Difference between revisions of "HowTo:Create Models"
m |
|||
Line 1: | Line 1: | ||
{{NAV_Manual | | {{NAV_Manual | | ||
− | | previous=[[ | + | | previous=[[HowTo:Add_Ships|Add Ships]] |
| up=[[HowTos]] | | up=[[HowTos]] | ||
| next=[[HowTo:Create Ships in Wings3D|Create Ships in Wings3D]] | | next=[[HowTo:Create Ships in Wings3D|Create Ships in Wings3D]] | ||
Line 6: | Line 6: | ||
---- | ---- | ||
{{attention}} | {{attention}} | ||
− | =Creating a model for | + | =Creating a Model for Vega Strike= |
− | + | The previous page gives a very good overview on the entire process of producing a model for Vega Strike, and the process to insert your finished model into the Vega Strike architecture. | |
+ | |||
+ | Here, we concentrate on the actual model creation (Part One). Please note that rather than creating a beautiful model (that we can't use as it doesn't suit the Vega Strike universe), we ask that you review the available information on Factions, Art Design and Descriptions, Vessel Descriptions and examine the [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2491 lists] for models still required. This will help ensure that your end creation can be approved as quickly as possible, and inserted into the official Vega Strike database. | ||
+ | |||
+ | =Modeling Suites= | ||
+ | There is a multitude of model programs out there to choose from, and we certainly don't advocate any one as the be all and end all program (they all have advantages and disadvantages). The program you use, however, must have the ability to export a file in either .obj or .xmesh format. While these can be used by Vega Strike, these formats are usually converted to a .bfxm format (using our own mesher utility located in the bin directory) for the fastest result. The others serve more as a transitory format during the design process. | ||
+ | |||
+ | The following pages deal with the create of a model using specific programs, and will be expanded as time and opportunity permits. | ||
+ | |||
+ | * [[HowTo:Create Ships in Wings3D|Creating a 3D-model using Wings3D]] - includes general guidance for other modelling programs | ||
==Information dump== | ==Information dump== | ||
This is a temporary location of various Forum posts until they can be linked to appropriate areas, or their content incorporated into the HowTos. | This is a temporary location of various Forum posts until they can be linked to appropriate areas, or their content incorporated into the HowTos. | ||
− | Meanwhile, reading them will help the modeller | + | Meanwhile, reading them will help the modeller understand the processes required to create a model and get it working in Vega Strike. |
* general | * general | ||
Line 52: | Line 61: | ||
| previous=[[Database]] | | previous=[[Database]] | ||
| up=[[HowTos]] | | up=[[HowTos]] | ||
− | | next=[[HowTo: | + | | next=[[HowTo:Add_Ships|Add Ships]] |
}} | }} | ||
[[Category:HowTos|Create Models]] | [[Category:HowTos|Create Models]] |
Revision as of 06:20, 18 July 2005
Add Ships | HowTos | Create Ships in Wings3D |
Creating a Model for Vega Strike
The previous page gives a very good overview on the entire process of producing a model for Vega Strike, and the process to insert your finished model into the Vega Strike architecture.
Here, we concentrate on the actual model creation (Part One). Please note that rather than creating a beautiful model (that we can't use as it doesn't suit the Vega Strike universe), we ask that you review the available information on Factions, Art Design and Descriptions, Vessel Descriptions and examine the lists for models still required. This will help ensure that your end creation can be approved as quickly as possible, and inserted into the official Vega Strike database.
Modeling Suites
There is a multitude of model programs out there to choose from, and we certainly don't advocate any one as the be all and end all program (they all have advantages and disadvantages). The program you use, however, must have the ability to export a file in either .obj or .xmesh format. While these can be used by Vega Strike, these formats are usually converted to a .bfxm format (using our own mesher utility located in the bin directory) for the fastest result. The others serve more as a transitory format during the design process.
The following pages deal with the create of a model using specific programs, and will be expanded as time and opportunity permits.
- Creating a 3D-model using Wings3D - includes general guidance for other modelling programs
Information dump
This is a temporary location of various Forum posts until they can be linked to appropriate areas, or their content incorporated into the HowTos.
Meanwhile, reading them will help the modeller understand the processes required to create a model and get it working in Vega Strike.
- general
- artwork
How can I disable reflections?
- the Mesher program
Helping convert starship models
obj->bfxm xmesh->bfxm bfxm->obj bfxm->xmesh converter
- Wings3D
Wings xmesh export not working
- list of tools
List of VS object conversion scripts and tools
- units.csv
Can't add new ship to the game
Database | HowTos | Add Ships |