports and Freighters]]<br />
:[[The_Great_War_Era_Craft#Cruisers_2|Cruisers]]<br />
:[[The_Great_War_Era_Craft#Capital_ships_2|Capital ships]]<br />
|-<br />
|<b>[[The_Great_War_Era_Craft#Shivan_Craft|Shivan Craft]]</b><br />
|-<br />
|<br />
:[[The_Great_War_Era_Craft#Fighters_3|Fighters]]<br />
:[[The_Great_War_Era_Craft#Bombers_3|Bombers]]<br />
:[[The_Great_War_Era_Craft#Transports_and_freighters_3|Transports and Freighters]]<br />
:[[The_Great_War_Era_Craft#Cruisers_3|Cruisers]]<br />
:[[The_Great_War_Era_Craft#Capital_ships_3|Capital ships]]<br />
|}</div>Spicioushttps://wiki.hard-light.net/index.php?title=GTW_Prometheus&diff=1514GTW Prometheus2005-12-23T12:50:25Z<p>Spicious: </p>
<hr />
<div>The '''GTW-5 Prometheus''' is a [[Primary weapon]] which was developed and used during the [[Great War]]. Its combination of heavy hull damage and wide compatibility made it the weapon of choice of [[GTA]] pilots during the latter parts of the Great War.<br />
<br />
{{FS12_Weapons}}<br />
==Tech Room Data==<br />
Named after the Titan who gave fire to humanity, the Prometheus is a laser-based weapon - an advanced radar and X-ray tracking system lock on the target and determine the target's material structure - argon laser focused via transparent ceramic optics - the laser is generated at the destructive frequency (full out-of-phase) for the target's material structure - emitted no more than .02 ms after targeting and activation by the pilot, the Prometheus stands as one of the GTA's most effective deterrents to enemy attack, an effective form of defense for GTA pilots, and as a durable, portable, and highly destructive offensive tool.<br />
<br />
The Prometheus works best against target hulls. Against shields, it only achieves mediocre performance. It's slow speed and high energy consumption work against it as well. However, the primary advantage of the Prometheus is that it can be equipped on almost any fighter in the GTA.<br />
<br />
<br />
==Performance==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''Range'''<br />
| style="width:200px" | 900 m<br />
|-<br />
| '''Rate of Fire'''<br />
| 3.33 / s<br />
|-<br />
| '''Velocity'''<br />
| 450 mps<br />
|-<br />
| '''Damage'''<br />
| 20<br />
|-<br />
| Against Hullplating<br />
| Excellent<br />
|-<br />
| Against Shields<br />
| Average<br />
|-<br />
| Against Subsystems<br />
| Poor<br />
|}<br />
<br />
===Notes===</div>Spicioushttps://wiki.hard-light.net/index.php?title=Avenger&diff=4681Avenger2005-12-23T12:37:21Z<p>Spicious: </p>
<hr />
<div>#REDIRECT: [[GTW Avenger]]</div>Spicioushttps://wiki.hard-light.net/index.php?title=GTW_Avenger&diff=1511GTW Avenger2005-12-23T12:04:28Z<p>Spicious: </p>
<hr />
<div>The '''GTW Avenger''' is a [[Primary weapon]] which was used during the [[Great War]]. The main advantage of this weapon was that it was the only weapon that could inflict damage to [[Shivan]] [[Shields|shields]] during the onset of the [[Great War]]. Its predecessor, the [[ML-16]] was ineffective against shields and had to be replaced. After the development of the [[Prometheus]], the Avenger was no longer the preferred weapon of [[GTA]] pilots.<br />
<br />
{{FS12_Weapons}}<br />
==Tech Room Data==<br />
A rapid-fire, computer-controlled radar and gun system - capable of firing at a rate of more than 4500 rounds per minute - used primarily for close-defense situations - uses closed-loop radar technology to locate, identify, and direct a stream of highly destructive 45mm projectiles to the target.<br />
<br />
With the advent of shield technology, the GTW-15 is preferred over the ML-16 in any ship that can carry it. It's extra damage against hulls make it one of the best anti cruiser weapons. It has also proven very effective against Vasudan fighters. However, it's substandard anti-shield capabilities make it a poor choice for dogfighting Shivans, although far better than the ML-16.<br />
<br />
==Veteran Comments==<br />
''The Avenger is a fine weapon, due to the lower energy demand, it is sometimes even more ideal than the Prometheus. Why? Because therefore you don't have to divert so much power on your lasers and you are able to have more energy on shields and energy.''<br />
<br />
==Performance==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''Range'''<br />
| style="width:200px" | 997.5 m<br />
|-<br />
| '''Rate of Fire'''<br />
| 4 / s<br />
|-<br />
| '''Velocity'''<br />
| 525 mps<br />
|-<br />
| '''Damage'''<br />
| 16<br />
|-<br />
| Against Hullplating<br />
| Excellent<br />
|-<br />
| Against Shields<br />
| Average<br />
|-<br />
| Against Subsystems<br />
| Poor<br />
|}<br />
<br />
===Notes===<br />
<br />
==The heist of the prototype==<br />
:''Main article:'' [[Heist of the Avenger Prototype]]</div>Spicioushttps://wiki.hard-light.net/index.php?title=Prometheus&diff=4680Prometheus2005-12-23T11:52:43Z<p>Spicious: </p>
<hr />
<div>#REDIRECT: [[GTW Prometheus]]</div>Spicioushttps://wiki.hard-light.net/index.php?title=GTW_Avenger&diff=1457GTW Avenger2005-12-23T11:51:36Z<p>Spicious: </p>
<hr />
<div>The '''GTW Avenger''' was a [[Primary weapon]] used during the [[Great War]]. The main advantage of this weapon was that it was the only weapon that could inflict damage to [[Shivan]] [[Shields|shields]] during the onset of the [[Great War]]. Its predecessor, the [[ML-16]] was ineffective against shields and had to be replaced. After the development of the [[Prometheus]], the Avenger was no longer the preferred weapon of [[GTA]] pilots.<br />
<br />
{{FS12_Weapons}}<br />
==Tech Room Data==<br />
A rapid-fire, computer-controlled radar and gun system - capable of firing at a rate of more than 4500 rounds per minute - used primarily for close-defense situations - uses closed-loop radar technology to locate, identify, and direct a stream of highly destructive 45mm projectiles to the target.<br />
<br />
With the advent of shield technology, the GTW-15 is preferred over the ML-16 in any ship that can carry it. It's extra damage against hulls make it one of the best anti cruiser weapons. It has also proven very effective against Vasudan fighters. However, it's substandard anti-shield capabilities make it a poor choice for dogfighting Shivans, although far better than the ML-16.<br />
<br />
==Veteran Comments==<br />
''The Avenger is a fine weapon, due to the lower energy demand, it is sometimes even more ideal than the Prometheus. Why? Because therefore you don't have to divert so much power on your lasers and you are able to have more energy on shields and energy.''<br />
<br />
==Performance==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''Range'''<br />
| style="width:200px" | 997.5 m<br />
|-<br />
| '''Rate of Fire'''<br />
| 4 / s<br />
|-<br />
| '''Velocity'''<br />
| 525 mps<br />
|-<br />
| '''Damage'''<br />
| 16<br />
|-<br />
| Against Hullplating<br />
| Excellent<br />
|-<br />
| Against Shields<br />
| Average<br />
|-<br />
| Against Subsystems<br />
| Poor<br />
|}<br />
<br />
===Notes===<br />
<br />
==The heist of the prototype==<br />
:''Main article:'' [[Heist of the Avenger Prototype]]</div>Spicioushttps://wiki.hard-light.net/index.php?title=GTW_Disruptor&diff=1505GTW Disruptor2005-12-23T11:28:01Z<p>Spicious: </p>
<hr />
<div>The '''GTW-41 Disruptor Cannon''' is a [[Primary weapon]] which can deliver heavy subsystem damage while inflicting only minor hull damage. This combination makes the Disruptor appropriate for disabling and disarming hostile ships in preparation for capture operations.<br />
<br />
{{FS12_Weapons}}<br />
==Tech Room Data==<br />
A gas-focused krypton laser - when the ship is in flight, the chamber of the GTW-41 rotates at a constant speed - a small amount of NO2 is injected into the container .05 ms prior to the emission of the laser light - the rotation of the NO2 in the chamber focuses the laser pulse to a state that is only very slightly (1%) diffused - after the laser pulse is emitted from the chamber into space, the chamber expels the NO2 into space (thus expelling ionized molecules and moisture) - the process repeats for each subsequent burst of laser energy - as this laser is very slightly diffused, it is not effective as a destructive weapon, but as a tactical weapon - the Disruptor Cannon is best suited and is used for the permanent disabling of enemy ship subsystems.<br />
The Disruptor Cannon should be utilized in all capture operations in order to minimize risk of targets destruction.<br />
<br />
==Performance==<br />
===Statistics===<br />
{|<br />
|-<br />
| style="width:200px" | '''Range'''<br />
| style="width:200px" | 641.25 m<br />
|-<br />
| '''Rate of Fire'''<br />
| 3.33 / s<br />
|-<br />
| '''Velocity'''<br />
| 475 mps<br />
|-<br />
| '''Damage'''<br />
| 15<br />
|-<br />
| Against Hullplating<br />
| Average<br />
|-<br />
| Against Shields<br />
| Minimal<br />
|-<br />
| Against Subsystems<br />
| Excellent<br />
|}<br />
<br />
===Notes===</div>Spicious