From 178f0e4a83918df416ac8274b0e845b390772d76 Mon Sep 17 00:00:00 2001
From: Stijn Buys
- 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.
+
Any brush face that has the common/caulk texture will be ignored on load.
-
+
Any brush face that has the common/clip texture will be ignored on load.
Clip is reserved for future use.
-
+
Content
@@ -50,6 +49,7 @@
Clip
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. +
++ misc_model can be used to add a submodel. +