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	<updated>2026-11-15T10:27:24Z</updated>
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	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=7661</id>
		<title>Ships.tbl</title>
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		<updated>2006-10-08T23:49:14Z</updated>

		<summary type="html">&lt;p&gt;Flipside: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Table listed here is meant to be compatible with &#039;&#039;&#039;3.6.9 RC&#039;&#039;&#039; and in future also for &#039;&#039;&#039;3.6.9 release&#039;&#039;&#039; builds. For other builds see the links below.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Links to archived versions:&lt;br /&gt;
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]&lt;br /&gt;
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
***Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
***Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
**&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash. In [[Modular Tables]] this can be sometimes be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;, (degrees)&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines something???&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (multiplier)&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the lenght of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strenght of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
==Table Options==&lt;br /&gt;
*Retail options will look like this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
*SCP options are marked with red color&lt;br /&gt;
**Most of the entries in ships.tbl have been made optional. Only entries that have to be filled are $Name:, $POF file: and $Flags:.&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry. In [[Modular Tables]] this can be sometimes be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.&lt;br /&gt;
*Syntax: &#039;&#039;name&#039;&#039;,&lt;br /&gt;
**Example: &#039;&#039;Ulysses&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;name&#039;&#039;,&lt;br /&gt;
**Example: &#039;&#039;TFight&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship. &amp;lt;font color=red&amp;gt;More species have been enabled, and all of these are defined in species_defs.tbl.&amp;lt;/font&amp;gt;&lt;br /&gt;
*Syntax: &#039;&#039;Terran&#039;&#039;, &#039;&#039;Shivan&#039;&#039; or &#039;&#039;Vasudan&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;Syntax: &#039;&#039;Name&#039;&#039;, as defined in species_defs.tbl&amp;lt;/font&amp;gt;&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Technical description===&lt;br /&gt;
List of discriptive terms for techroom and ship selection screens.&lt;br /&gt;
Number after the quotes refers to tstrings.tbl (does this have any function?)&lt;br /&gt;
&lt;br /&gt;
   +Type:                     XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:          XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Armor:                    XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Manufacturer:             XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   +Description:              XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:         XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                   20 m&lt;br /&gt;
   +Gun Mounts:               4&lt;br /&gt;
   +Missile Banks:            1&lt;br /&gt;
&lt;br /&gt;
===$POF file:===&lt;br /&gt;
*filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;Filename.pof&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;fighter01.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$POF target file:===&lt;br /&gt;
*Syntax: &#039;&#039;Filename.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Added to the code 13. Dec 2005&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Detail distance:===&lt;br /&gt;
*Definies the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Syntax: &#039;&#039;(Value, Value, ...)&#039;&#039; (distances from the model in meters)&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FS1 for ship lights. Nowadays we use glowmaps.&lt;br /&gt;
*Syntax: &#039;&#039;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Show damage:===&lt;br /&gt;
*No known function. Best left alone to avoid possible compatibility issues.&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, usually YES&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
*Used to define the damage particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collission will severely damage your ship, and push the lower density object away; the higher the numbers are, the harder they will hit and the farther they will be pushed. Setting a density of 10 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*Syntax: &#039;&#039;Value, Value, Value&#039;&#039;, (meters per second) x-axis, y-axis, z-axis&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotation time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z -axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis&lt;br /&gt;
*Syntax: &#039;&#039;Value, Value, Value&#039;&#039;, (seconds per 360 degree turn) x-axis, y-axis, z-axis&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second) usually zero&lt;br /&gt;
&lt;br /&gt;
===$Forward accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
===$Forward decel:===&lt;br /&gt;
*Number of seconds needed from maxumum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
&lt;br /&gt;
===$Slide accel: and $Slide decel:===&lt;br /&gt;
*Same for sliding as the $Forward accel: and $Forward decel: for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (seconds) for both&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
===$Glide:===&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s facing without changing it&#039;s direction.&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Warpin type:===&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Syntax: &#039;&#039;Animation&#039;&#039; or &#039;&#039;default&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Warpin speed:===&lt;br /&gt;
*Sets the speed at which the ship warps in for default warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for animation type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second or miiliseconds)&lt;br /&gt;
&lt;br /&gt;
===$Warpin time:===&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039; (milliseconds)&lt;br /&gt;
&lt;br /&gt;
===$Warpin radius:===&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039; (meters)&lt;br /&gt;
&lt;br /&gt;
===$Warpin animation:===&lt;br /&gt;
*Defines the animation used as the warpin effect.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Warpout type:===&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;Animation&#039;&#039; or &#039;&#039;default&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Warpout speed:===&lt;br /&gt;
*Sets the speed at which the ship warps out for default warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for animation type warpout effects&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second or miiliseconds)&lt;br /&gt;
&lt;br /&gt;
===$Warpout time:===&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039; (milliseconds)&lt;br /&gt;
&lt;br /&gt;
===$Warpout radius:===&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039; (meters)&lt;br /&gt;
&lt;br /&gt;
===$Warpout animation:===&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, can not be greater than $Max Oclk Speed:&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Expl inner rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
===$Expl outer rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
===$Expl damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (damage value)&lt;br /&gt;
&lt;br /&gt;
===$Expl blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (blast effect)&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, as defined in armor.tbl&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
===$Shockwave count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
*Defines the textured model used as the ship&#039;s shockwave&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;name.pof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
*Defines the name of the animation to used for the shockwave&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
*Distance that external weapons are shown, ie missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes). &amp;lt;font color=red&amp;gt;Each of the primary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry. Implemented before FS_Open 3.6.5&amp;lt;/font&amp;gt;&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot; )&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;Syntax: &#039;&#039;( &amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot; ) ( &amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot; )&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights. &amp;lt;font color=red&amp;gt;Each of the primary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry. &amp;lt;/font&amp;gt;&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot; )&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;Syntax: &#039;&#039;( &amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot; ) ( &amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot; )&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas. REQUIRES FLAG &amp;quot;ballistic primaries&amp;quot;&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;( Value, Value )&#039;&#039;, usually all primary bank capacities are 1.&lt;br /&gt;
**Example: &#039;&#039;( 1, 1 )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;( YES&#039;&#039; or &#039;&#039;NO )&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039;- Note the spaces on the insides of the brackets.&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons. &amp;lt;font color=red&amp;gt;Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry. Implemented before FS_Open 3.6.5&amp;lt;/font&amp;gt;&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot; )&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;Syntax: &#039;&#039;( &amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot; ) ( &amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot; )&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;Harpoon&amp;quot; &amp;quot;Hornet&amp;quot;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons. &amp;lt;font color=red&amp;gt;Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry. &amp;lt;/font&amp;gt;&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot; )&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;Syntax: &#039;&#039;( &amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot; ) ( &amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot; )&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;Harpoon D&amp;quot; &amp;quot;Hornet D&amp;quot;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;Harpoon&amp;quot; &amp;quot;Hornet&amp;quot;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;( Value, Value )&#039;&#039;, (ammo capacity)&lt;br /&gt;
**Example: &#039;&#039;( 40, 40 )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;( YES&#039;&#039; or &#039;&#039;NO )&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strenght&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (total hitpoints in all quadrants together)&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &amp;quot;Value, Value, Value&#039;&#039; (Red, Green, Blue respectively, value from 0 to 255)&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;255, 255, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons recharge.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (hitpoints)&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, % of hitpoints repaired per second&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, % of hitpoints repaired per second&lt;br /&gt;
**Default &#039;&#039;0.01&#039;&#039;, that is 1 % per second&lt;br /&gt;
&lt;br /&gt;
===$Armor Type===&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, as defined in armor.tbl&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See below&lt;br /&gt;
*Syntax: &#039;&#039;( &amp;quot;Flag&amp;quot; &amp;quot;Flag&amp;quot; )&#039;&#039;&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;AI name&#039;&#039;, as defined in AI.tbl&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Max Vel:&#039;&#039;&#039;&lt;br /&gt;
**In same format as in $Max Velocity:&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters per second)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn For accel:&#039;&#039;&#039;&lt;br /&gt;
**Defined only as the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Fuel:&#039;&#039;&#039;&lt;br /&gt;
**Amount of afterburner fuel the ship has&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (fuel units)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Burn Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (fuel units per second)&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Rec Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is restored.&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039; (fuel units per second)&lt;br /&gt;
*&amp;lt;font color=red&amp;gt;&#039;&#039;&#039;$Trails:&#039;&#039;&#039;&lt;br /&gt;
**Implemented before FS_Open 3.6.5&lt;br /&gt;
**Allows afterburner trails to be used&lt;br /&gt;
**&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
***Texture used to draw the afterburner trail&lt;br /&gt;
***Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;, (in meters)&lt;br /&gt;
****Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
***Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
****Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
***How long the trail will last&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;, (in seconds)&lt;br /&gt;
****Default: &#039;&#039;5.0&#039;&#039;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
*Defines the weapon model used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, as defined in weapons.tbl&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Scan time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (milliseconds)&lt;br /&gt;
**Default: &#039;&#039;2000&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, where sound is the index or name of a sound in sounds.tbl&lt;br /&gt;
&lt;br /&gt;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, (X, Y and Z values)&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (radians)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
===$Topdown offset:===&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Shield_icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl. &amp;lt;font color=red&amp;gt; Reference to the hud.tbl is no longer needed.&amp;lt;/font&amp;gt;&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;shield-f01&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Ship_icon:===&lt;br /&gt;
*The icon used in ship selection. &amp;lt;font color=red&amp;gt;Ship model is used by default to generate the image.&amp;lt;/font&amp;gt;&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;iconfighter01&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Ship_anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection. &amp;lt;font color=red&amp;gt;Ship model is used by default to generate the image.&amp;lt;/font&amp;gt;&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;ssfighter01&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Ship_overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout. &amp;lt;font color=red&amp;gt;Ship model is used by default to generate the image.&amp;lt;/font&amp;gt;&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;loadfighter01&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, (points)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines???&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
****Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines???&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
****Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Lenght factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines???&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines???&lt;br /&gt;
***Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
****Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to three can be defined for both standard thrusters and afterburners (6 in total). Afterburner particles require atleast 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;, of ani file used&lt;br /&gt;
***Example: Exp04&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (in meters)&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (in meters)&lt;br /&gt;
*&#039;&#039;&#039;$Min created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (per second)&lt;br /&gt;
*&#039;&#039;&#039;$Max created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created per second&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (per second)&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomnes or particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (per second)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar. &amp;lt;font color=red&amp;gt;This field is deprectated, and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.&amp;lt;/font&amp;gt;&lt;br /&gt;
*Syntax: None&lt;br /&gt;
**Default: Off&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
===$Max decals:===&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;Number&#039;&#039;, of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**The position of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, &#039;&#039;Value&#039;&#039;, (X, Y, Z values) relative to the centerpoint of the model&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the contrail&#039;s tail&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the contrail remains&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Spew Time:&#039;&#039;&#039;&lt;br /&gt;
**????&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (seconds)&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The image to use for the contrail.&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
***Example: Contrail01&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manouvering thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used for:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: (&amp;quot;&#039;&#039;Name&#039;&#039;&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;Value&#039;&#039; &#039;&#039;Value&#039;&#039; &#039;&#039;Value&#039;&#039; )&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;Value&#039;&#039; &#039;&#039;Value&#039;&#039; &#039;&#039;Value&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+Lenght:&#039;&#039;&#039;&lt;br /&gt;
**Defines the lenght of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started &lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (sounds.tbl reference)&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continously used&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (sounds.tbl reference)&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (sounds.tbl reference)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Subsystems|$Subsystem:]]===&lt;br /&gt;
&lt;br /&gt;
===Ships.tbl flags===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;no_collide&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Defines ship as non-collideable, ie everything will go through it&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;player_ship&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Makes it possible to player to fly the ship&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;default_player_ship&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;repair_rearm&amp;quot;&#039;&#039;&#039; OR &#039;&#039;&#039;&amp;quot;support&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;cargo&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;fighter&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;bomber&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;transport&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;freighter&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;capital&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;supercap&amp;quot;&#039;&#039;&#039; OR &#039;&#039;&#039;&amp;quot;super cap&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;drydock&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;cruiser&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;navbuoy&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;sentrygun&amp;quot;&#039;&#039;&#039; OR &#039;&#039;&#039;&amp;quot;sentry gun&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;escapepod&amp;quot;&#039;&#039;&#039; OR &#039;&#039;&#039;&amp;quot;escape pod&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;stealth&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;no type&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Does ???&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;ship copy&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;in tech database&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;in tech database multi&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;dont collide invisible&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;big damage&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;corvette&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;gas miner&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;awacs&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;knossos&amp;quot;&#039;&#039;&#039; OR &#039;&#039;&#039;&amp;quot;knossos device&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;no_fred&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;ballistic primaries&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;flash&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Makes a flash when a ship dies&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;surface shields&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;show ship&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;generate icon&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Creates a HUD icon from the model itself&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;no weapon damage scaling&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Disables bombs doing different damage to different ship types&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;gun convergence&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*Enables ship to use the firingpoints&#039; normals in defining the direction where the weapon fire&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&amp;quot;Name&amp;quot; &amp;quot;Name&amp;quot;&#039;&#039;)&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
   $Player Ship Precedence: (&lt;br /&gt;
        &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
        &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
        &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
        &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
   #Default Player Ship&lt;br /&gt;
   $Name:                       GTF Ulysses&lt;br /&gt;
   #End&lt;br /&gt;
   #Engine Wash Info&lt;br /&gt;
   $Name:                       Default&lt;br /&gt;
   $Angle:                      10.0&lt;br /&gt;
   $Radius Mult:                1.2&lt;br /&gt;
   $Length:                     400&lt;br /&gt;
   $Intensity:                  1.0&lt;br /&gt;
   #End&lt;br /&gt;
   #Ship Classes&lt;br /&gt;
   $Name:                       GTF Ulysses&lt;br /&gt;
   $Short name:                 TFight&lt;br /&gt;
   $Species:                    Terran&lt;br /&gt;
      +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
      +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
      +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
      +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
      +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
      $end_multi_text&lt;br /&gt;
      +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
      $end_multi_text&lt;br /&gt;
      +Length:                     16 m&lt;br /&gt;
      +Gun Mounts:                 4&lt;br /&gt;
      +Missile Banks:              1&lt;br /&gt;
   $POF file:                   fighter01.pof&lt;br /&gt;
   $Detail distance:            (0, 80, 300, 900)&lt;br /&gt;
   $ND:                         42 42 244&lt;br /&gt;
   $Show damage:                YES&lt;br /&gt;
   $Density:                    1&lt;br /&gt;
   $Damp:                       0.1&lt;br /&gt;
   $Rotdamp:                    0.35&lt;br /&gt;
   $Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
   $Rotation time:              3.0, 2.6, 5.0&lt;br /&gt;
   $Rear Velocity:              0.0&lt;br /&gt;
   $Forward accel:              2.0&lt;br /&gt;
   $Forward decel:              1.5&lt;br /&gt;
   $Slide accel:                0.0&lt;br /&gt;
   $Slide decel:                0.0&lt;br /&gt;
   $Expl inner rad:             25.0&lt;br /&gt;
   $Expl outer rad:             55.0&lt;br /&gt;
   $Expl damage:                15.0&lt;br /&gt;
   $Expl blast:                 1000.0&lt;br /&gt;
   $Expl Propagates:            NO&lt;br /&gt;
   $Shockwave Speed:            0.0&lt;br /&gt;
   $Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
   $Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
   $Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
   $Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
   $Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
   $Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
   $SBank Capacity:             ( 40 )&lt;br /&gt;
   $Shields:                    380&lt;br /&gt;
   $Shield Color:               100 100 255&lt;br /&gt;
   $Power Output:               2.0&lt;br /&gt;
   $Max Oclk Speed:             94.0&lt;br /&gt;
   $Max Weapon Eng:             80.0&lt;br /&gt;
   $Hitpoints:                  180&lt;br /&gt;
   $Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                   &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                   &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                   &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
   $AI Class:                   Captain&lt;br /&gt;
   $Afterburner:                YES&lt;br /&gt;
      +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
      +Aburn For accel:            0.7&lt;br /&gt;
      +Aburn Fuel:                 300.0&lt;br /&gt;
      +Aburn Burn Rate:            50.0&lt;br /&gt;
      +Aburn Rec Rate:             25.0&lt;br /&gt;
   $Countermeasures:            25&lt;br /&gt;
   $Scan time:                  2000&lt;br /&gt;
   $EngineSnd:                  128&lt;br /&gt;
   $Closeup_pos:                0.0, 0.0, -22&lt;br /&gt;
   $Closeup_zoom:               0.5&lt;br /&gt;
   $Shield_icon:                shield-f01&lt;br /&gt;
   $Ship_icon:                  iconfighter01&lt;br /&gt;
   $Ship_anim:                  ssfighter01&lt;br /&gt;
   $Ship_overhead:              loadfighter01&lt;br /&gt;
   $Score:                      8&lt;br /&gt;
   $Trail:&lt;br /&gt;
      +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
      +Start Width:                0.25&lt;br /&gt;
      +End Width:                  0.05&lt;br /&gt;
      +Start Alpha:                1.0&lt;br /&gt;
      +End Alpha:                  0.0&lt;br /&gt;
      +Max Life:                   1.0&lt;br /&gt;
      +Spew Time:                  60&lt;br /&gt;
      +Bitmap:                     Contrail01&lt;br /&gt;
   $Trail:&lt;br /&gt;
      +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
      +Start Width:                0.25&lt;br /&gt;
      +End Width:                  0.05&lt;br /&gt;
      +Start Alpha:                1.0&lt;br /&gt;
      +End Alpha:                  0.0&lt;br /&gt;
      +Max Life:                   1.0&lt;br /&gt;
      +Spew Time:                  60&lt;br /&gt;
      +Bitmap:                     Contrail01&lt;br /&gt;
   $Subsystem:    communication,   10, 0&lt;br /&gt;
   $Subsystem:    navigation,      10, 0&lt;br /&gt;
   $Subsystem:    weapons,         20, 0&lt;br /&gt;
   $Subsystem:    sensors,         10, 0&lt;br /&gt;
   $Subsystem:    engines,         35, 0&lt;br /&gt;
   #End&lt;br /&gt;
   $Player Ship Precedence: (&lt;br /&gt;
         &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=5995</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=5995"/>
		<updated>2006-05-29T21:46:23Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* Texture naming conventions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistant if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistantly crisp and consistant hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a varient of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
==Texture Types==&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-trans&#039;&#039;.xxx&#039;&#039;&#039; – This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as &#039;&#039;-shine&#039;&#039; or &#039;&#039;-glow&#039;&#039; map (for example &#039;&#039;&#039;TextureName&#039;&#039;-trans-glow&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
NOTE : When creating Shine-maps, if the map does not have any environment mapping (reflection effect) then the Spec-map should be saved in DXT1c format with no Alpha-map. This will improve performance for maps that do not use environemt mapping (environment mapping is different to Specular, which helps give a metallic &#039;effect&#039; to the material).&lt;br /&gt;
&lt;br /&gt;
===Animated Textures===&lt;br /&gt;
Freespace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by Freespace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .eff file. This allows multiple single images to be chained together into an animated texture.&lt;br /&gt;
All .EFF image files must be in the same format, but can be in any format Freespace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.&lt;br /&gt;
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Type:&#039;&#039;&#039;       XXX - Defines the type of file being used, can be DDS, TGA, PCX or others&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Frames:&#039;&#039;&#039;     XX  - Defines the number of Frames in the total (looping) animation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$FPS:&#039;&#039;&#039;        XX  - The Frame Per Second speed of the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This file should be saved in the textures folder of your project alongside the images themselves.&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=5993</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=5993"/>
		<updated>2006-05-29T20:58:35Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* Lithium UnWrap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistant if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistantly crisp and consistant hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a varient of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
==Texture Types==&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-trans&#039;&#039;.xxx&#039;&#039;&#039; – This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as &#039;&#039;-shine&#039;&#039; or &#039;&#039;-glow&#039;&#039; map (for example &#039;&#039;&#039;TextureName&#039;&#039;-trans-glow&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
===Animated Textures===&lt;br /&gt;
Freespace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by Freespace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .eff file. This allows multiple single images to be chained together into an animated texture.&lt;br /&gt;
All .EFF image files must be in the same format, but can be in any format Freespace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.&lt;br /&gt;
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Type:&#039;&#039;&#039;       XXX - Defines the type of file being used, can be DDS, TGA, PCX or others&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Frames:&#039;&#039;&#039;     XX  - Defines the number of Frames in the total (looping) animation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$FPS:&#039;&#039;&#039;        XX  - The Frame Per Second speed of the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This file should be saved in the textures folder of your project alongside the images themselves.&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5989</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5989"/>
		<updated>2006-05-28T02:08:54Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* SCP Team Recommendations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
&lt;br /&gt;
==Limits and Guidelines for Model Making==&lt;br /&gt;
===SCP Team Recommendations===&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
===Polygon Counts===&lt;br /&gt;
&lt;br /&gt;
Whilst there is no fixed limit to the number of polygons you can use on a model, and opinions vary from person to person, the writer finds the following approximate Polygon counts a good guide to work by.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighters/Bombers&#039;&#039;&#039; -      Less than 2000 Polygons &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruisers/Freighters&#039;&#039;&#039; -   3000-6000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corvettes&#039;&#039;&#039; -             7000-9000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyers&#039;&#039;&#039; -            10000-12000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernauts&#039;&#039;&#039; -           12000 Polygons upwards&lt;br /&gt;
&lt;br /&gt;
Though this list should not, by any means, be used as a rule, different modders work to different guidelines.&lt;br /&gt;
&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Main Hull&#039;&#039;&#039; || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turrets&#039;&#039;&#039; || Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Subsystems&#039;&#039;&#039; || Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Debris&#039;&#039;&#039; || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LODS&#039;&#039;&#039; || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some Sub-Models can be further enhanced using the ships.tbl expansions such as [[Animation Code]]. Always bear in mind what you want your ship to do whilst you are modelling it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update ongoing by Flipside&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5988</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5988"/>
		<updated>2006-05-28T02:08:41Z</updated>

		<summary type="html">&lt;p&gt;Flipside: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
&lt;br /&gt;
==Limits and Guidelines for Model Making==&lt;br /&gt;
===SCP Team Recommendations===&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
===Polygon Counts===&lt;br /&gt;
&lt;br /&gt;
Whilst there is no fixed limit to the number of polygons you can use on a model, and opinions vary from person to person, the writer finds the following approximate Polygon counts a good guide to work by.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighters/Bombers&#039;&#039;&#039; -      Less than 2000 Polygons &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruisers/Freighters&#039;&#039;&#039; -   3000-6000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corvettes&#039;&#039;&#039; -             7000-9000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyers&#039;&#039;&#039; -            10000-12000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernauts&#039;&#039;&#039; -           12000 Polygons upwards&lt;br /&gt;
&lt;br /&gt;
Though this list should not, by any means, be used as a rule, different modders work to different guidelines.&lt;br /&gt;
&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Main Hull&#039;&#039;&#039; || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turrets&#039;&#039;&#039; || Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Subsystems&#039;&#039;&#039; || Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Debris&#039;&#039;&#039; || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LODS&#039;&#039;&#039; || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some Sub-Models can be further enhanced using the ships.tbl expansions such as [[Animation Code]]. Always bear in mind what you want your ship to do whilst you are modelling it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update ongoing by Flipside&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=5987</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=5987"/>
		<updated>2006-05-28T02:03:22Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* Animated Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistant if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistantly crisp and consistant hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a varient of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
==Texture Types==&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-trans&#039;&#039;.xxx&#039;&#039;&#039; – This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as &#039;&#039;-shine&#039;&#039; or &#039;&#039;-glow&#039;&#039; map (for example &#039;&#039;&#039;TextureName&#039;&#039;-trans-glow&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
===Animated Textures===&lt;br /&gt;
Freespace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by Freespace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .eff file. This allows multiple single images to be chained together into an animated texture.&lt;br /&gt;
All .EFF image files must be in the same format, but can be in any format Freespace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.&lt;br /&gt;
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Type:&#039;&#039;&#039;       XXX - Defines the type of file being used, can be DDS, TGA, PCX or others&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Frames:&#039;&#039;&#039;     XX  - Defines the number of Frames in the total (looping) animation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$FPS:&#039;&#039;&#039;        XX  - The Frame Per Second speed of the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This file should be saved in the textures folder of your project alongside the images themselves.&lt;br /&gt;
&lt;br /&gt;
==Lithium UnWrap==&lt;br /&gt;
&lt;br /&gt;
Lithium Unwrap is in my opinion, the best texturing program. It allows you to texture a model in one of two ways.&lt;br /&gt;
&lt;br /&gt;
Lets start with the [Tutorial Ship] Modeled by Max Sterling. (click name to go to a download area)&lt;br /&gt;
&lt;br /&gt;
*1. Open the file. File ----&amp;gt; Model ----&amp;gt; open&lt;br /&gt;
&lt;br /&gt;
*2. Here you see a jumbled mess of faces, first we want to assign these faces to a material. We do this so we can begin UV mapping our Uylesses.&lt;br /&gt;
&lt;br /&gt;
*3. Select all faces by clicking the arrow icon in the tool bar at top. Then drag a box around all faces you can see, if you can see only some faces or nothing at all, try zooming in or out by using the magnifying glass icon in the toolbar. Click and hold while moving your mouse up and down to zoom in or out.&lt;br /&gt;
&lt;br /&gt;
*4. After selecting the faces, a red box should show up around them. Now click materials ----&amp;gt; modify -----&amp;gt; Mat 0 ----&amp;gt; Assign ----&amp;gt; ok and close the menu. Now normally Lithium will create a material and assign all faces to it if you dont already have one, but its good to know this.&lt;br /&gt;
&lt;br /&gt;
*5. Now select material0 in the left hand column, expand materials by clicking the + if you have to.&lt;br /&gt;
&lt;br /&gt;
*6. Drag select all the faces again and now click Tools ----&amp;gt; Uv Mapping -----&amp;gt; Box mapping ----&amp;gt; ok&lt;br /&gt;
&lt;br /&gt;
*7. Now its slightly more organised but still a bit confusing if youe never used this before.&lt;br /&gt;
&lt;br /&gt;
someone else can continue this.&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=5986</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=5986"/>
		<updated>2006-05-28T02:01:42Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* Animated Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistant if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistantly crisp and consistant hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a varient of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
==Texture Types==&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-trans&#039;&#039;.xxx&#039;&#039;&#039; – This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as &#039;&#039;-shine&#039;&#039; or &#039;&#039;-glow&#039;&#039; map (for example &#039;&#039;&#039;TextureName&#039;&#039;-trans-glow&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
===Animated Textures===&lt;br /&gt;
Freespace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by Freespace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .eff file. This allows multiple single images to be chained together into an animated texture.&lt;br /&gt;
All .EFF image files must be in the same format, but can be in any format Freespace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.&lt;br /&gt;
Now simply create a new text file for your animated texture with the same Base name as your texture and a .EFF extension (in this case, RunningLights.EFF) and simply enter the following text.&lt;br /&gt;
&lt;br /&gt;
$Type:       XXX ; Defines the type of file being used, can be DDS, TGA, PCX or others&lt;br /&gt;
&lt;br /&gt;
$Frames:     XX  ; Defines the number of Frames in the total (looping) animation.&lt;br /&gt;
&lt;br /&gt;
$FPS:        XX  ; The Frame Per Second speed of the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This file should be saved in the textures folder of your project alongside the images themselves.&lt;br /&gt;
&lt;br /&gt;
==Lithium UnWrap==&lt;br /&gt;
&lt;br /&gt;
Lithium Unwrap is in my opinion, the best texturing program. It allows you to texture a model in one of two ways.&lt;br /&gt;
&lt;br /&gt;
Lets start with the [Tutorial Ship] Modeled by Max Sterling. (click name to go to a download area)&lt;br /&gt;
&lt;br /&gt;
*1. Open the file. File ----&amp;gt; Model ----&amp;gt; open&lt;br /&gt;
&lt;br /&gt;
*2. Here you see a jumbled mess of faces, first we want to assign these faces to a material. We do this so we can begin UV mapping our Uylesses.&lt;br /&gt;
&lt;br /&gt;
*3. Select all faces by clicking the arrow icon in the tool bar at top. Then drag a box around all faces you can see, if you can see only some faces or nothing at all, try zooming in or out by using the magnifying glass icon in the toolbar. Click and hold while moving your mouse up and down to zoom in or out.&lt;br /&gt;
&lt;br /&gt;
*4. After selecting the faces, a red box should show up around them. Now click materials ----&amp;gt; modify -----&amp;gt; Mat 0 ----&amp;gt; Assign ----&amp;gt; ok and close the menu. Now normally Lithium will create a material and assign all faces to it if you dont already have one, but its good to know this.&lt;br /&gt;
&lt;br /&gt;
*5. Now select material0 in the left hand column, expand materials by clicking the + if you have to.&lt;br /&gt;
&lt;br /&gt;
*6. Drag select all the faces again and now click Tools ----&amp;gt; Uv Mapping -----&amp;gt; Box mapping ----&amp;gt; ok&lt;br /&gt;
&lt;br /&gt;
*7. Now its slightly more organised but still a bit confusing if youe never used this before.&lt;br /&gt;
&lt;br /&gt;
someone else can continue this.&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=5985</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=5985"/>
		<updated>2006-05-28T02:00:43Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* Animated Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistant if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistantly crisp and consistant hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a varient of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
==Texture Types==&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-trans&#039;&#039;.xxx&#039;&#039;&#039; – This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as &#039;&#039;-shine&#039;&#039; or &#039;&#039;-glow&#039;&#039; map (for example &#039;&#039;&#039;TextureName&#039;&#039;-trans-glow&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
===Animated Textures===&lt;br /&gt;
Freespace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by Freespace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .eff file. This allows multiple single images to be chained together into an animated texture.&lt;br /&gt;
All .EFF image files must be in the same format, but can be in any format Freespace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.&lt;br /&gt;
Now simply create a new text file for your animated texture with the same Base name as your texture (in this case, RunningLights.EFF) and simply enter the following text.&lt;br /&gt;
&lt;br /&gt;
$Type:       XXX ; Defines the type of file being used, can be DDS, TGA, PCX or others&lt;br /&gt;
&lt;br /&gt;
$Frames:     XX  ; Defines the number of Frames in the total (looping) animation.&lt;br /&gt;
&lt;br /&gt;
$FPS:        XX  ; The Frame Per Second speed of the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This file should be saved in the textures folder of your project alongside the images themselves.&lt;br /&gt;
&lt;br /&gt;
==Lithium UnWrap==&lt;br /&gt;
&lt;br /&gt;
Lithium Unwrap is in my opinion, the best texturing program. It allows you to texture a model in one of two ways.&lt;br /&gt;
&lt;br /&gt;
Lets start with the [Tutorial Ship] Modeled by Max Sterling. (click name to go to a download area)&lt;br /&gt;
&lt;br /&gt;
*1. Open the file. File ----&amp;gt; Model ----&amp;gt; open&lt;br /&gt;
&lt;br /&gt;
*2. Here you see a jumbled mess of faces, first we want to assign these faces to a material. We do this so we can begin UV mapping our Uylesses.&lt;br /&gt;
&lt;br /&gt;
*3. Select all faces by clicking the arrow icon in the tool bar at top. Then drag a box around all faces you can see, if you can see only some faces or nothing at all, try zooming in or out by using the magnifying glass icon in the toolbar. Click and hold while moving your mouse up and down to zoom in or out.&lt;br /&gt;
&lt;br /&gt;
*4. After selecting the faces, a red box should show up around them. Now click materials ----&amp;gt; modify -----&amp;gt; Mat 0 ----&amp;gt; Assign ----&amp;gt; ok and close the menu. Now normally Lithium will create a material and assign all faces to it if you dont already have one, but its good to know this.&lt;br /&gt;
&lt;br /&gt;
*5. Now select material0 in the left hand column, expand materials by clicking the + if you have to.&lt;br /&gt;
&lt;br /&gt;
*6. Drag select all the faces again and now click Tools ----&amp;gt; Uv Mapping -----&amp;gt; Box mapping ----&amp;gt; ok&lt;br /&gt;
&lt;br /&gt;
*7. Now its slightly more organised but still a bit confusing if youe never used this before.&lt;br /&gt;
&lt;br /&gt;
someone else can continue this.&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=5984</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=5984"/>
		<updated>2006-05-28T02:00:29Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* Texture Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistant if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistantly crisp and consistant hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a varient of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
==Texture Types==&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-trans&#039;&#039;.xxx&#039;&#039;&#039; – This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as &#039;&#039;-shine&#039;&#039; or &#039;&#039;-glow&#039;&#039; map (for example &#039;&#039;&#039;TextureName&#039;&#039;-trans-glow&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
===Animated Textures===&lt;br /&gt;
Freespace 2 SCP also supports two kinds of animated file format. The first is the standard .ANI extension as used by Freespace Retail, you can convert these using the AniBuilder program from the Descent Tools package. The Second format is the new .eff file. This allows multiple single images to be chained together into an animated texture.&lt;br /&gt;
All .EFF image files must be in the same format, but can be in any format Freespace SCP supports, and must have an underscore and their Frame number added onto their name as a 4-digit number starting at 0000, for example RunningLights_0000.DDS, RunningLights_0001.DDS etc.&lt;br /&gt;
Now simply create a new text file for your animated texture with the same Base name as your texture (in this case, RunningLights.EFF) and simply enter the following text.&lt;br /&gt;
&lt;br /&gt;
$Type:       XXX ; Defines the type of file being used, can be DDS, TGA, PCX or others&lt;br /&gt;
$Frames:     XX  ; Defines the number of Frames in the total (looping) animation.&lt;br /&gt;
$FPS:        XX  ; The Frame Per Second speed of the animation.&lt;br /&gt;
&lt;br /&gt;
This file should be saved in the textures folder of your project alongside the images themselves.&lt;br /&gt;
&lt;br /&gt;
==Lithium UnWrap==&lt;br /&gt;
&lt;br /&gt;
Lithium Unwrap is in my opinion, the best texturing program. It allows you to texture a model in one of two ways.&lt;br /&gt;
&lt;br /&gt;
Lets start with the [Tutorial Ship] Modeled by Max Sterling. (click name to go to a download area)&lt;br /&gt;
&lt;br /&gt;
*1. Open the file. File ----&amp;gt; Model ----&amp;gt; open&lt;br /&gt;
&lt;br /&gt;
*2. Here you see a jumbled mess of faces, first we want to assign these faces to a material. We do this so we can begin UV mapping our Uylesses.&lt;br /&gt;
&lt;br /&gt;
*3. Select all faces by clicking the arrow icon in the tool bar at top. Then drag a box around all faces you can see, if you can see only some faces or nothing at all, try zooming in or out by using the magnifying glass icon in the toolbar. Click and hold while moving your mouse up and down to zoom in or out.&lt;br /&gt;
&lt;br /&gt;
*4. After selecting the faces, a red box should show up around them. Now click materials ----&amp;gt; modify -----&amp;gt; Mat 0 ----&amp;gt; Assign ----&amp;gt; ok and close the menu. Now normally Lithium will create a material and assign all faces to it if you dont already have one, but its good to know this.&lt;br /&gt;
&lt;br /&gt;
*5. Now select material0 in the left hand column, expand materials by clicking the + if you have to.&lt;br /&gt;
&lt;br /&gt;
*6. Drag select all the faces again and now click Tools ----&amp;gt; Uv Mapping -----&amp;gt; Box mapping ----&amp;gt; ok&lt;br /&gt;
&lt;br /&gt;
*7. Now its slightly more organised but still a bit confusing if youe never used this before.&lt;br /&gt;
&lt;br /&gt;
someone else can continue this.&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=5981</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=5981"/>
		<updated>2006-05-26T04:02:44Z</updated>

		<summary type="html">&lt;p&gt;Flipside: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistant if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistantly crisp and consistant hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a varient of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
==Texture Types==&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
==Lithium UnWrap==&lt;br /&gt;
&lt;br /&gt;
Lithium Unwrap is in my opinion, the best texturing program. It allows you to texture a model in one of two ways.&lt;br /&gt;
&lt;br /&gt;
Lets start with the [Tutorial Ship] Modeled by Max Sterling. (click name to go to a download area)&lt;br /&gt;
&lt;br /&gt;
*1. Open the file. File ----&amp;gt; Model ----&amp;gt; open&lt;br /&gt;
&lt;br /&gt;
*2. Here you see a jumbled mess of faces, first we want to assign these faces to a material. We do this so we can begin UV mapping our Uylesses.&lt;br /&gt;
&lt;br /&gt;
*3. Select all faces by clicking the arrow icon in the tool bar at top. Then drag a box around all faces you can see, if you can see only some faces or nothing at all, try zooming in or out by using the magnifying glass icon in the toolbar. Click and hold while moving your mouse up and down to zoom in or out.&lt;br /&gt;
&lt;br /&gt;
*4. After selecting the faces, a red box should show up around them. Now click materials ----&amp;gt; modify -----&amp;gt; Mat 0 ----&amp;gt; Assign ----&amp;gt; ok and close the menu. Now normally Lithium will create a material and assign all faces to it if you dont already have one, but its good to know this.&lt;br /&gt;
&lt;br /&gt;
*5. Now select material0 in the left hand column, expand materials by clicking the + if you have to.&lt;br /&gt;
&lt;br /&gt;
*6. Drag select all the faces again and now click Tools ----&amp;gt; Uv Mapping -----&amp;gt; Box mapping ----&amp;gt; ok&lt;br /&gt;
&lt;br /&gt;
*7. Now its slightly more organised but still a bit confusing if youe never used this before.&lt;br /&gt;
&lt;br /&gt;
someone else can continue this.&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=5980</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=5980"/>
		<updated>2006-05-26T04:02:11Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* SCP Team Recommendations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistant if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistantly crisp and consistant hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a varient of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
===Texture Types===&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
==Lithium UnWrap==&lt;br /&gt;
&lt;br /&gt;
Lithium Unwrap is in my opinion, the best texturing program. It allows you to texture a model in one of two ways.&lt;br /&gt;
&lt;br /&gt;
Lets start with the [Tutorial Ship] Modeled by Max Sterling. (click name to go to a download area)&lt;br /&gt;
&lt;br /&gt;
*1. Open the file. File ----&amp;gt; Model ----&amp;gt; open&lt;br /&gt;
&lt;br /&gt;
*2. Here you see a jumbled mess of faces, first we want to assign these faces to a material. We do this so we can begin UV mapping our Uylesses.&lt;br /&gt;
&lt;br /&gt;
*3. Select all faces by clicking the arrow icon in the tool bar at top. Then drag a box around all faces you can see, if you can see only some faces or nothing at all, try zooming in or out by using the magnifying glass icon in the toolbar. Click and hold while moving your mouse up and down to zoom in or out.&lt;br /&gt;
&lt;br /&gt;
*4. After selecting the faces, a red box should show up around them. Now click materials ----&amp;gt; modify -----&amp;gt; Mat 0 ----&amp;gt; Assign ----&amp;gt; ok and close the menu. Now normally Lithium will create a material and assign all faces to it if you dont already have one, but its good to know this.&lt;br /&gt;
&lt;br /&gt;
*5. Now select material0 in the left hand column, expand materials by clicking the + if you have to.&lt;br /&gt;
&lt;br /&gt;
*6. Drag select all the faces again and now click Tools ----&amp;gt; Uv Mapping -----&amp;gt; Box mapping ----&amp;gt; ok&lt;br /&gt;
&lt;br /&gt;
*7. Now its slightly more organised but still a bit confusing if youe never used this before.&lt;br /&gt;
&lt;br /&gt;
someone else can continue this.&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=5979</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=5979"/>
		<updated>2006-05-26T04:01:48Z</updated>

		<summary type="html">&lt;p&gt;Flipside: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistant if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistantly crisp and consistant hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a varient of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes. If you don&#039;t then the Engine will only wast memory by allocating space that is not used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
===Texture Types===&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later). Also, .PCX files are commonly found as they were the original format of Freepsace 2 Textures.&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
==Lithium UnWrap==&lt;br /&gt;
&lt;br /&gt;
Lithium Unwrap is in my opinion, the best texturing program. It allows you to texture a model in one of two ways.&lt;br /&gt;
&lt;br /&gt;
Lets start with the [Tutorial Ship] Modeled by Max Sterling. (click name to go to a download area)&lt;br /&gt;
&lt;br /&gt;
*1. Open the file. File ----&amp;gt; Model ----&amp;gt; open&lt;br /&gt;
&lt;br /&gt;
*2. Here you see a jumbled mess of faces, first we want to assign these faces to a material. We do this so we can begin UV mapping our Uylesses.&lt;br /&gt;
&lt;br /&gt;
*3. Select all faces by clicking the arrow icon in the tool bar at top. Then drag a box around all faces you can see, if you can see only some faces or nothing at all, try zooming in or out by using the magnifying glass icon in the toolbar. Click and hold while moving your mouse up and down to zoom in or out.&lt;br /&gt;
&lt;br /&gt;
*4. After selecting the faces, a red box should show up around them. Now click materials ----&amp;gt; modify -----&amp;gt; Mat 0 ----&amp;gt; Assign ----&amp;gt; ok and close the menu. Now normally Lithium will create a material and assign all faces to it if you dont already have one, but its good to know this.&lt;br /&gt;
&lt;br /&gt;
*5. Now select material0 in the left hand column, expand materials by clicking the + if you have to.&lt;br /&gt;
&lt;br /&gt;
*6. Drag select all the faces again and now click Tools ----&amp;gt; Uv Mapping -----&amp;gt; Box mapping ----&amp;gt; ok&lt;br /&gt;
&lt;br /&gt;
*7. Now its slightly more organised but still a bit confusing if youe never used this before.&lt;br /&gt;
&lt;br /&gt;
someone else can continue this.&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5978</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5978"/>
		<updated>2006-05-26T04:00:42Z</updated>

		<summary type="html">&lt;p&gt;Flipside: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
&lt;br /&gt;
==Limits and Guidelines for Model Making==&lt;br /&gt;
===SCP Team Recommendations===&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
===Polygon Counts===&lt;br /&gt;
&lt;br /&gt;
Whilst there is no fixed limit to the number of polygons you can use on a model, and opinions vary from person to person, the writer finds the following approximate Polygon counts a good guide to work by.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighters/Bombers&#039;&#039;&#039; -      Less than 2000 Polygons &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruisers/Freighters&#039;&#039;&#039; -   3000-6000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corvettes&#039;&#039;&#039; -             7000-9000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyers&#039;&#039;&#039; -            10000-12000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernauts&#039;&#039;&#039; -           12000 Polygons upwards&lt;br /&gt;
&lt;br /&gt;
Though this list should not, by any means, be used as a rule, different modders work to different guidelines.&lt;br /&gt;
&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Main Hull&#039;&#039;&#039; || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turrets&#039;&#039;&#039; || Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Subsystems&#039;&#039;&#039; || Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Debris&#039;&#039;&#039; || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LODS&#039;&#039;&#039; || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some Sub-Models can be further enhanced using the ships.tbl expansions such as [[Animation Code]]. Always bear in mind what you want your ship to do whilst you are modelling it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update ongoing by Flipside&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=5977</id>
		<title>Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Texturing&amp;diff=5977"/>
		<updated>2006-05-26T03:59:21Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* Choosing dimensions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
Properly texturing a model is perhaps one of the easiest aspects of modeling to actually do, but possibly the hardest to do well.  There are two types of texturing methods, tiling and mapping, each with its own distinct advantages and disadvantages.  I am not qualified to explain mapping (also called texture wrapping or unwrapping), as this is by far the more difficult of the two to do well.  This form of map is most commonly used on fighters, although some capships (many FS1 cruisers, as well as distinct ships like the Lucifer) make use of full mapping.  The advantage comes in a form-fitted map, that has each piece distinctly textured to reflect the designer&#039;s intentions as to what function each section should serve.  However, especially with the older 256x256 maps, large scale mapping can be blurry and inconsistant if extreme care is not given to the construction of a map.  Mapping a ship also requires you to be able to create techy maps in a photoshop-like program, and there really isn&#039;t an effective substitute.&lt;br /&gt;
&lt;br /&gt;
Texture tiling:  This method is simple, and (besides being the primary capital ship texturing method used by Volition) produces a consistantly crisp and consistant hull if applied correctly.  When constructing a model, the choice between mapping and tiling generally comes early; anything with large flat or gradually curved expanses can easily exceed the optimal resolution for wrapped textures and makes tiling extremely noticable.  As a general rule of thumb, don&#039;t create large expances of unbroken hull and you won&#039;t have this problem.  If you can&#039;t get around it, though, try to split the section into two or more horizontal or vertical sections that can be mapped with similar textures or otherwise find a way to break overly repeated textures up.  Using a varient of the same texture (such as ~C~Tile1 and ~C~Tile5 from the stock FS2 textures) can work really well here.  Once your model is ready to texture, you must provide UV coordinates for each polygon so that the game renderer knows how to display your textures.  I start out usually by applying a box UV map to the whole object, and then work from there.  This comes with the advantage of lining everything up for tiled textures, but can create some odd seaming effects around 45 degree facings.  I then go back and planar map (TS5) or unwrap (3ds Max) any parts that require special attention, such as engines, viewports, corners, etc. so that they fit the scheme I want.  I would advise against spherical, cylindrical, or shrinkwrap UV map options, as they tend to create unstable normals (in TS) and almost always create an unexpected &amp;quot;pole&amp;quot; effect around the ends which is difficult to rectify.  For a step-by-step walkthrough, I would strongly suggest taking your modeling program of choice and just playing with it.  See what you can come up with.  And that&#039;s all of the texture section until someone who is better at it than I am comes along and fixes this page up.&lt;br /&gt;
&lt;br /&gt;
==SCP Team Recommendations==&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes. If you don&#039;t then the Engine will only wast memory by allocating space that is not used.&lt;br /&gt;
&lt;br /&gt;
==Lithium UnWrap==&lt;br /&gt;
&lt;br /&gt;
Lithium Unwrap is in my opinion, the best texturing program. It allows you to texture a model in one of two ways.&lt;br /&gt;
&lt;br /&gt;
Lets start with the [Tutorial Ship] Modeled by Max Sterling. (click name to go to a download area)&lt;br /&gt;
&lt;br /&gt;
*1. Open the file. File ----&amp;gt; Model ----&amp;gt; open&lt;br /&gt;
&lt;br /&gt;
*2. Here you see a jumbled mess of faces, first we want to assign these faces to a material. We do this so we can begin UV mapping our Uylesses.&lt;br /&gt;
&lt;br /&gt;
*3. Select all faces by clicking the arrow icon in the tool bar at top. Then drag a box around all faces you can see, if you can see only some faces or nothing at all, try zooming in or out by using the magnifying glass icon in the toolbar. Click and hold while moving your mouse up and down to zoom in or out.&lt;br /&gt;
&lt;br /&gt;
*4. After selecting the faces, a red box should show up around them. Now click materials ----&amp;gt; modify -----&amp;gt; Mat 0 ----&amp;gt; Assign ----&amp;gt; ok and close the menu. Now normally Lithium will create a material and assign all faces to it if you dont already have one, but its good to know this.&lt;br /&gt;
&lt;br /&gt;
*5. Now select material0 in the left hand column, expand materials by clicking the + if you have to.&lt;br /&gt;
&lt;br /&gt;
*6. Drag select all the faces again and now click Tools ----&amp;gt; Uv Mapping -----&amp;gt; Box mapping ----&amp;gt; ok&lt;br /&gt;
&lt;br /&gt;
*7. Now its slightly more organised but still a bit confusing if youe never used this before.&lt;br /&gt;
&lt;br /&gt;
someone else can continue this.&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5976</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5976"/>
		<updated>2006-05-26T03:55:03Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* Polygon Counts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
&lt;br /&gt;
==Limits and Guidelines for Model Making==&lt;br /&gt;
===SCP Team Recommendations===&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
===Texture Types===&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later)&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
===Polygon Counts===&lt;br /&gt;
&lt;br /&gt;
Whilst there is no fixed limit to the number of polygons you can use on a model, and opinions vary from person to person, the writer finds the following approximate Polygon counts a good guide to work by.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighters/Bombers&#039;&#039;&#039; -      Less than 2000 Polygons &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruisers/Freighters&#039;&#039;&#039; -   3000-6000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corvettes&#039;&#039;&#039; -             7000-9000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyers&#039;&#039;&#039; -            10000-12000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernauts&#039;&#039;&#039; -           12000 Polygons upwards&lt;br /&gt;
&lt;br /&gt;
Though this list should not, by any means, be used as a rule, different modders work to different guidelines.&lt;br /&gt;
&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Main Hull&#039;&#039;&#039; || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turrets&#039;&#039;&#039; || Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Subsystems&#039;&#039;&#039; || Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Debris&#039;&#039;&#039; || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LODS&#039;&#039;&#039; || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some Sub-Models can be further enhanced using the ships.tbl expansions such as [[Animation Code]]. Always bear in mind what you want your ship to do whilst you are modelling it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update ongoing by Flipside&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5975</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5975"/>
		<updated>2006-05-26T03:52:29Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* SCP Team Recommendations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
&lt;br /&gt;
==Limits and Guidelines for Model Making==&lt;br /&gt;
===SCP Team Recommendations===&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
===Texture Types===&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later)&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
===Polygon Counts===&lt;br /&gt;
&lt;br /&gt;
Whilst there is no fixed limit to the number of polygons you can use on a model, and opinions vary from person to person, the writer finds the following approximate Polygon counts a good guide to work by.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighters/Bombers&#039;&#039;&#039; -      800-1200 Polygons &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruisers/Freighters&#039;&#039;&#039; -   3000-6000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corvettes&#039;&#039;&#039; -             7000-9000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyers&#039;&#039;&#039; -            10000-12000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernauts&#039;&#039;&#039; -           12000 Polygons upwards&lt;br /&gt;
&lt;br /&gt;
Though this list should not, by any means, be used as a rule, different modders work to different guidelines.&lt;br /&gt;
&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Main Hull&#039;&#039;&#039; || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turrets&#039;&#039;&#039; || Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Subsystems&#039;&#039;&#039; || Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Debris&#039;&#039;&#039; || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LODS&#039;&#039;&#039; || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some Sub-Models can be further enhanced using the ships.tbl expansions such as [[Animation Code]]. Always bear in mind what you want your ship to do whilst you are modelling it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update ongoing by Flipside&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5974</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5974"/>
		<updated>2006-05-26T03:50:12Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* Sub-Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
&lt;br /&gt;
==Limits and Guidelines for Model Making==&lt;br /&gt;
===SCP Team Recommendations===&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. With the new HT&amp;amp;L optimizations, I tend to use 3 main levels of detail on my ships, full detail, medium detail and low-detail. Remember that Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
===Texture Types===&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later)&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
===Polygon Counts===&lt;br /&gt;
&lt;br /&gt;
Whilst there is no fixed limit to the number of polygons you can use on a model, and opinions vary from person to person, the writer finds the following approximate Polygon counts a good guide to work by.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighters/Bombers&#039;&#039;&#039; -      800-1200 Polygons &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruisers/Freighters&#039;&#039;&#039; -   3000-6000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corvettes&#039;&#039;&#039; -             7000-9000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyers&#039;&#039;&#039; -            10000-12000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernauts&#039;&#039;&#039; -           12000 Polygons upwards&lt;br /&gt;
&lt;br /&gt;
Though this list should not, by any means, be used as a rule, different modders work to different guidelines.&lt;br /&gt;
&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Main Hull&#039;&#039;&#039; || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turrets&#039;&#039;&#039; || Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Subsystems&#039;&#039;&#039; || Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Debris&#039;&#039;&#039; || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LODS&#039;&#039;&#039; || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some Sub-Models can be further enhanced using the ships.tbl expansions such as [[Animation Code]]. Always bear in mind what you want your ship to do whilst you are modelling it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update ongoing by Flipside&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5973</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5973"/>
		<updated>2006-05-26T03:48:43Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* Sub-Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
&lt;br /&gt;
==Limits and Guidelines for Model Making==&lt;br /&gt;
===SCP Team Recommendations===&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. With the new HT&amp;amp;L optimizations, I tend to use 3 main levels of detail on my ships, full detail, medium detail and low-detail. Remember that Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
===Texture Types===&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later)&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
===Polygon Counts===&lt;br /&gt;
&lt;br /&gt;
Whilst there is no fixed limit to the number of polygons you can use on a model, and opinions vary from person to person, the writer finds the following approximate Polygon counts a good guide to work by.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighters/Bombers&#039;&#039;&#039; -      800-1200 Polygons &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruisers/Freighters&#039;&#039;&#039; -   3000-6000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corvettes&#039;&#039;&#039; -             7000-9000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyers&#039;&#039;&#039; -            10000-12000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernauts&#039;&#039;&#039; -           12000 Polygons upwards&lt;br /&gt;
&lt;br /&gt;
Though this list should not, by any means, be used as a rule, different modders work to different guidelines.&lt;br /&gt;
&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Main Hull&#039;&#039;&#039; || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turrets&#039;&#039;&#039; || Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Subsystems&#039;&#039;&#039; || Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Debris&#039;&#039;&#039; || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LODS&#039;&#039;&#039; || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some Sub-Models can be further enhanced using the ships.tbl expansions such as [[Animation Code]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update ongoing by Flipside&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5972</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5972"/>
		<updated>2006-05-26T03:30:03Z</updated>

		<summary type="html">&lt;p&gt;Flipside: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
&lt;br /&gt;
==Limits and Guidelines for Model Making==&lt;br /&gt;
===SCP Team Recommendations===&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. With the new HT&amp;amp;L optimizations, I tend to use 3 main levels of detail on my ships, full detail, medium detail and low-detail. Remember that Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
===Texture Types===&lt;br /&gt;
Freespace 2 SCP uses mostly .DDS and .TGA format images. These can also be linked together to form animated maps (see later)&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
===Polygon Counts===&lt;br /&gt;
&lt;br /&gt;
Whilst there is no fixed limit to the number of polygons you can use on a model, and opinions vary from person to person, the writer finds the following approximate Polygon counts a good guide to work by.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighters/Bombers&#039;&#039;&#039; -      800-1200 Polygons &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruisers/Freighters&#039;&#039;&#039; -   3000-6000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corvettes&#039;&#039;&#039; -             7000-9000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyers&#039;&#039;&#039; -            10000-12000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernauts&#039;&#039;&#039; -           12000 Polygons upwards&lt;br /&gt;
&lt;br /&gt;
Though this list should not, by any means, be used as a rule, different modders work to different guidelines.&lt;br /&gt;
&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Main Hull&#039;&#039;&#039; || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turrets&#039;&#039;&#039; || Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Subsystems&#039;&#039;&#039; || Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Debris&#039;&#039;&#039; || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LODS&#039;&#039;&#039; || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update ongoing by Flipside&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5971</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5971"/>
		<updated>2006-05-26T03:25:36Z</updated>

		<summary type="html">&lt;p&gt;Flipside: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
&lt;br /&gt;
==Limits and Guidelines for Model Making==&lt;br /&gt;
===SCP Team Recommendations===&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. With the new HT&amp;amp;L optimizations, I tend to use 3 main levels of detail on my ships, full detail, medium detail and low-detail. Remember that Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
===Polygon Counts===&lt;br /&gt;
&lt;br /&gt;
Whilst there is no fixed limit to the number of polygons you can use on a model, and opinions vary from person to person, the writer finds the following approximate Polygon counts a good guide to work by.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighters/Bombers&#039;&#039;&#039; -      800-1200 Polygons &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruisers/Freighters&#039;&#039;&#039; -   3000-6000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corvettes&#039;&#039;&#039; -             7000-9000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyers&#039;&#039;&#039; -            10000-12000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernauts&#039;&#039;&#039; -           12000 Polygons upwards&lt;br /&gt;
&lt;br /&gt;
Though this list should not, by any means, be used as a rule, different modders work to different guidelines.&lt;br /&gt;
&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Main Hull&#039;&#039;&#039; || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turrets&#039;&#039;&#039; || Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Subsystems&#039;&#039;&#039; || Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Debris&#039;&#039;&#039; || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LODS&#039;&#039;&#039; || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update ongoing by Flipside&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5970</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5970"/>
		<updated>2006-05-26T03:21:09Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* Texture naming conventions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
&lt;br /&gt;
==Limits and Guidelines for Model Making==&lt;br /&gt;
===SCP Team Recommendations===&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. With the new HT&amp;amp;L optimizations, I tend to use 3 main levels of detail on my ships, full detail, medium detail and low-detail. Remember that Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName.xxx&#039;&#039;&#039; – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-glow&#039;&#039;.xxx&#039;&#039;&#039; – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextureName&#039;&#039;-shine&#039;&#039;.xxx&#039;&#039;&#039; – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
===Polygon Counts===&lt;br /&gt;
&lt;br /&gt;
Whilst there is no fixed limit to the number of polygons you can use on a model, and opinions vary from person to person, the writer finds the following approximate Polygon counts a good guide to work by.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighters/Bombers&#039;&#039;&#039; -      800-1200 Polygons &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruisers/Freighters&#039;&#039;&#039; -   3000-6000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corvettes&#039;&#039;&#039; -             7000-9000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyers&#039;&#039;&#039; -            10000-12000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernauts&#039;&#039;&#039; -           12000 Polygons upwards&lt;br /&gt;
&lt;br /&gt;
Though this list should not, by any means, be used as a rule, different modders work to different guidelines.&lt;br /&gt;
&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Main Hull&#039;&#039;&#039; || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turrets&#039;&#039;&#039; || Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Subsystems&#039;&#039;&#039; || Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Debris&#039;&#039;&#039; || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LODS&#039;&#039;&#039; || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5969</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5969"/>
		<updated>2006-05-26T03:20:47Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* Polygon Counts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
&lt;br /&gt;
==Limits and Guidelines for Model Making==&lt;br /&gt;
===SCP Team Recommendations===&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. With the new HT&amp;amp;L optimizations, I tend to use 3 main levels of detail on my ships, full detail, medium detail and low-detail. Remember that Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
TextureName.xxx – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
TextureName&#039;&#039;-glow&#039;&#039;.xxx – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&lt;br /&gt;
TextureName&#039;&#039;-shine&#039;&#039;.xxx – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
===Polygon Counts===&lt;br /&gt;
&lt;br /&gt;
Whilst there is no fixed limit to the number of polygons you can use on a model, and opinions vary from person to person, the writer finds the following approximate Polygon counts a good guide to work by.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighters/Bombers&#039;&#039;&#039; -      800-1200 Polygons &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruisers/Freighters&#039;&#039;&#039; -   3000-6000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corvettes&#039;&#039;&#039; -             7000-9000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyers&#039;&#039;&#039; -            10000-12000 Polygons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernauts&#039;&#039;&#039; -           12000 Polygons upwards&lt;br /&gt;
&lt;br /&gt;
Though this list should not, by any means, be used as a rule, different modders work to different guidelines.&lt;br /&gt;
&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Main Hull&#039;&#039;&#039; || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turrets&#039;&#039;&#039; || Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Subsystems&#039;&#039;&#039; || Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Debris&#039;&#039;&#039; || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LODS&#039;&#039;&#039; || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5968</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5968"/>
		<updated>2006-05-26T03:20:16Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* Polygon Counts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
&lt;br /&gt;
==Limits and Guidelines for Model Making==&lt;br /&gt;
===SCP Team Recommendations===&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. With the new HT&amp;amp;L optimizations, I tend to use 3 main levels of detail on my ships, full detail, medium detail and low-detail. Remember that Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
TextureName.xxx – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
TextureName&#039;&#039;-glow&#039;&#039;.xxx – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&lt;br /&gt;
TextureName&#039;&#039;-shine&#039;&#039;.xxx – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
===Polygon Counts===&lt;br /&gt;
&lt;br /&gt;
Whilst there is no fixed limit to the number of polygons you can use on a model, and opinions vary from person to person, the writer finds the following approximate Polygon counts a good guide to work by.&lt;br /&gt;
&lt;br /&gt;
Fighters/Bombers -      800-1200 Polygons &lt;br /&gt;
&lt;br /&gt;
Cruisers/Freighters -   3000-6000 Polygons&lt;br /&gt;
&lt;br /&gt;
Corvettes -             7000-9000 Polygons&lt;br /&gt;
&lt;br /&gt;
Destroyers -            10000-12000 Polygons&lt;br /&gt;
&lt;br /&gt;
Juggernauts -           12000 Polygons upwards&lt;br /&gt;
&lt;br /&gt;
Though this list should not, by any means, be used as a rule, different modders work to different guidelines.&lt;br /&gt;
&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Main Hull&#039;&#039;&#039; || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turrets&#039;&#039;&#039; || Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Subsystems&#039;&#039;&#039; || Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Debris&#039;&#039;&#039; || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LODS&#039;&#039;&#039; || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5967</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5967"/>
		<updated>2006-05-26T03:18:22Z</updated>

		<summary type="html">&lt;p&gt;Flipside: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
&lt;br /&gt;
==Limits and Guidelines for Model Making==&lt;br /&gt;
===SCP Team Recommendations===&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. With the new HT&amp;amp;L optimizations, I tend to use 3 main levels of detail on my ships, full detail, medium detail and low-detail. Remember that Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
TextureName.xxx – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
TextureName&#039;&#039;-glow&#039;&#039;.xxx – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&lt;br /&gt;
TextureName&#039;&#039;-shine&#039;&#039;.xxx – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
===Polygon Counts===&lt;br /&gt;
&lt;br /&gt;
Whilst there is no fixed limit to the number of polygons you can use on a model, and opinions vary from person to person, the writer finds the following approximate Polygon counts a good guide to work by.&lt;br /&gt;
&lt;br /&gt;
Fighters/Bombers -      800-1200 Polygons&lt;br /&gt;
Cruisers/Freighters -   3000-6000 Polygons&lt;br /&gt;
Corvettes -             7000-9000 Polygons&lt;br /&gt;
Destroyers -            10000-12000 Polygons&lt;br /&gt;
Juggernauts -           12000 Polygons upwards&lt;br /&gt;
&lt;br /&gt;
Though this list should not, by any means, be used as a rule, different modders work to different guidelines.&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Main Hull&#039;&#039;&#039; || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turrets&#039;&#039;&#039; || Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Subsystems&#039;&#039;&#039; || Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Debris&#039;&#039;&#039; || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LODS&#039;&#039;&#039; || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5966</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5966"/>
		<updated>2006-05-26T03:12:08Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* Texture naming conventions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
&lt;br /&gt;
==Limits and Guidelines for Model Making==&lt;br /&gt;
===SCP Team Recommendations===&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. With the new HT&amp;amp;L optimizations, I tend to use 3 main levels of detail on my ships, full detail, medium detail and low-detail. Remember that Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
TextureName.xxx – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
&lt;br /&gt;
TextureName&#039;&#039;-glow&#039;&#039;.xxx – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
&lt;br /&gt;
TextureName&#039;&#039;-shine&#039;&#039;.xxx – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Main Hull&#039;&#039;&#039; || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turrets&#039;&#039;&#039; || Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Subsystems&#039;&#039;&#039; || Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Debris&#039;&#039;&#039; || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LODS&#039;&#039;&#039; || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5965</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5965"/>
		<updated>2006-05-26T03:11:34Z</updated>

		<summary type="html">&lt;p&gt;Flipside: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
&lt;br /&gt;
==Limits and Guidelines for Model Making==&lt;br /&gt;
===SCP Team Recommendations===&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. With the new HT&amp;amp;L optimizations, I tend to use 3 main levels of detail on my ships, full detail, medium detail and low-detail. Remember that Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
===Texture naming conventions===&lt;br /&gt;
Whilst the textures on your models can be called anything, there are certain naming conventions in creating effects textures such as glow-maps or specularity, basically the naming convention works as follows.&lt;br /&gt;
&lt;br /&gt;
TextureName.xxx – This is the colour map for the material. It should be mapped out to the models UV Map. This can use an alpha map for transparency.&lt;br /&gt;
TextureName&#039;&#039;-glow&#039;&#039;.xxx – This is the glow map for the model. It simulates the effect of ‘portholes’ or other glowing part of the ship. Using the same UV Map, and a black background, make any flat lighting effects you want on the ship on this texture. These are different from Glow-points, which are points on the model and are covered later.&lt;br /&gt;
TextureName&#039;&#039;-shine&#039;&#039;.xxx – This is the Specular map of the model, once again using the UV’s for the model, colour in all the parts of the surface which are metallic, using whatever colour you want the shininess to be. The brighter the colour, the shinier it will be.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Shine maps can also have an alpha map. This alpha map is used to define the level of ‘reflection’ when environment mapping is operating.&lt;br /&gt;
&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Main Hull&#039;&#039;&#039; || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turrets&#039;&#039;&#039; || Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Subsystems&#039;&#039;&#039; || Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Debris&#039;&#039;&#039; || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LODS&#039;&#039;&#039; || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5964</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5964"/>
		<updated>2006-05-26T03:09:20Z</updated>

		<summary type="html">&lt;p&gt;Flipside: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
&lt;br /&gt;
==Limits and Guidelines for Model Making==&lt;br /&gt;
===SCP Team Recommendations===&lt;br /&gt;
The new HT&amp;amp;L feature of Freespace 2 SCP has allowed a vast increase in the number of polygons that can be displayed at any one time, however, in order to keep gameplay smooth, the SCP team recommends the following rules when making models for use in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Textures :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 : Use as few textures per model as is possible, optimization is the key, for fighters and bombers you should only need a single 512 x 512 map for the model. Capital ships can use more textures, but the less textures and the less memory they take up, the better.&lt;br /&gt;
&lt;br /&gt;
2 : Unless it is absolutely vital, use the .DDS format for storing your images. These format files are compressed and are automatically decompressed by your video hardware, so they take up far less memory, thus improving performance. Freespace 2 also supports .TGA format files, but these should only be used where .DDS files are causing noticeable compression errors on your texture (this can happen most noticeably with semi-transparent textures.&lt;br /&gt;
&lt;br /&gt;
3 : For highly detailed ships, it is better, from a memory point of view, to use one large texture than several smaller ones.&lt;br /&gt;
&lt;br /&gt;
4 : ALWAYS use texture sizes that are a power of 2, i.e. 256, 512, 1024 or, at most, 2048. You can have different ratios, such as 512x256, but always use these sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Models :-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that any Level of Detail models are going to be stored in memory, so use them sensibly. With the new HT&amp;amp;L optimizations, I tend to use 3 main levels of detail on my ships, full detail, medium detail and low-detail. Remember that Freespace SCP now uses Mipmap technology, so you no longer need to create LOD’s for the textures, an old requirement of Freespace 2 modding. Whilst polygon count does not have as dramatic effect on performance as texture size does, it is, as always, best to optimize where possible.&lt;br /&gt;
&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Main Hull&#039;&#039;&#039; || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turrets&#039;&#039;&#039; || Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Subsystems&#039;&#039;&#039; || Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Debris&#039;&#039;&#039; || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LODS&#039;&#039;&#039; || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5963</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5963"/>
		<updated>2006-05-26T03:07:17Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* Sub-Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Main Hull&#039;&#039;&#039; || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Turrets&#039;&#039;&#039; || Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Subsystems&#039;&#039;&#039; || Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Debris&#039;&#039;&#039; || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LODS&#039;&#039;&#039; || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5962</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5962"/>
		<updated>2006-05-26T03:06:52Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* Sub-Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;Main Hull&#039;&#039; || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Turrets&#039;&#039; || Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Subsystems&#039;&#039; || Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Debris&#039;&#039; || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;LODS&#039;&#039; || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5961</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5961"/>
		<updated>2006-05-26T03:01:25Z</updated>

		<summary type="html">&lt;p&gt;Flipside: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Main Hull || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| Turrets || Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|-&lt;br /&gt;
| Subsystems || Destroyable sub-objects or any other eye-candy. These have the widest range of uses and feature in more advanced features. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
|-&lt;br /&gt;
| Debris || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
|-&lt;br /&gt;
| LODS || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5960</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5960"/>
		<updated>2006-05-26T02:59:56Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* Sub-Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Main Hull || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| Turrets || Any static or rotating turrets, rotating turrets need 2 sub-models.&lt;br /&gt;
Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
| Subsystems || Destroyable sub-objects or any other eye-candy.&lt;br /&gt;
Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
| Debris || The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
| LODS || The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5959</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5959"/>
		<updated>2006-05-26T02:58:01Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* Sub-Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Main Hull || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. &lt;br /&gt;
|-&lt;br /&gt;
| Turrets || Any static or rotating turrets, rotating turrets need 2 sub-models.&lt;br /&gt;
Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, I use Turret01-base and Turret01-arm etc.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5958</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5958"/>
		<updated>2006-05-26T02:53:22Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* Sub-Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Main Hull | | The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. |&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5957</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5957"/>
		<updated>2006-05-26T02:52:54Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* Sub-Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Main Hull || The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. |&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5956</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5956"/>
		<updated>2006-05-26T02:47:27Z</updated>

		<summary type="html">&lt;p&gt;Flipside: /* Sub-Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are at least one individual sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
{`&lt;br /&gt;
` Main Hull `` The main &#039;Body&#039; of the ship, will only explode when the ship is destroyed. `&lt;br /&gt;
`}&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5955</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5955"/>
		<updated>2006-05-26T02:41:25Z</updated>

		<summary type="html">&lt;p&gt;Flipside: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are sub-onjects are :-&lt;br /&gt;
&lt;br /&gt;
[b]MAIN HULL[/b] - The ‘Body’ of the ship, will only explode when ship is destroyed. This can actually be multiple sub-objects as long as they are placed correctly in the hierarchy (more on this later)&lt;br /&gt;
&lt;br /&gt;
[b]TURRETS[/b] - Any static or rotating turrets, rotating turrets need 2 sub-models. Different sub-object for each turret, e.g. Turret01, Turret02 etc. In the case of rotating turrets, normally Turret01-base and Turret01-arm etc.&lt;br /&gt;
&lt;br /&gt;
[b]SUBSYSTEMS[/b] - Destroyable sub-objects or any other eye-candy. Different sub-object for each sub-system e.g. Radar01, Reactor01 etc.&lt;br /&gt;
&lt;br /&gt;
[b]DEBRIS[/b] - The wreckage of the ship released after it is destroyed. Different sub-object for each item of Debris, e.g. Debris01, Debris02 etc.&lt;br /&gt;
&lt;br /&gt;
[b]LODS[/b] - The Level Of Detail models for the main Hull and for so-desired Turrets and/or Subsystems.&lt;br /&gt;
&lt;br /&gt;
[b]OTHER SUBMODELS[/b] - This is mostly new features added by the SCP team, things such as Glass on cockpits, animated sub-models, detail boxes etc. These will be covered later.&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5954</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5954"/>
		<updated>2006-05-26T02:34:55Z</updated>

		<summary type="html">&lt;p&gt;Flipside: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are sub-onjects are :-&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5953</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5953"/>
		<updated>2006-05-26T02:34:27Z</updated>

		<summary type="html">&lt;p&gt;Flipside: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
==Sub-Objects==&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are sub-models are :-&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5952</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5952"/>
		<updated>2006-05-26T02:32:03Z</updated>

		<summary type="html">&lt;p&gt;Flipside: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
The community currently uses a wide range of modelling programs, from Blender to Lightwave to 3D Studio Max and others. Converters to the .POF format, as used by Freespace 2 is available via a plug in for 3D Studio Max or via the Pof Construction Suite program for .cob (Truespace) files. Any models to be made need to be converted to one of these two formats.&lt;br /&gt;
&lt;br /&gt;
The first thing that needs to be understood about Freespace models is the hierarchy they need to be placed in to make sure that conversion is a success. Each Freespace model is made up of several sub models (which can also use more than one material each) or groups. How these groups are arranged will directly affect how the final model works in-game. Don’t panic, it’s not as scary as it sounds.&lt;br /&gt;
&lt;br /&gt;
The most important parts of your ship you need to make sure are sub-models are :-&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5951</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5951"/>
		<updated>2006-05-25T17:09:44Z</updated>

		<summary type="html">&lt;p&gt;Flipside: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
&amp;lt;i&amp;gt;What modelling program(s) do the community use? &amp;lt;/i&amp;gt;&lt;br /&gt;
See [[#Programs]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Which one do you recommend?&amp;lt;/i&amp;gt;&lt;br /&gt;
It depends on which program do you get used to the best. You may try as many as you can, so you could see which one better fits your preferences. Some say [[TrueSpace]] is simple but sometimes annoying. What is sure you will need it to set the hierarchy using this program.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;i&amp;gt;What does a FreeSpace model consist of? &amp;lt;/i&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Your FreeSpace model must have one main body, which is basically the ship itself, other subobjects must be turrets or radar dishes. Your model must consist of at least two subobjects, which must be grouped together. If your model consists of only one subobject, you can add a local light and group the two. &amp;lt;br&amp;gt;&lt;br /&gt;
A turret and a radar dish has to grouped together, too. See [[#Default Hierarchy]].&lt;br /&gt;
&lt;br /&gt;
==Default Hierarchy==&lt;br /&gt;
===One-part turret===&lt;br /&gt;
A one-part turret is basically only one subobject, with a local light grouped to the turret mesh. The local light is the point where the weapon projectile will appear when the turret fires, so set it to an ideal place. &amp;lt;br&amp;gt;&lt;br /&gt;
http://freespaceserver.cjb.net/topace/wiki/turrethrc.jpg&lt;br /&gt;
===Multi-part turret===&lt;br /&gt;
Multi-part turrets are hard to do for the first sight, but in realty, you won&#039;t find it difficult if you follow each step exactly and precisely.&lt;br /&gt;
First, draw the turret, with the barrels. Set everything into its prefered condition, then set the angle of the turret base, then move it to the bottom of the turret base. Then do the same with all the barrels(set the axes&#039; position to the bottom of each barrel). Only after you have set all the axes to the appropriate position, you can glue the parts, accordingly to the image. &amp;lt;br&amp;gt;&lt;br /&gt;
http://freespaceserver.cjb.net/topace/wiki/mparthrc.jpg&lt;br /&gt;
===Radar dish===&lt;br /&gt;
Radar Dishes are rotating sub-models on large capital ships which will permanently rotate unless the subsystem is destroyed. They are one of Freespace&#039;s many eye-candy features.&lt;br /&gt;
===Level of Distance (LOD)===&lt;br /&gt;
Level of Distance (or Detail) models are progressively lower polygon versions of the same model which are used at increasing distances. This mean that when a model is only a tiny &#039;dot&#039; in the background, the game engine is only rendering a few polygons for it instead of trying to compute values for the highest-detail model every frame. LOD levels are created during the modelling stage alongside the main model and converted into the Freespace 2 .POF format files by programs such as Pof Construction Suite. A Ship does not have to have LODS, however, not having them can cause a performance hit. especially for larger ships. It is sometimes useful just to work with getting the main model working in game before adding these.&lt;br /&gt;
http://freespaceserver.cjb.net/topace/wiki/lodhrc.jpg&lt;br /&gt;
===Debris===&lt;br /&gt;
Debris are part of the .pof file and are created along with the main model. They consist, as the name suggests, of the remains of the ship which will fly out from the explosion when that ship is destroyed. Debris, like LODS, are not essential to making the ship perform correctly in game, but are an effective form of eye-candy.&lt;br /&gt;
=Typical mistakes=&lt;br /&gt;
&lt;br /&gt;
=Programs=&lt;br /&gt;
[[Caligari TrueSpace]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[3D Studio Max]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[GMax]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Rhino 3D]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Blender]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Tutorials=&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5950</id>
		<title>Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modelling&amp;diff=5950"/>
		<updated>2006-05-25T17:04:29Z</updated>

		<summary type="html">&lt;p&gt;Flipside: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modelling basics=&lt;br /&gt;
&amp;lt;i&amp;gt;What modelling program(s) do the community use? &amp;lt;/i&amp;gt;&lt;br /&gt;
See [[#Programs]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Which one do you recommend?&amp;lt;/i&amp;gt;&lt;br /&gt;
It depends on which program do you get used to the best. You may try as many as you can, so you could see which one better fits your preferences. Some say [[TrueSpace]] is simple but sometimes annoying. What is sure you will need it to set the hierarchy using this program.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;i&amp;gt;What does a FreeSpace model consist of? &amp;lt;/i&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Your FreeSpace model must have one main body, which is basically the ship itself, other subobjects must be turrets or radar dishes. Your model must consist of at least two subobjects, which must be grouped together. If your model consists of only one subobject, you can add a local light and group the two. &amp;lt;br&amp;gt;&lt;br /&gt;
A turret and a radar dish has to grouped together, too. See [[#Default Hierarchy]].&lt;br /&gt;
&lt;br /&gt;
==Default Hierarchy==&lt;br /&gt;
===One-part turret===&lt;br /&gt;
A one-part turret is basically only one subobject, with a local light grouped to the turret mesh. The local light is the point where the weapon projectile will appear when the turret fires, so set it to an ideal place. &amp;lt;br&amp;gt;&lt;br /&gt;
http://freespaceserver.cjb.net/topace/wiki/turrethrc.jpg&lt;br /&gt;
===Multi-part turret===&lt;br /&gt;
Multi-part turrets are hard to do for the first sight, but in realty, you won&#039;t find it difficult if you follow each step exactly and precisely.&lt;br /&gt;
First, draw the turret, with the barrels. Set everything into its prefered condition, then set the angle of the turret base, then move it to the bottom of the turret base. Then do the same with all the barrels(set the axes&#039; position to the bottom of each barrel). Only after you have set all the axes to the appropriate position, you can glue the parts, accordingly to the image. &amp;lt;br&amp;gt;&lt;br /&gt;
http://freespaceserver.cjb.net/topace/wiki/mparthrc.jpg&lt;br /&gt;
===Radar dish===&lt;br /&gt;
Radar Dishes are rotating sub-models on large capital ships which will permanently rotate unless the subsystem is destroyed. They are one of Freespace&#039;s many eye-candy features.&lt;br /&gt;
===Level of Distance (LOD)===&lt;br /&gt;
Level of Distance (or Detail) models are progressively lower polygon versions of the same model which are used at increasing distances. This mean that when a model is only a tiny &#039;dot&#039; in the background, the game engine is only rendering a few polygons for it instead of trying to compute values for the highest-detail model every frame. LOD levels are created during the modelling stage alongside the main model and converted into the Freespace 2 .POF format files by programs such as Pof Construction Suite.&lt;br /&gt;
http://freespaceserver.cjb.net/topace/wiki/lodhrc.jpg&lt;br /&gt;
===Debris===&lt;br /&gt;
&lt;br /&gt;
=Typical mistakes=&lt;br /&gt;
&lt;br /&gt;
=Programs=&lt;br /&gt;
[[Caligari TrueSpace]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[3D Studio Max]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[GMax]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Rhino 3D]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Blender]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Tutorials=&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Flipside</name></author>
	</entry>
</feed>