Jump to: navigation, search View source for OPTech You do not have permission to edit this page, for the following reason: The action you have requested is limited to users in one of the groups: Administrators, XWA-Upgrade, XWAU-User. You can view and copy the source of this page. ==Setup== ==Basics== ==Selections== ===Mesh Selection=== Allows you to select the various meshes ===Face Selection=== Allows you to select the faces within a mesh. At least one mesh must have been selected. ===Vertex Selection=== Allows you to select the vertices of a face At least one face must have been selected. ==Views== ===Wireframe View=== Displays the model as a wireframe. *Unselected meshes are displayed white. *All selected meshes are displayed red. *The last selected mesh is displayed green. === Texture View === Displays the solid model with textures. === High / Low LOD === Switches between the high detail and the low Detail LOD. === Show/Hide Normals === This feature toggles whether or not the face normals(the axis ortogonal from the face plane. Per OPTech v1.1 this is set to show by default. ==Creating a new Project== Just click on File > New OPZ. This will trigger a prompt to name the project. Click OK and OPTech will create the folder with the name you specified. It will automatically include the Default.bmp texture. ===Importing a model=== You can import either a DXF or OBJ model. See the [[Modelling]] guide for details. ===Importing textures=== Simply place the texture files in the project folder. See the [[Texturing]] guide for details. ==Geometry Editor== ===Geometry=== Allows you to edit the model itself. #Edit meshes, faces and vertices #Merge meshes or assign singular faces to other meshes #Add a LOD model. ===Textures=== Allows you to assign texture and tweak their mapping to the model. This can be done in face mode and vertex mode. ==Texture Editor== In this screen you can add transparency or illumination to a texture. Note: As per now, you can add only one effect to a texture. ===Transparency=== ===Illumination=== ==Hitzone Editor== In this editor you can assign hitzones and explosion types to speciffic meshes ===Hitzone type=== These define certain characteristics to a mesh ===Explosion Type=== Explosion types define a mesh's behaviour if taking damage or upon a model's destruction. #Hangar will prompt a landing option from friendly capital ships/stations and activate the jamming beam effect on enemy ships/stations. #Engine will apply an engine burn effect when player gets close [Table: Hitzone-Explosion Type combinations] ===Center=== ===Span=== ===Minimum=== ===Maximum=== ===Target ID=== ===Target=== ==Transformation Editor== This allows to apply certain animations/transformations to a speciffic mesh ===Pivot=== Defines the coordinates of the origin point of the Transformation ===Rotation=== Makes a mesh rotate around defined axes. The xyz coordinates, along with the pivot point create the axis of the rotation. ===Translation=== Makes a mesh move into a speciffic direction (rarely used) The xyz coordinates, along with the pivot point create the axis, along which the mesh moves. ===Scale=== Makes a mesh grow or shrink along the defined axes (rarely used) This editor has an Animate feature which allows to preview the animations. The xyz coordinates, along with the pivot point define in which direction(s) the mesh is scaled. ==Hardpoint Editor== This editor allows you to add and modify hardpoints. Like Hitzones hardpoints define certain characteristics within a model, e.g. the origin point of lasers and missiles, docking points or the cockpit POV (can be edited in MXvTEd) ===Position=== Hardpoints can be alligned within the center of a face, assigned to a vertex or placed freely using coordinates. ===Hardpoint Types=== [Table] List of Hardpoints ==Engine Glow Editor== This editor allows you to add and modify engine glow effects. ===Position=== Engine Glows can be alligned within the center of a face, assigned to a vertex or placed freely using coordinates. ===Size=== ===Rotation=== ===Inner Color=== ===Outer Color=== ===Direction 1-3=== These fields are not editable == Additional Controls == === Calculate === * Face Normals * Vertex Normals * Hitzones * Transformations * Texture Coordinates * Software Vectors === Fix === * '''Vertex Order''' * '''Quads2Tri''' converts quad faces into tri faces * '''Tri2Quad''' converts planar tri faces into quad faces * '''Coincident Vertices''' removes superfluous fourth vertexes from tri-faces. This is a phenomenon common with models created in Rhino3D. Here all faces are created as quad faces, so that even triangles have 4 vertices, Some vertices are double. === Options === Allows you to modify the program's appearance such as display colors, backface display and face lines. === Info === These options provide information about the OPT in its current state * '''Face Count''' shows you the number of tri-faces, number of quad faces and number of faces in total. * '''Error Check''' analyzes the model and displays any errors that * '''Check for flat textures''' analyzes the model for faces with flat textures (New in OPTech v2) * '''Model Dimensions''' displays the length, height and width of you rmodel. Return to OPTech. Retrieved from "https://www.xwaupgrade.com/wiki/index.php?title=OPTech"