Model system

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Revision as of 18:46, 8 October 2012 by Luomu (talk | contribs) (New systems that need to be developed)
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Overview

Importing models

Materials

Detail levels

Animations

Attachments

Models may have special "tag point" Group nodes where other models may be attached. You may define a tag point in Blender by placing an Empty object and giving it one of the predefined names.

The system is meant for attaching equipment: guns, cargo pods, turrets...

Example: A generic gun model attached to a point "tag_gun_right":

Newmodel tagpoints01.png

The actual list of available names has not been determined yet.

Collisions

By default, the collision mesh of a model is the bounding box of all the meshes. For more control, you can import a custom mesh using the collision directive in the model definition:

collision collision.obj

Newmodel collmesh01.png

Decals

Decals are meant for customizable insignia on spaceships and changing advertisements on space stations. Up to four unique decals are available for a model (multiple identical decals are allowed). Place a piece of geometry, usually a flat quad, with proper UV coordinates and name it decal_01, 02, 03 or 04. The game will then use a special material on the geometry.

Newmodel decals01.png

Other special nodes

  • Labels
  • Thrusters
  • Billboard lights

New systems that need to be developed

Lots of them :)

  • System to handle attachments
    • Tag points may be rotated in code to implement target tracking guns
  • System to handle spaceship logos, station advertisements and shipyard UI to customize your ship
  • UI to paint your ship and a system to give faction-appropriate colour schemes to NPC ships
  • etc