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Difference between revisions of "OPTech"

(Stub, basics of OPTech handling)
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Revision as of 09:47, 8 October 2018

Setup

Basics

Selection

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.

  1. Unselected meshes are displayed white.
  2. All selected meshes are displayed red.
  3. 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

Importing a model

Importing textures

Geometry Editor

Geometry

Allows you to edit the model itself.

  1. Edit meshes, faces and vertices
  2. Merge meshes or assign singular faces to other meshes
  3. 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.

  1. Hangar will prompt a landing option from friendly capital ships/stations and activate the jamming beam effect on enemy ships/stations.
  2. 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