The Osirion Project - MODELS Creating 3D models for The Osirion Project Introduction The engine supports loading of Quake 2 .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 availble 3D artists is rather limited. GtkRadiant on the other hand has been my personal tool for some time now. For an experienced mapper, creating a LEGO-style model is only a matter of hours and without the usual technical difficulties of creating a map for shoot'em'up. Creating game content is usually a chicken-and-egg in a small game project. I hope to solve it by choosing a widely available and easy to master format. The rest of this document contains information specific to creating models for the Osirion Project. Even if you can handle GtkRadiant, it is still worth a read. Creating models with GtkRadiant All the models for the game were created with GtkRadiant 1.5.0, in theory any editor capable of exporting Quake 2 .map files could be used. Support for files for GtkRadiant 1.5.0 are included in the data distribution. Refer to the file INSTALL on where to find them and how to install them. No map compiler is necessary, the engine reads the .map files directly. If you are using a linux-based operating system, you can also use the GtkRadiant distribution from http://ingar.soliter.org. Note that it does not include the Osirion support files by default. This document will not explain how to use the editor. Consult google for numerous tutorials on this subject. Any basic brush-creating techniques for any Quake-engine based game can be used. The main difference with other games is that you are not creating a map for a 3d-shoot'em'up but, obviously, an object that has to be loaded into a space game. Because there is no map compile involved, and the engine is fundamentally different, some points should be take under consideration. Brushes and sizes The engine supports brushes only. Patches will be ignored. A large number of complex brushes is supported, but I advise not to go below grid size 1. As with any engine it is still possible to create brushwork that gets messed up. When the model is loaded, the bounding box is calculated. The center of the model will be placed at the center of the bounding box. The limits of map coordinates are placed on +/-16384 map units. Placing brushes outside these bounds will have unpredictable results. The map will be scaled down to make 1024 map units correspond to 1 game unit. The front of a model points along the positive X-axis, the positive Z-axis is up, the positive Y-axis is left. Caulk 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 As with other engines, Osirion supports the use of detail brushes, but with a twist: detail brushes will only be rendered if the model is close enough to the camera. When it is further away, only structural brushes will be rendered. This means that any object that could only been seen from close by should be made from detail brushes. This has one improtant implication: if you show the structural brushes only (with the CTRL+D filter in Gtkradiant) there should be no obvious gaps of caulk that were previously hidden behind detail brushes. Textures The engine supports no textures. Any real texturing information is ignored. The textures in the directory /textures/colors can be used by the editor. The engine translates these textures into RGB colors when the model is loaded. Unknown textures will be colored hot pink. You can also use two special textures from the /textures/common directory: as explained above, faces with the common/caulk texture will be ignored on load. The use of common/clip is reserved for future use. At the moment they will be ignored as well. At the time of writing, texture names are hardcoded in src/model/mapfile.cc Lights Unlike quake, light entities are not used to add lighting information to the level but to add point lights to a model. Adding a light will render a light flare texture in the corresponding location. The flare value indicates what texture will be used to draw the light. The flare value maps to bitmaps/fx/flare??.tga. The default flare is 0. The light value is used to determine the size of the flare. The engine default is 100, resulting in rather large flares. The default color is white, but the color can be set through radiant's color menu (K key). If the entity option (spawnflag 2) is set, the color value will be ignored and the light will be rendered with the color of the entity it is attached to. The strobe option (spawnflag 1) will create a blinking light. A number of options can be set to manipulate the flashing behaviour. By default a strobe light will be half a second on, half a second off. The frequency value changes the number of flashes per second. The offset value changes the moment the light will be on. Offset is measured in seconds. The time value sets the fraction of the time the light will be on. The default is 0.5. Lights will only be rendered if the model is close enough. I also came across this usefull information: http://en.wikipedia.org/wiki/Starboard In short, the green light should be on the right side, the red light on the left side. Engines Add a target_engine entity to add an engine exhaust to a ship model. An engine exhaust always points to the rear (negative X-axis). An engine is rendered as a pulsating light flare. The size of the flare can be set through the radius value. The default engine radius is 100. Engines will only be rendered if the model is close enough. Other entities target_cockpit, target_turret and target_cannon are not yet implemented.