Difference between revisions of "Model files"

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m (POF: Texture Data explained)
(This was just a bit outdated. Could anyone check what I wrote on 3DSMax?)
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*Central point of the model
 
*Central point of the model
 
*Docking points
 
*Docking points
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*Eyepoint
 +
*Glowpoints
 
*Heading
 
*Heading
 
*Paths
 
*Paths
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*Thruster locations and radii
 
*Thruster locations and radii
 
*Turret fire points and normals
 
*Turret fire points and normals
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*Weapon points and banks
  
.POF files can be made using [[Truespace]] and the [[PCS]] kit. Truespace can be used to create a 3D .COB file; the dock point, turret fire point, etc. information listed above can be added using PCS, allowing you to export the model from COB to POF.
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Depending on what modeling programs you have, making a POF can be done in three ways:
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*[[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]].
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*[[TrueSpace]] can save a model as a COB file, which can be directly imported into [[PCS2]].
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*[[3DSMax]] can export POF files via a plug-in, although further tweaking in [[PCS2]] may be needed.
  
 
===Important note about Textures in POFs===
 
===Important note about Textures in POFs===

Revision as of 07:41, 8 October 2009

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

  • .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:

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.