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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> |