Difference between revisions of "OXP howto model"
From Elite Wiki
(This sucks, I started with a long page then started linking to shipdata.plist and ended up deleting the whole thing.) |
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Supply the in-game values relevant to your model. | Supply the in-game values relevant to your model. | ||
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− | == [[ | + | == [[subentities|Subentities]] == |
Entities can have sub-entities, which are defined by quaternions. | Entities can have sub-entities, which are defined by quaternions. | ||
There are several types of SE; | There are several types of SE; | ||
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One important thing to remember about subentities is that they cannot have sub-sub-entities. | One important thing to remember about subentities is that they cannot have sub-sub-entities. | ||
− | The other is that [[ | + | The other is that [[frangible|frangibility]] is defined for the main entity, not seperately for every SE. |
Revision as of 16:01, 20 February 2006
Create your model
in wings3D or a similar program. How you do this is up to your creativity, but doing a few tuts for wings and the 'brickship tutorial' by Aegidian are highly recommended if you are not familiar with 3d modelling.
Export the model
to obj(+mtl+texture) and convert to *.dat format. (windows users will have to wrangle a mac user to do the converting for them)
Edit shipdata.plist
Supply the in-game values relevant to your model.
Subentities
Entities can have sub-entities, which are defined by quaternions. There are several types of SE;
- model entities: can be any model, with any properties.
- turrets: are a specialised model entity.
- flashers: blinking lights
- exhausts: although they are defined seperate from subentities, they can be regarded as subentities.
One important thing to remember about subentities is that they cannot have sub-sub-entities. The other is that frangibility is defined for the main entity, not seperately for every SE.