Model files: Difference between revisions

Zacam (talk | contribs)
m →POF: Texture Data explained
SpaceFreak (talk | contribs)
This was just a bit outdated. Could anyone check what I wrote on 3DSMax?
Line 7: Line 7:
*Central point of the model
*Central point of the model
*Docking points
*Docking points
*Eyepoint
*Glowpoints
*Heading
*Heading
*Paths
*Paths
Line 15: Line 17:
*Thruster locations and radii
*Thruster locations and radii
*Turret fire points and normals
*Turret fire points and normals
*Weapon points and banks


.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.
Depending on what modeling programs you have, making a POF can be done in three ways:
*[[Blender]] can output a DAE file, which can then be imported into [[PCS2]] if you have installed the [[Collada Importer]]. For more information, see [[Blender to POF conversions]].
*[[TrueSpace]] can save a model as a COB file, which can be directly imported into [[PCS2]].
*[[3DSMax]] can export POF files via a plug-in, although further tweaking in [[PCS2]] may be needed.


===Important note about Textures in POFs===
===Important note about Textures in POFs===

Revision as of 07:41, 8 October 2009

IBX

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'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.

POF

  • .POF files are used to hold model data.

The following properties are held in a POF file: (alphabetical order)

  • Central point of the model
  • Docking points
  • Eyepoint
  • Glowpoints
  • Heading
  • Paths
  • Squadron logo location
  • Subobject behaviour, radars, debris, LODs
  • Subsystem locations, their radii and naming
  • Texture data (SEE NOTE)
  • Thruster locations and radii
  • Turret fire points and normals
  • Weapon points and banks

Depending on what modeling programs you have, making a POF can be done in three ways:

Important note about Textures in POFs

Only the initial Base Map (also called Colour Map or Diffuse Map) needs to be listed in the Texture slot for a ship in the POF. All other texture types (-normal, -shine, -glow) are loaded by the engine automatically as they are found should they exist.
Ex: MyShip.pof has a base texture called MyShip.dds. Should they exist, the engine will load MyShip-Normal.dds, MyShip-Glow.dds and MyShip-Shine.dds, as the "MyShip" part will link them all together.