<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.hard-light.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=KewlToyZ</id>
	<title>FreeSpace Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hard-light.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=KewlToyZ"/>
	<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php/Special:Contributions/KewlToyZ"/>
	<updated>2026-11-15T11:19:03Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.9</generator>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Model_files&amp;diff=18975</id>
		<title>Model files</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Model_files&amp;diff=18975"/>
		<updated>2008-09-27T18:56:46Z</updated>

		<summary type="html">&lt;p&gt;KewlToyZ: /* IBX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IBX==&lt;br /&gt;
The *.IBX filetype caches 3D model information. It is stored in the data/cache folder of the main game or the mod folder that you have selected (in SCP). It&#039;s recommended that you include the relevant *.IBX files with any campaign you release with modded ships, as this will save the user a bit time. IBX files are automatically created by your models by placing the POF into a mission and running FS2O.&lt;br /&gt;
&lt;br /&gt;
==POF==&lt;br /&gt;
*.POF files are used to hold model data.&lt;br /&gt;
The following properties are held in a POF file: (alphabetical order)&lt;br /&gt;
*Central point of the model&lt;br /&gt;
*Docking points&lt;br /&gt;
*Heading&lt;br /&gt;
*Paths&lt;br /&gt;
*Squadron logo location&lt;br /&gt;
*Subobject behaviour, radars, debris, LODs&lt;br /&gt;
*Subsystem locations, their radii and naming&lt;br /&gt;
*Thruster locations and radii&lt;br /&gt;
*Turret fire points and normals&lt;br /&gt;
&lt;br /&gt;
.POF files can be made using [[Truespace]] and the [[PCS]] kit. Truespace can be used to create a 3D .COB file; the dock point, turret fire point, etc. information listed above can be added using PCS, allowing you to export the model from COB to POF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:File Types]]&lt;/div&gt;</summary>
		<author><name>KewlToyZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Source_Code_Reference&amp;diff=15737</id>
		<title>Source Code Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Source_Code_Reference&amp;diff=15737"/>
		<updated>2008-03-28T05:41:29Z</updated>

		<summary type="html">&lt;p&gt;KewlToyZ: /* Alphabetical view */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== External libraries ==&lt;br /&gt;
&lt;br /&gt;
Freespace2 relies on the following libraries, which are included in the source tree:&lt;br /&gt;
* lua: LUA Scripting language&lt;br /&gt;
* libjpeg: Jpeg library&lt;br /&gt;
* oggvorbis: Ogg Vorbis sound library&lt;br /&gt;
* dx8sdk: DirectX 8 SDK&lt;br /&gt;
* dx9sdk: DirectX 9 SDK&lt;br /&gt;
&lt;br /&gt;
See msdn.microsoft.com for discussion of the DirectX libraries. For the other libraries, look in the README files for more info&lt;br /&gt;
&lt;br /&gt;
== Freespace2 Source Code ==&lt;br /&gt;
&lt;br /&gt;
The root also contains the actual Freespace2 code, in the code/ directory. The Freespace2 source code consists in several components, each of which is kept in a separate subdirectory. These components are listed below, from different views.&lt;br /&gt;
&lt;br /&gt;
=== Alphabetical view ===&lt;br /&gt;
&lt;br /&gt;
* [[Source ai|ai]] (Computer AI)&lt;br /&gt;
* [[Source anim|anim]] (Displaying .ani animated bitmaps)&lt;br /&gt;
* asteroid (Handle asteroids - movement, collisions, creating smaller asteriods when larger ones are blown up etc.)&lt;br /&gt;
* autopilot (Handles autopilot control - where if there are no enemies, travelling a long distance etc. control is temporarily switched to the computer)&lt;br /&gt;
* [[Source bmpman|bmpman]] (Manage 2d graphics files, such as .bmp, .tga, .jpg etc.)&lt;br /&gt;
* camera (???)&lt;br /&gt;
* cfile (File/directory management routines including .VP file handling that are OS independent eg. handles differences between Linux &amp;amp; Windows)&lt;br /&gt;
* cmdline (Handles command line switches, such as -mipmap etc.)&lt;br /&gt;
* cmeasure (Handles countermeasures - flares that the player &amp;amp; AI can drop to disrupt missiles)&lt;br /&gt;
* controlconfig (Configures keyboard/mouse/joystick controls)&lt;br /&gt;
* cutscene (Handles cutscene viewing)&lt;br /&gt;
* [[Source ddsutils|ddsutils]] (Handles compressed textures for 3d graphics cards that support it)&lt;br /&gt;
* debris (Creates &amp;amp; handles flying debris from exploding ships)&lt;br /&gt;
* debugconsole (Handles debugging console and file)&lt;br /&gt;
* decals (Adds support for painting decals - small 2d textures - onto ships etc.)&lt;br /&gt;
* demo (Allows you to save &amp;amp; playback games to show as demos)&lt;br /&gt;
* directx (Specific includes for the Microsoft DirectX library - Windows only)&lt;br /&gt;
* exceptionhandler (Deals with crashes, saving stack trace, system info etc.)&lt;br /&gt;
* fireball (Displays &amp;amp; handles fireballs and warping effects)&lt;br /&gt;
* freespace2 (Main code - handles engine initialisation, loading resources, plus windows resources like icons &amp;amp; dialog boxes)&lt;br /&gt;
* fs2open_pxo (Network code)&lt;br /&gt;
* gamehelp (Displays context sensitive help text)&lt;br /&gt;
* gamesequence (Handles progression of events during a campaign, such as entering a mission, showing credits etc.)&lt;br /&gt;
* gamesnd (Handles sounds &amp;amp; music)&lt;br /&gt;
* globalincs (Basic global constants &amp;amp; definitions, eg. version, colours)&lt;br /&gt;
* [[Source graphics|graphics]] (Low-level wrapper for all 2d &amp;amp; 3d graphics that handles different display engines (DirectX, OpenGL etc)&lt;br /&gt;
* hud (Handles the HUD - all the 2d cockpit graphics that the player can see eg. radar, ammo, escort list, sqaud etc)&lt;br /&gt;
* iff_defs (Handles traitor ships???)&lt;br /&gt;
* io (Handles IO devices, such as keyboard, mouse &amp;amp; joystick)&lt;br /&gt;
* irc (Adds support for an IRC chat client)&lt;br /&gt;
* [[Source jpgutils|jpgutils]] (Opens, reads JPG files)&lt;br /&gt;
* jumpnode (Displays &amp;amp; handles jump nodes)&lt;br /&gt;
* lab (Responsible for lab model display?)&lt;br /&gt;
* lighting (Handles light sources, and their effect on ships)&lt;br /&gt;
* localization (Handles a global string table for translating all written text into foreign languages)&lt;br /&gt;
* math (Library of math routines for handling vectors, splines etc)&lt;br /&gt;
* menuui (Handles all the misc user interface, such as the main menu, tech room, campaign list etc)&lt;br /&gt;
* mission (Handles general mission actions eg. briefing, goals, training info, in-mission messages etc)&lt;br /&gt;
* missionui (Handles UI for general mission actions)&lt;br /&gt;
* mm (Headers for older MS Multimedia library)&lt;br /&gt;
* model (Displays and handles ship models eg. reading files, collission detection etc)&lt;br /&gt;
* nebula (Displays and handles nebulae)&lt;br /&gt;
* network (All multi-player code, eg. UI, network traffic)&lt;br /&gt;
* object (High-level code to handle all objects eg. ships, weapons, debris, asteroids, waypoints, fireballs, shockwaves)&lt;br /&gt;
* observer (Handles all non player ship views? Maybe the external views stuff, or death observation?)&lt;br /&gt;
* osapi (Wraps low-level Operating System calls, for different OS, eg. multi-threads, windows event loops, main app window)&lt;br /&gt;
* padlock (Handles cockpit views with a simulated head tracking of targets relative to the ship)&lt;br /&gt;
* palman (Handles bitmap palettes - different colour maps for the same 2d bitmap)&lt;br /&gt;
* parse (Handles scripting files, eg. python, LUA etc)&lt;br /&gt;
* particle (Displays and handles particles, such as smoke, fire) &lt;br /&gt;
* [[Source pcxutils|pcxutils]] (Handles 2d .pcx graphics files)&lt;br /&gt;
* physics (Handles realistic physical behaviour of objects, such as ship acceleration/deceleration, rotation etc.)&lt;br /&gt;
* playerman (Handles pilot files &amp;amp; player ship movement)&lt;br /&gt;
* popup (Displays &amp;amp; handles 2d pop-up windows, eg. when the player dies)&lt;br /&gt;
* radar (Displays &amp;amp; handles the radar)&lt;br /&gt;
* [[Source render|render]] (Low-level 3d rendering code for some primitives)&lt;br /&gt;
* ship (Displays &amp;amp; handles all ship code, eg. shields, afterburner)&lt;br /&gt;
* sound (Low-level sound, speach &amp;amp; music routines)&lt;br /&gt;
* species_defs (Reads species_defs.tbl to handle different behaviour for different species)&lt;br /&gt;
* starfield (Displays &amp;amp; handles background images such as starfields, nebulae etc)&lt;br /&gt;
* stats (Displays &amp;amp; handles player statistics, medals etc)&lt;br /&gt;
* [[Source tgautils|tgautils]] (Handles .tga 2d graphics files)&lt;br /&gt;
* ui (Low-level user inteface routines eg. buttons, scrollbars)&lt;br /&gt;
* vcodec (Handles player voice streaming for multiplayer ???)&lt;br /&gt;
* weapon (Displays &amp;amp; handles everything to do with weapons)&lt;br /&gt;
* windows_stub (Low-level windows functions that are needed for Unix)&lt;br /&gt;
&lt;br /&gt;
There are also some directories that are only used for generating tools (not part of the main fs2 executable):&lt;br /&gt;
* cfilearchiver (Creates .VP file archives)&lt;br /&gt;
* cfileextractor (Extracts .VP file archives)&lt;br /&gt;
* cryptstring (Creates encrypted strings)&lt;br /&gt;
* fred2 (The FReespace EDitor)&lt;br /&gt;
* inetfile (FTP &amp;amp; HTTP network handlers)&lt;br /&gt;
* scramble (Utility to scramble file tables for the Demo version)&lt;br /&gt;
* variables (???)&lt;br /&gt;
* wxfred2 (Cross-platform version of FRED2)&lt;br /&gt;
&lt;br /&gt;
=== Layer view ===&lt;br /&gt;
&lt;br /&gt;
* Infrastructure&lt;br /&gt;
** System&lt;br /&gt;
*** cfile/&lt;br /&gt;
*** exceptionhandler/&lt;br /&gt;
*** irc/&lt;br /&gt;
*** localization/&lt;br /&gt;
*** osapi/&lt;br /&gt;
** Math&lt;br /&gt;
*** math/&lt;br /&gt;
** Sound&lt;br /&gt;
*** sound/&lt;br /&gt;
*** vcodec/&lt;br /&gt;
** Windows&lt;br /&gt;
*** ui/&lt;br /&gt;
*** windows_stub/&lt;br /&gt;
** 2D graphics&lt;br /&gt;
*** [[Source anim|anim]]&lt;br /&gt;
*** [[Source bmpman|bmpman]]&lt;br /&gt;
*** [[Source ddsutils|ddsutils]]&lt;br /&gt;
*** [[Source jpgutils|jpgutils]]&lt;br /&gt;
*** [[Source pcxutils|pcxutils]]&lt;br /&gt;
*** [[Source tgautils|tgautils]]&lt;br /&gt;
*** palman/&lt;br /&gt;
** 3D graphics&lt;br /&gt;
*** decals/&lt;br /&gt;
*** mm/&lt;br /&gt;
*** directx/&lt;br /&gt;
*** [[Source graphics|graphics]]&lt;br /&gt;
*** camera/&lt;br /&gt;
*** [[Source render|render]]&lt;br /&gt;
** User Input&lt;br /&gt;
*** controlconfig/&lt;br /&gt;
*** io/&lt;br /&gt;
* Freespace2&lt;br /&gt;
** Common&lt;br /&gt;
*** globalincs/&lt;br /&gt;
*** cutscene/&lt;br /&gt;
*** cmdline/&lt;br /&gt;
*** debugconsole/&lt;br /&gt;
** In Space&lt;br /&gt;
*** [[Source ai|ai]]&lt;br /&gt;
*** asteroid/&lt;br /&gt;
*** autopilot/&lt;br /&gt;
*** cmeasure/&lt;br /&gt;
*** debris/&lt;br /&gt;
*** demo/&lt;br /&gt;
*** fireball/&lt;br /&gt;
*** gamehelp/&lt;br /&gt;
*** gamesequence/&lt;br /&gt;
*** gamesnd/&lt;br /&gt;
*** hud/&lt;br /&gt;
*** iff_defs/&lt;br /&gt;
*** jumpnode/&lt;br /&gt;
*** lighting/&lt;br /&gt;
*** nebula/&lt;br /&gt;
*** object/&lt;br /&gt;
*** observer/&lt;br /&gt;
*** model/&lt;br /&gt;
*** network/&lt;br /&gt;
*** particle/&lt;br /&gt;
*** parse/&lt;br /&gt;
*** popup/&lt;br /&gt;
*** physics/&lt;br /&gt;
*** radar/&lt;br /&gt;
*** ship/&lt;br /&gt;
*** species_defs/&lt;br /&gt;
*** starfield/&lt;br /&gt;
*** weapon/&lt;br /&gt;
** In Base&lt;br /&gt;
*** stats/&lt;br /&gt;
*** menuui/&lt;br /&gt;
*** mission/&lt;br /&gt;
*** missionui/&lt;br /&gt;
** Engine&lt;br /&gt;
*** fs2open_pxo/&lt;br /&gt;
*** freespace2/&lt;br /&gt;
*** playerman/&lt;br /&gt;
* FRED&lt;br /&gt;
** fred2/&lt;br /&gt;
** wxfred2/&lt;br /&gt;
* Tools&lt;br /&gt;
** cfilearchiver/&lt;br /&gt;
** cfileextractor/&lt;br /&gt;
** cryptstring/&lt;br /&gt;
** lab/&lt;br /&gt;
** scramble/&lt;br /&gt;
** inetfile/&lt;br /&gt;
** variables/&lt;br /&gt;
&lt;br /&gt;
=== Category Browser ===&lt;br /&gt;
The subdirectories above are also categorised by function. See the Category:Source Code to browse this way.&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code]]&lt;/div&gt;</summary>
		<author><name>KewlToyZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_Wiki:Searching&amp;diff=15736</id>
		<title>FreeSpace Wiki:Searching</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_Wiki:Searching&amp;diff=15736"/>
		<updated>2008-03-28T05:39:17Z</updated>

		<summary type="html">&lt;p&gt;KewlToyZ: New page: Looking to use another advanced search?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looking to use another advanced search?&lt;/div&gt;</summary>
		<author><name>KewlToyZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Modelling&amp;diff=15710</id>
		<title>Talk:Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Modelling&amp;diff=15710"/>
		<updated>2008-03-27T03:53:07Z</updated>

		<summary type="html">&lt;p&gt;KewlToyZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Time to update the poly and texture values?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Less than 2k polies for a fighter? And using a 512² map for it?&lt;br /&gt;
That seems pretty outdated. I&#039;m not sure about all values, but 10k for the lod 0 of a fighter shouldn&#039;t really be a problem anymore.&lt;br /&gt;
And 1024² seems to be more the standard for fighter textures. Some mods start going even higher already.&lt;br /&gt;
* You&#039;re specifically talking about FreeSpace 2 SCP, no? Also, there seems to be something broken in your signature. [[User:Selectah|Selectah]] 03:15, 26 September 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Looking for answers =)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
I am wondering what the parameters are for restricting &amp;quot;layer/group/object&amp;quot; names and classification?&lt;br /&gt;
I&#039;ll post the answers as I find them. Mainly a useful outline readily available to name objects and groups with 3DS Max 4 and the pof converter. I am using Rhino 3 for my primary modeler. Exporting as dxf R12 seems to work well enough. Max imports by layer name as a selectable option as well. So I guess I really need to know what the names should be for everything to read right.&lt;/div&gt;</summary>
		<author><name>KewlToyZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Modelling&amp;diff=15709</id>
		<title>Talk:Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Modelling&amp;diff=15709"/>
		<updated>2008-03-27T03:50:28Z</updated>

		<summary type="html">&lt;p&gt;KewlToyZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Time to update the poly and texture values?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Less than 2k polies for a fighter? And using a 512² map for it?&lt;br /&gt;
That seems pretty outdated. I&#039;m not sure about all values, but 10k for the lod 0 of a fighter shouldn&#039;t really be a problem anymore.&lt;br /&gt;
And 1024² seems to be more the standard for fighter textures. Some mods start going even higher already.&lt;br /&gt;
* You&#039;re specifically talking about FreeSpace 2 SCP, no? Also, there seems to be something broken in your signature. [[User:Selectah|Selectah]] 03:15, 26 September 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Looking for answers =)&lt;br /&gt;
I am wondering what the parameters are for restricting &amp;quot;layer/group/object&amp;quot; names and classification?&lt;br /&gt;
I&#039;ll post the answers as I find them.&lt;/div&gt;</summary>
		<author><name>KewlToyZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Modelling&amp;diff=15708</id>
		<title>Talk:Modelling</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Modelling&amp;diff=15708"/>
		<updated>2008-03-27T03:49:33Z</updated>

		<summary type="html">&lt;p&gt;KewlToyZ: Model group/layer/object naming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Time to update the poly and texture values?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Less than 2k polies for a fighter? And using a 512² map for it?&lt;br /&gt;
That seems pretty outdated. I&#039;m not sure about all values, but 10k for the lod 0 of a fighter shouldn&#039;t really be a problem anymore.&lt;br /&gt;
And 1024² seems to be more the standard for fighter textures. Some mods start going even higher already.&lt;br /&gt;
* You&#039;re specifically talking about FreeSpace 2 SCP, no? Also, there seems to be something broken in your signature. [[User:Selectah|Selectah]] 03:15, 26 September 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
I am wondering what the parameters are for restricting &amp;quot;layer/group/object&amp;quot; names and classification?&lt;br /&gt;
I&#039;ll post the answers as I find them.&lt;/div&gt;</summary>
		<author><name>KewlToyZ</name></author>
	</entry>
</feed>