Turrets and LODs
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- Daredevil Venturer
- Posts: 593
- Joined: Mon Sep 26, 2005 3:59 am
Turrets and LODs
Hoooow I doooo iiiiit?
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- Elite
- Posts: 7243
- Joined: Mon Apr 18, 2005 2:40 pm
- Location: LS87, Buenos Aires, República Argentina
LODs: Create them as normal meshes.
To attach LODs to a unit, you have to go through xmesh.
I'll assume you have object_01.obj, object_02.obj, object_nn.obj as input files:
And you're set.
Now... to edit the xmeshes, just copy what you find in existing models (take the clydesdale as a good example - do mesher clydesdale.bfxm 0_0.xmesh bxc and examine the 0_0.xmesh - the rest you do not need to change). In this example, damnable_intent.bfxm will now contain the whole unit, with LODs and everything.
Turrets:
You add turrets as subunits in units.csv... I know the entry in units.csv has lots of subfields (position, scale, rotation, for every subunit), but more I know not. Perhaps you can guess by taking a look at it (obviously, under the "subunits" column).
To attach LODs to a unit, you have to go through xmesh.
I'll assume you have object_01.obj, object_02.obj, object_nn.obj as input files:
Code: Select all
/* create bfxm files for each LOD level */
mesher object01.obj 01.bfxm obc
mesher object02.obj 02.bfxm obc
mesher objectnn.obj nn.bfxm obc
/* convert the bfxm files into xmesh files for editing LOD info */
mesher 01.bfxm 0_0.xmesh bxc
mesher 02.bfxm 0_1.xmesh bxc
mesher nn.bfxm 0_nn.xmesh bxc
edit 0_0.xmesh to add LOD info (I'll tell soon)
mesher 0_0.xmesh damnable_intent.bfxm xbc
mesher 1_0.xmesh damnable_intent.bfxm xba (optional, if you have multiple textures)
etc...
Now... to edit the xmeshes, just copy what you find in existing models (take the clydesdale as a good example - do mesher clydesdale.bfxm 0_0.xmesh bxc and examine the 0_0.xmesh - the rest you do not need to change). In this example, damnable_intent.bfxm will now contain the whole unit, with LODs and everything.
Turrets:
You add turrets as subunits in units.csv... I know the entry in units.csv has lots of subfields (position, scale, rotation, for every subunit), but more I know not. Perhaps you can guess by taking a look at it (obviously, under the "subunits" column).
-
- Daredevil Venturer
- Posts: 593
- Joined: Mon Sep 26, 2005 3:59 am
-
- Elite
- Posts: 7243
- Joined: Mon Apr 18, 2005 2:40 pm
- Location: LS87, Buenos Aires, República Argentina
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- Minister of Information
- Posts: 1895
- Joined: Fri Jan 31, 2003 9:40 pm
- Location: The land of tenure (and diaper changes)
There are as many sublevels as there are moving parts. The standard two part turret has a base that can only rotate in one plane, and a subunit, with the actual weapons, that can only rotate in a perpendicular plane.klauss wrote:Sorry... I don't really know that much about turrets. Only that they're subunits (sometimes, subunits of subunits - don't ask me why).