Difference between revisions of "Development:Tools:UnitConverter"
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Models Workspace Screen: | Models Workspace Screen: | ||
− | http://vegastrike.sourceforge.net/ | + | http://vegastrike.sourceforge.net/forums/cpg/albums/userpics/1011733/UnitConverter_f1_workspace.jpg |
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+ | The following operations are available: | ||
+ | * '''Clear Workspace''' - to start a new model integration | ||
+ | * '''Add Model''' - to add a new model to workspace. The following files are accepted: | ||
+ | ** ''.obj'' file containing the model mesh | ||
+ | ** ''?-Shield.obj'' file containing the shield mesh | ||
+ | ** ''?-Marker.obj'' file containing the marker objects as described in the [[Development:Model_Guidelines#Object_Marker|objects marker modeling section]] | ||
+ | ** ''.bfxm'' files to backward convert meshes to obj files | ||
+ | * '''Clear Model''' - to remove the selected model from the workspace | ||
+ | * '''Load Workspace''' - to load an ''.ini'' configuration file of the workspace | ||
+ | * '''Active Model''' - change active model on the dropdown to edit its textures | ||
+ | |||
+ | It is important that your first model in workspace should be the main model, as further information like directory name and units.csv entry name will be derived from the main model name. | ||
+ | |||
+ | Under '''Model/Files''' the ''.obj'' and ''.mtl'' files for the active model will be displayed. | ||
+ | Under '''Material Info''' you can find information on the ''.obj'' file's material library and material names. | ||
+ | |||
+ | To edit texture assignments, proceed to the '''Textures''' tab on the left. | ||
==Textures== | ==Textures== |
Revision as of 14:29, 4 November 2008
Introduction
Raising from the stone age of workflows, in which every task, from texture conversion to editing of unit stats, had to be accomplished manually and only by quite knowledgeable magistrates who new the alchemy of units.csv columns, xmesh files, and had a magic with meshers. Now, UnitConverter shines upon us, still in the distance, but unmovable like a beacon on solid rock, to be the church of the artists, to accommodate the apostles of Blender, CineMut, and LaGrande, to bring the holy spirit of salvation to this compassionate universe of ours.
Quick Start Guide
Configuration
You must first configure the paths under Config including the application in the path:
- path\data (to edit unit stats)
- path\vegastrike.exe (to view model in Vega Strike)
- path\mesher.exe (to convert model to bfxm)
- path\nvcompress (to compress textures)
(There is no need to set the working dir, as this field is purely informational)
Integrating Models
Assuming you have exported:
- ship mesh to Ship.obj
- shield to Ship-Shield.obj
- helpers to Ship-Mounts.obj
... the steps to convert your model are:
- In UnitConverter, under "Model" add all three obj files to workspace.
- Then select the main Ship model in the drop down.
- Under "Textures" you add the ones you have provided.
- Press "Save and Convert"
- Press "Convert Textures"
- Press "Copy Data"
- Under "Unit" press "Save"
- Under "View" press "View"
This will call vegastrike and the modelview.mission with your new unit enabled.
Converting Hud Image
Under "HUDImage":
- Open the "Ship-hud.png" image using the "..." button
- Press "Convert Image"
- Press "Copy Data"
- Under "Unit" press "Save"
- Under "View" press "View"
Using Uncompressed Images
- Under "Config" check the "Bypass compression" option.
- Under "Textures" press "Save and Convert"
- Press "Copy Data"
- Under "View" press "View"
Adding Thruster, Docks, Mounts
- Under "Model" press "Add Model"
- Select the "Ship-Mounts.obj" file with your mount markers.
- Under "Unit" and "Unit2" review the stats
- Under "Unit" press "Save"
- Under "View" press "View"
Editing Stats
- Under "Unit", in "Unit name" write the units.csv key (e.g. Llama.begin)
- Press "Load"
- Edit fields under "Unit" and "Unit2"
- Under "Unit" press "Save"
Getting Help
In case of problems, please report to the Unit Converter thread.
UnitConverter Tool
Requirements, Installation and Starting
The only requirement to run UnitConverter on your system is to have Python 2.5 installed on your system. No additional libraries are required.
You can download the latest version of UnitConverter from the Vega Strike svn repository trunk/modtools/UnitConverter.
To install, copy all files to a directory of your choice.
To run UnitConverter, open command line/shell, change to the installation directory, and depending your operating system type (without the ">" which denotes the command line prompt:
Windows:> uc
Linux: > ./uc
Other: > python unitconverter.py
First thing you'll need to do is to configure the paths for Vega Strike data directory, mesher and nvcompress.
Models Workspace
Models Workspace Screen:
The following operations are available:
- Clear Workspace - to start a new model integration
- Add Model - to add a new model to workspace. The following files are accepted:
- .obj file containing the model mesh
- ?-Shield.obj file containing the shield mesh
- ?-Marker.obj file containing the marker objects as described in the objects marker modeling section
- .bfxm files to backward convert meshes to obj files
- Clear Model - to remove the selected model from the workspace
- Load Workspace - to load an .ini configuration file of the workspace
- Active Model - change active model on the dropdown to edit its textures
It is important that your first model in workspace should be the main model, as further information like directory name and units.csv entry name will be derived from the main model name.
Under Model/Files the .obj and .mtl files for the active model will be displayed. Under Material Info you can find information on the .obj file's material library and material names.
To edit texture assignments, proceed to the Textures tab on the left.
Textures
Textures Screen:
HUD Image
Unit Editor
Configuration
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