Difference between revisions of "Modelling"

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The most important parts of your ship you need to make sure are sub-onjects are :-
 
The most important parts of your ship you need to make sure are sub-onjects are :-
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[b]MAIN HULL[/b] - The ‘Body’ of the ship, will only explode when ship is destroyed. This can actually be multiple sub-objects as long as they are placed correctly in the hierarchy (more on this later)
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[b]TURRETS[/b] - Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, normally Turret01-base and Turret01-arm etc.
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[b]SUBSYSTEMS[/b] - Destroyable sub-objects or any other eye-candy. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.
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[b]DEBRIS[/b] - The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.
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[b]LODS[/b] - The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.
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[b]OTHER SUBMODELS[/b] - This is mostly new features added by the SCP team, things such as Glass on cockpits, animated sub-models, detail boxes etc. These will be covered later.

Revision as of 02:41, 26 May 2006

Modelling basics

The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.

Sub-Objects

The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.

The most important parts of your ship you need to make sure are sub-onjects are :-

[b]MAIN HULL[/b] - The ‘Body’ of the ship, will only explode when ship is destroyed. This can actually be multiple sub-objects as long as they are placed correctly in the hierarchy (more on this later)

[b]TURRETS[/b] - Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, normally Turret01-base and Turret01-arm etc.

[b]SUBSYSTEMS[/b] - Destroyable sub-objects or any other eye-candy. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.

[b]DEBRIS[/b] - The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.

[b]LODS[/b] - The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.

[b]OTHER SUBMODELS[/b] - This is mostly new features added by the SCP team, things such as Glass on cockpits, animated sub-models, detail boxes etc. These will be covered later.