Difference between revisions of "Talk:HowTos"
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** more? | ** more? | ||
* [[User:pontiac|Pontiac]] '''Summary''': The problem right now is (as my list states) that we have alot (too many?) way to do ships/units for Vegastrike. | * [[User:pontiac|Pontiac]] '''Summary''': The problem right now is (as my list states) that we have alot (too many?) way to do ships/units for Vegastrike. | ||
+ | ** [[User:Silverain|Silverain]] 14:46, 23 Mar 2005 (PST) So we just record one main way in detail (Wings3D), with extra information for the next most common (Blender). Usually, anyone who uses any other modeller actually has some idea of what they are doing, and would be able to work out the details from the above. My thoughts were a dummies guide for someone who has never used a modeler at all (ME!). Read this How To and follow step by step and I've created a model with all necessary bits to put it directly ingame. | ||
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Revision as of 23:46, 23 March 2005
- Silverain 22:21, 21 Mar 2005 (PST) I recommend moving around the following links. Use the Create Ships page as an overall summary page, that reads something along the lines of the process to create a ship and all extras, ready to be imported to the game.
- Pontiac Good idea, but i think [HowTo:Add Warp Trails|Making autopiloting leave behind star dust] should not be under "Create Ships". I'm not sure about htis though.
- Pontiac A general cleanup of the howtos and howto-seperation where needed would be a good thing as well.
- Silverain 19:46, 22 Mar 2005 (PST) What would be the necessary steps to get a ship ingame?
- create model (in wings3d)
- include additional items (weapon & turret points, engines etc)
- create UV map
- save file as a wings file
- use wings3d to export above file to xmesh
- use mesher to convert file to bfxm
- create line in units.csv
what am I missing?
- Pontiac I really like the steps you posted above. But on an eadditional note: We need to make sure to have all possible ways to do ships/units for Vegastrike.
A general way would look like this:
- Create model
- UV map (depends on modeler)
- Place special geoemtry (=tags) (optional, depends on modeler)
- Convert to xmesh AND/OR bfxm
- create line for units.csv (or xunit = old way)
- Ways that are possible now Pontiac :
- Wings3D
In wings it is possible to place the tags right now and export to xmesh/obj + tag-dataway (Wings3d, - Blender
xmesh export plugin exists (what does it do)? - obj2obj converter script
This is my doing, but not yet finished. The plan is to hand an exiting OBJ (including tags) to it and you get the cleaned (no tags) obj-file and the tag-data (cvs-line / xunit) as an output.- Will finish this soon. I think this will prove quite usefull once done, since we will be completly independent from a specifiy modeler.
- more?
- Wings3D
- Pontiac Summary: The problem right now is (as my list states) that we have alot (too many?) way to do ships/units for Vegastrike.
- Silverain 14:46, 23 Mar 2005 (PST) So we just record one main way in detail (Wings3D), with extra information for the next most common (Blender). Usually, anyone who uses any other modeller actually has some idea of what they are doing, and would be able to work out the details from the above. My thoughts were a dummies guide for someone who has never used a modeler at all (ME!). Read this How To and follow step by step and I've created a model with all necessary bits to put it directly ingame.