Modelling

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Revision as of 04:00, 26 May 2006 by Flipside (talk | contribs)
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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