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authorStijn Buys <ingar@osirion.org>2010-09-27 20:03:50 +0000
committerStijn Buys <ingar@osirion.org>2010-09-27 20:03:50 +0000
commit178f0e4a83918df416ac8274b0e845b390772d76 (patch)
treeee3d4bf0a29cfcd32530e2c38353668a42ce509d /doc/models.html
parenta80e501a0a8006034a7dc0cda1fc047f6c37fbd9 (diff)
documentation updates, initial chat window playerlist, trade menu ESC key
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1 files changed, 33 insertions, 22 deletions
diff --git a/doc/models.html b/doc/models.html
index 68026f4..bd0565a 100644
--- a/doc/models.html
+++ b/doc/models.html
@@ -10,30 +10,29 @@
The Osirion Project - Creating models
</H1>
<p>
- The engine supports loading of Quake 3 style .map files with custom osirion
- entities. While it might look like a weird choice for a file format
- it has been a well-considered pragmatic choice.
-<p>
- First of all, creating commercial grade graphics has never been
- my goal. Polished high-quality models demand a lot of time,
- skill and effort.
-<p>
- The same goes for 3D modelling packages like Blender or 3D Studio Max.
- They are capable of producing awesome results, but the learning curve
- is quite steep and the number of available 3D artists is rather limited.
+ The engine supports two kind of models: The first one are
+ Quake 3 style .map files with custom osirion entities. The second
+ one are .ase models. Textures are supported, but no advanced features
+ like normal mapping.
+</p>
<p>
- GtkRadiant on the other hand has been my personal tool for some time
- now. An experienced mapper can create a LEGO-style model in a matter
- of hours and without having the usual technical difficulties of creating
- a map for a shoot'em'up.
+ The .map format allows for a quick and easy way to create usable
+ 3D models, while the .ase format allows importing more complex
+ models made with modelling packages. The .map format is also used
+ as a container format to place tags on models, like lights,
+ smoke trails and weapon locations.
+</p>
<p>
- Creating game content is usually a chicken-and-egg in a small game
- project. I hope to solve this by choosing a widely available and
- easy to master format.
+ .ase models can be loaded as sub-models into a .map file,
+ making modular spaceship design possible. Ship parts like engines
+ can be placed into seperate files and reused in other models.
+</p>
<p>
- The rest of this document contains information specific to creating
+ The rest of the document describes how to create models using
+ GtkRadiant and contains mostly information specific to creating
models for The Osirion Project. Even if you can handle GtkRadiant,
it is still worth a read.
+</p>
<h2>
Content
</h2>
@@ -50,6 +49,7 @@
<li><a href="#flares">Flares</a>
<li><a href="#particles">Particles</a>
<li><a href="#groups">Function groups</a>
+ <li><a href="#submodels">Submodels</a>
<li><a href="#other_entities">Other entities</a>
</ul>
@@ -110,14 +110,14 @@
</h2>
<p>
Any brush face that has the <i>common/caulk</i> texture will be ignored on load.
-
+</p>
<h2 id="clip">
Clip
</h2>
<p>
Any brush face that has the <i>common/clip</i> texture will be ignored on load.
Clip is reserved for future use.
-
+</p>
<h2 id="detail_brushes">
Detail brushes
</h2>
@@ -187,7 +187,12 @@ glass
on hidden faces. The <i>common/clip</i> material is reserved for future use
brush faces using this texture will be ignored as well.
</p>
-
+<p>
+ For .ase models, the material name inside the .ase file is interpreted as an osirion material.
+ If you'd use a material called <i>common/entity</i>, those model faces will rendered using
+ the object's primary in-game color, regardless of the actual material settings in the .ase file.
+</p>
+
<h2 id="shader_files">
Shader files
</h2>
@@ -333,6 +338,12 @@ textures/ship/stripes
is automaticly calculated as the geometrical center of the group.
The rotation axis can be set with the <i>direction</i>, <i>pitch</i> and <i>roll</i> keys. <i>angle</i> is an alias for <i>direction</i>.
</p>
+<h2 id="submodels">
+ Submodels
+</h2>
+<p>
+ <i>misc_model</i> can be used to add a submodel.
+</p>
<h2 id="other_entities">
Other entities
</h2>