Difference between revisions of "HowTo:Add Ships"
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In some cases, mesher will generate multiple xmeshes from a single bfxm. If this is the case, you'll need to reconstruct the bfxm by first converting the main xmesh file to bfxm normally, and then running mesher as many times as needed with the following argument: | In some cases, mesher will generate multiple xmeshes from a single bfxm. If this is the case, you'll need to reconstruct the bfxm by first converting the main xmesh file to bfxm normally, and then running mesher as many times as needed with the following argument: | ||
mesher #_#.xmesh whatever.bfxm xba | mesher #_#.xmesh whatever.bfxm xba | ||
− | Where xba means "xmesh to bfxm, append". Usually, #_# will be something like 1_0 (N_M.xmesh marks a file as being the Nth mesh and the Mth LOD thereof - only top-level meshes need to be appended, LODs are included based on references from | + | Where xba means "xmesh to bfxm, append". Usually, #_# will be something like 1_0 (N_M.xmesh marks a file as being the Nth mesh and the Mth LOD thereof - only top-level meshes need to be appended, LODs are included based on references from each top level mesh). |
Once you have appended all the additional xmeshes to the bfxm file, you should be good to go. | Once you have appended all the additional xmeshes to the bfxm file, you should be good to go. | ||
− | {{Fixme}} - ''Need info on how to | + | {{Fixme}} - ''Need info on how to reference LODs from the top level mesh.'' |
'''→''' ''Main article: [[HowTo:Add LODs]]'' | '''→''' ''Main article: [[HowTo:Add LODs]]'' |
Revision as of 01:56, 22 July 2005
Database | HowTos | Create Models |
(General FIXME notice: I was kinda tired when I wrote this article, please keep an eye out for and correct my flagrant spelling mistakes, capitilization inconsistencies, etc. I wrote almost the entire thing from memory, so there may be a few factual errors as well, sorry.)
Contents
Introduction
So you want to create a new ship for Vega Strike do you? While virtually all models are welcome, well before you start cranking out wonderfully designed models we request that you first check what models are still required. Refer to this link or contact the Minister of Information to find out what ships need to be modelled.
This article is a general guide on how to take your ship mesh all the way from your modelling suite of choice into the bowels of Vega Strike. Feel free to use any modelling program, but it must be able to export models in either .obj or .xmesh format.
Before we begin, here are the files/executables you need to know about:
- .obj+.mtl - the standard alias wavefront mesh format.
- .wings - Wings3D file format. see Creating a 3D-model using Wings3D for detailed information on using Wings3D to create your model.
- .xmesh - XML-Mesh format. A simple, manually editable file format designed for Vega Strike.
- .bfxm - (Binary Formatted XMesh) A compiled .xmesh. Loads much faster than an .xmesh, and can contain multiple xmeshes (for LODs, animations, or models consisting of multiple components).
- mesher - A command-line utility for converting between .obj+.mtl, .bfxm, and .xmesh formats.
- units.csv - A comma seperated value spreadsheet which contains information on units that can be used by the game.
Lastly, we recommend following the processes below in order, until you know what you're doing.
Part One:Creating Your Model
The first (and most enjoyable) job is to design and draw your model (the geometrical object) within your program.
First off, do yourself a favor and line your model up correctly before you begin. For the purposes of Vegastrike, Z+ is forwards and Y+ is up. The model's nose should be pointing forwards along the Z+ axis (so that the Z+ axis would theoretically be visible from the cockpit). The mesh should also be properly centered.
→ Main article: HowTo:Create_Models
Part Two: From Modelling Suite File Format to BFXM
Now, it's go time! The first step in getting your cool new model into Vega Strike is to export it to a format that Vega Strike understands. Currently, Vega Strike is able to read .obj, .xmesh, and .bfxm files. However, it is best to use the BFXM format, so this guide is written with that in mind. It also assumes that you're running Vega Strike under windows, although Linux-specific information will hopefully be added at some point.
OBJ is a standard, widely supported mesh format. Nearly all modern 3D suites support some form of OBJ import/export. If your modeller can't export to OBJ, see if it can export to some other standard format (like 3ds). You will have to find a 3d converter that can go from that format to OBJ. However, the assumption is that your modeller can export to OBJ.
Okay, so now you've got an .obj file (and probably an .mtl file as well). Move these files into the "bin" folder inside the main Vega Strike directory. Now, start up a command prompt or terminal of some sort, and change your directory to WHEREVER\bin\ . If you run mesher.exe without any arguments, it will print a list of available commands.
Mesher does not try to detect what kind of file you're feeding it, so you need to specify a three-character conversion code as part of the argument. You just want to go from .obj+.mtl to .bfxm right now, so run mesher with the following arguments:
mesher whatever.obj whatever.bfxm obc
The command obc means "obj to bfxm, create output file".
Okay, so now you've got a bfxm. Great! The problem with BFXM is that you can't really edit it by hand, which you need to be able to do in order to add the additional functionality Vega Strike supports (like specularity, damage, or glow maps). These tasks are easily accomplished by converting your BFXM to XMESH. Run mesher with these arguments to do so:
mesher whatever.bfxm whatever.xmesh bxc
Now Prepare to get your hands dirty. Whip out your favorite text editor, cause it's XMESH time!
Note that when using Wings3D, the file format saved is .wings, which is not supported by Vega Strike. However, a Wings3D plugin by pontiac is available to convert .wings to .xmesh when saving the file.
Part Three: XMESHin'
Under ideal conditions, you won't have to hack the xmesh much. To assign specularity maps (which you must do, unless you want your ship to look like a giant mirror), all you need to do is add an attribute to the <Mesh> tag at the beginning of the file. Your basic xmesh header looks like this:
<Mesh scale="1.000000" reverse="0" forcetexture="0" sharevert="0" polygonoffset="0.000000" blend="ONE ZERO" texture="mycoolship.png" >
The attributes you can add are texture1, texture2, and/or texture3, which correspond to specularity map, damage map, and glowmap respectively.
<Mesh scale="1.000000" reverse="0" forcetexture="0" sharevert="0" polygonoffset="0.000000" blend="ONE ZERO" texture="mycoolship.png" texture1="mycoolshipPPL.png" texture2="mycoolshipDMG.png" texture3="mycoolshipGLO.png" >
(FIXME : PPL is correct nomenclature for specmaps, but I made up DMG and GLO. What should these files be named?)
→ Main article: HowTo:Add Per Pixel Lighting
Damage maps and glowmaps are optional. If you don't want to make a specmap, or if you want your ship to be completely matte (nonreflective), simply create a 1x1 black image and assign it as texture1.
While you have your imaging tools out, now is a good time to cope with a little bug in mesher. It inverts the UV coordinates of your mesh, so you'll need to flip your texture vertically and re-save it. If your texture is in a lossy format like JPEG, work from the master if possible. PNG shouldn't be an issue.
Once you have all your additional maps referenced in the <Mesh> tag, you're ready to go back to BFXM. Run mesher with the following argument:
mesher whatever.xmesh whatever.bfxm xbc
Your mesh is now primed and ready for insertion into Vega Strike!
Damage and glow maps
The sole purpose of damage maps are, as their name so aptly suggests, to add a scorched and damaged look to your model. Esentially it is a regular texture that fades in when the unit takes hull damage. When the unit is polished, shiny and unharmed its regular texture will be shown at full opacity and the damage texture at zero opacity. As the units takes hits the damage texture will be faded in, to end with the exact opposite result - the regular texture will have zero opacity and the damage texture will be shown at full opacity.
Glow maps are RGB textures that lit the diffuse texture regardless of the light conditions. Painting a region of your glow map blue will cause the same region of your diffuse texture to be lit with blue light. A typical example of the use for glow maps is to evoke the feeling of light flowing out of windows.
Multiple Xmeshes
In some cases, mesher will generate multiple xmeshes from a single bfxm. If this is the case, you'll need to reconstruct the bfxm by first converting the main xmesh file to bfxm normally, and then running mesher as many times as needed with the following argument:
mesher #_#.xmesh whatever.bfxm xba
Where xba means "xmesh to bfxm, append". Usually, #_# will be something like 1_0 (N_M.xmesh marks a file as being the Nth mesh and the Mth LOD thereof - only top-level meshes need to be appended, LODs are included based on references from each top level mesh). Once you have appended all the additional xmeshes to the bfxm file, you should be good to go.
FIXME - Need info on how to reference LODs from the top level mesh.
→ Main article: HowTo:Add LODs
Part Four: Units.csv
Now comes the time to get into the real nitty gritty and associate some data with your mesh that will tell the game how it should be used. Most spreadsheet programs can open .csv files. You can use popular software such as Microsoft Excel or OpenOffice.org Calc to edit units.csv. As an alternative, GAlex has written a nice, lightweight .csv editor tailored to work well with units.csv. (Download here.)
Once you've loaded up units.csv, start by looking in the first column for a ship that you think is reasonably similar to your own. If you're not sure, llama.begin is a good place to start. The data for each ship occupy a single row, so once you've found it, select the entire line and duplicate it. Change the unit name to whatever your shipname is. Avoid spaces and special characters in column one, since it is a name used internally by vegastrike. (FIXME - Is that even true?)
In column two, change the pathname to whatever directory you want to place your ship in. "./whatever" Means "VSINSTALLDIR\units\whatever\", so you'll want to make a new folder called "whatever" in the units directory and copy your BFXM and textures into it.
→ Main article: HowTo:Edit units.csv
You probably want to specify what types of mount points your ship has (various missiles, guns, turrets, etc.) These can be edited in the "Mounts" column. On the left of the mounts column is the "Light" column, which gives the location and type of your ship's engine flare graphics. Light, mount, and even cockpit positions are specified with X,Y,Z coordinates on your mesh.
→ Main article: HowTo:Add Engine Glow
Part Five: Testin' Time
Okay, that's enough to test your ship in-game. (Note: if you just want to quickly test how your mesh looks in-game without mucking about in units.csv, try swapping it out with the llama mesh, or the mesh of whatever ship you happen to be flying in VS currently).
Since your new ship isn't yet listed as a purchaseable item (and doing so is beyond the current scope of this article), you'll have to hack a save file to test it. Start by going into your VSINSTALLDIR\.vegastrike\save\ directory and copying one of your save files. Then, open the copy up in a text editor. The first line should resemble this:
Crucible/Cephid_17^13500000.000000^whatever 209160449.772106 -62167111.692738 193000385.631824
After the second caret (^) symbol, you should see a ship name. Change this to whatever you named your ship in the first column of its units.csv row, and save.
You are now ready to see your ship in action! Load up Vega Strike and load your new save game file.
Now, you can either stop, satisfied with your achievement, or return to units.csv and toil endlessly to balance your ships' stats correctly. Which will it be? :-P
Database | HowTos | Create Models |