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However for LOD1 you want to go simpler. It is shown from far distance and it is also the collision mesh. Something like this (outlined):I don't think this kind of fine detailing is too much close up, however it is lost from a distance so this should probably be LOD4:
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Then you'll need some intermediate step for LOD3. If it feels like too much work to do four levels - then lose some of the fine detail and go with three.
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Now for the structure of a space ship model : would there be problem if a space ship model is made of several part that are saved as if it was a single model, of would it be necessary to have the whole model not made from any part but from 1 single hull
The meshes do not have to be watertight so feel free to intersect shapes.Also, we only support one texture per mesh so you will need to split a multi-textured model into separate meshes.
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While i think about it and having noticed pulsating lights working, i am wondering, would then this kind of texture (with the lights actually be in that free texture found on a website) a big no in Pioneer ?
You can give the model a glowmap like this. See data/models/buildings/vlastan/ for our so-far only glowmap-enabled models. Glowmaps are not animated in any way though. If you want blinking lights they are something defined in the model.lua - they will be billboards/sprites.
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Finally, what's certainly the biggest obstacle for me, i have read in this thread that you need coding.Is there any kind of documentation on how to bring a space ship into the game , and what is exactly needed in term of vertex groups , naming etc to get the required anumations (gear, station doors, etc... ) working ?
Each model is defined in a lua script. The scripts are then compiled into a runtime format. Actually you can create your model entirely in lua - there's a whole much of commands for creating primitives, shapes, individual triangles... loading an .obj file just happens to be one of the commands. There are no vertex groups, proxy models or model naming tricks - thrusters, lights, and landing gears are positioned and animated in the lua script.I would say: don't worry about it now if you just want to model some cool ships. We do not have a step-by-step guide for making a usable ship right now. As learning material, we have:- This documentation/collection of notes http://pioneerspacesim.net/wiki/index.php?title=3D_Modelling- lua modelling functions are documented in some detail here (temporary host)- you can learn everything necessary from the existing models. Many of the scripts can be hard to understand though...We should come up with an example best-practices ship from the existing models or make a new one...