OXP howto model

From Elite Wiki
Revision as of 17:00, 20 February 2006 by 82.171.18.144 (talk) (This sucks, I started with a long page then started linking to shipdata.plist and ended up deleting the whole thing.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

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.

[[1]]

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 [[2]] is defined for the main entity, not seperately for every SE.