Difference between revisions of "Modelling"
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===SCP Team Recommendations=== | ===SCP Team Recommendations=== | ||
The new HT&L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2. | The new HT&L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2. | ||
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===Polygon Counts=== | ===Polygon Counts=== |
Revision as of 04:00, 26 May 2006
Contents
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.
Limits and Guidelines for Model Making
SCP Team Recommendations
The new HT&L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.
Polygon Counts
Whilst there is no fixed limit to the number of polygons you can use on a model, and opinions vary from person to person, the writer finds the following approximate Polygon counts a good guide to work by.
Fighters/Bombers - Less than 2000 Polygons
Cruisers/Freighters - 3000-6000 Polygons
Corvettes - 7000-9000 Polygons
Destroyers - 10000-12000 Polygons
Juggernauts - 12000 Polygons upwards
Though this list should not, by any means, be used as a rule, different modders work to different guidelines.
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 at least one individual sub-onjects are :-
Main Hull | The main 'Body' of the ship, will only explode when the ship is destroyed. |
Turrets | 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, I use Turret01-base and Turret01-arm etc. |
Subsystems | Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc. |
Debris | The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc. |
LODS | The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems. |
Some Sub-Models can be further enhanced using the ships.tbl expansions such as Animation Code. Always bear in mind what you want your ship to do whilst you are modelling it.
Update ongoing by Flipside