Difference between revisions of "Model files"
SpaceFreak (talk | contribs) (This was just a bit outdated. Could anyone check what I wrote on 3DSMax?) |
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==POF== | ==POF== | ||
+ | For a more formal specification of pof files, look [[POF_-_Formal_specification|here]] | ||
+ | |||
+ | For a list of POF subsystem properties used in PCS2 see [[Subobject_and_subsystem_properties]] | ||
+ | |||
*.POF files are used to hold model data. | *.POF files are used to hold model data. | ||
The following properties are held in a POF file: (alphabetical order) | The following properties are held in a POF file: (alphabetical order) | ||
Line 24: | Line 28: | ||
*[[3DSMax]] can export POF files via a plug-in, although further tweaking in [[PCS2]] may be needed. | *[[3DSMax]] can export POF files via a plug-in, although further tweaking in [[PCS2]] may be needed. | ||
− | ===Important note about | + | ===Important note about textures in POFs=== |
Only the initial Base Map (also called Colour Map or Diffuse Map) needs to be listed in the Texture slot for a ship in the POF. All other texture types (-normal, -shine, -glow) are loaded by the engine automatically as they are found should they exist.<br> | Only the initial Base Map (also called Colour Map or Diffuse Map) needs to be listed in the Texture slot for a ship in the POF. All other texture types (-normal, -shine, -glow) are loaded by the engine automatically as they are found should they exist.<br> | ||
Ex: MyShip.pof has a base texture called MyShip.dds. Should they exist, the engine will load MyShip-Normal.dds, MyShip-Glow.dds and MyShip-Shine.dds, as the "MyShip" part will link them all together. | Ex: MyShip.pof has a base texture called MyShip.dds. Should they exist, the engine will load MyShip-Normal.dds, MyShip-Glow.dds and MyShip-Shine.dds, as the "MyShip" part will link them all together. | ||
[[Category:File Types]] | [[Category:File Types]] |
Latest revision as of 01:52, 17 December 2013
IBX
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.
POF
For a more formal specification of pof files, look here
For a list of POF subsystem properties used in PCS2 see Subobject_and_subsystem_properties
- .POF files are used to hold model data.
The following properties are held in a POF file: (alphabetical order)
- Central point of the model
- Docking points
- Eyepoint
- Glowpoints
- Heading
- Paths
- Squadron logo location
- Subobject behaviour, radars, debris, LODs
- Subsystem locations, their radii and naming
- Texture data (SEE NOTE)
- Thruster locations and radii
- Turret fire points and normals
- Weapon points and banks
Depending on what modeling programs you have, making a POF can be done in three ways:
- Blender can output a DAE file, which can then be imported into PCS2 if you have installed the Collada Importer. For more information, see Blender to POF conversions.
- TrueSpace can save a model as a COB file, which can be directly imported into PCS2.
- 3DSMax can export POF files via a plug-in, although further tweaking in PCS2 may be needed.
Important note about textures in POFs
Only the initial Base Map (also called Colour Map or Diffuse Map) needs to be listed in the Texture slot for a ship in the POF. All other texture types (-normal, -shine, -glow) are loaded by the engine automatically as they are found should they exist.
Ex: MyShip.pof has a base texture called MyShip.dds. Should they exist, the engine will load MyShip-Normal.dds, MyShip-Glow.dds and MyShip-Shine.dds, as the "MyShip" part will link them all together.