From 178f0e4a83918df416ac8274b0e845b390772d76 Mon Sep 17 00:00:00 2001 From: Stijn Buys Date: Mon, 27 Sep 2010 20:03:50 +0000 Subject: documentation updates, initial chat window playerlist, trade menu ESC key --- doc/models.html | 55 +++++++++++++++++++++++++++++++++---------------------- 1 file changed, 33 insertions(+), 22 deletions(-) (limited to 'doc/models.html') 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

- 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. -

- First of all, creating commercial grade graphics has never been - my goal. Polished high-quality models demand a lot of time, - skill and effort. -

- 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. +

- 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. +

- 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. +

- 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. +

Content

@@ -50,6 +49,7 @@
  • Flares
  • Particles
  • Function groups +
  • Submodels
  • Other entities @@ -110,14 +110,14 @@

    Any brush face that has the common/caulk texture will be ignored on load. - +

    Clip

    Any brush face that has the common/clip texture will be ignored on load. Clip is reserved for future use. - +

    Detail brushes

    @@ -187,7 +187,12 @@ glass on hidden faces. The common/clip material is reserved for future use brush faces using this texture will be ignored as well.

    - +

    + For .ase models, the material name inside the .ase file is interpreted as an osirion material. + If you'd use a material called common/entity, those model faces will rendered using + the object's primary in-game color, regardless of the actual material settings in the .ase file. +

    +

    Shader files

    @@ -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 direction, pitch and roll keys. angle is an alias for direction.

    +

    + Submodels +

    +

    + misc_model can be used to add a submodel. +

    Other entities

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