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Difference between revisions of "OPTech"

(Stub, basics of OPTech handling)
 
(Reformatted sub-headlines, added further Details, Additional controls)
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== Setup ==
+
==Setup==
== Basics ==
+
==Basics==
== Selection ==
+
==Selections==
= Mesh Selection =
+
===Mesh Selection===
 
Allows you to select the various meshes
 
Allows you to select the various meshes
= Face Selection =
+
===Face Selection===
 
Allows you to select the faces within a mesh.
 
Allows you to select the faces within a mesh.
 
At least one mesh must have been selected.
 
At least one mesh must have been selected.
= Vertex Selection =
+
===Vertex Selection===
 
Allows you to select the vertices of a face
 
Allows you to select the vertices of a face
 
At least one face must have been selected.
 
At least one face must have been selected.
== Views ==
+
==Views==
= Wireframe View =
+
===Wireframe View===
 
Displays the model as a wireframe.
 
Displays the model as a wireframe.
# Unselected meshes are displayed white.
+
 
# All selected meshes are displayed red.
+
*Unselected meshes are displayed white.
# The last selected mesh is displayed green.
+
*All selected meshes are displayed red.
= Texture View
+
*The last selected mesh is displayed green.
 +
 
 +
=== Texture View ===
 
Displays the solid model with textures.
 
Displays the solid model with textures.
= High / Low LOD
+
 
 +
=== High / Low LOD ===
 
Switches between the high detail and the low Detail LOD.
 
Switches between the high detail and the low Detail LOD.
= Show/Hide Normals
+
 
 +
=== 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.
 
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 ==
+
==Creating a new Project==
= Importing a model =
+
Just click on File > New OPZ. This will trigger a prompt to name the project.
= Importing textures =  
+
 
== Geometry Editor ==
+
Click OK and OPTech will create the folder with the name you specified. It will automatically include the Default.bmp texture.
= Geometry =
+
 
 +
===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.
 
Allows you to edit the model itself.
# Edit meshes, faces and vertices
+
 
# Merge meshes or assign singular faces to other meshes
+
#Edit meshes, faces and vertices
# Add a LOD model.
+
#Merge meshes or assign singular faces to other meshes
= Textures =
+
#Add a LOD model.
 +
 
 +
===Textures===
 
Allows you to assign texture and tweak their mapping to the model.
 
Allows you to assign texture and tweak their mapping to the model.
 
This can be done in face mode and vertex mode.
 
This can be done in face mode and vertex mode.
== Texture Editor ==
+
==Texture Editor==
 
In this screen you can add transparency or illumination to a texture.
 
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.
 
Note: As per now, you can add only one effect to a texture.
= Transparency =
+
===Transparency===
= Illumination =
+
===Illumination===
== Hitzone Editor ==
+
==Hitzone Editor==
 
In this editor you can assign hitzones and explosion types to speciffic meshes
 
In this editor you can assign hitzones and explosion types to speciffic meshes
= Hitzone type =
+
===Hitzone type===
 
These define certain characteristics to a mesh
 
These define certain characteristics to a mesh
= Explosion Type =
+
===Explosion Type===
 
Explosion types define a mesh's behaviour if taking damage or upon a model's destruction.
 
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
+
#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]
 
[Table: Hitzone-Explosion Type combinations]
= Center =
+
===Center===
= Span =
+
===Span===
= Minimum =
+
===Minimum===
= Maximum =
+
===Maximum===
= Target ID =
+
===Target ID===
= Target =
+
===Target===
== Transformation Editor ==
+
==Transformation Editor==
 
This allows to apply certain animations/transformations to a speciffic mesh
 
This allows to apply certain animations/transformations to a speciffic mesh
= Pivot =
+
===Pivot===
 
Defines the coordinates of the origin point of the Transformation
 
Defines the coordinates of the origin point of the Transformation
= Rotation =
+
===Rotation===
 
Makes a mesh rotate around defined axes.
 
Makes a mesh rotate around defined axes.
 
The xyz coordinates, along with the pivot point create the axis of the rotation.
 
The xyz coordinates, along with the pivot point create the axis of the rotation.
= Translation =
+
===Translation===
 
Makes a mesh move into a speciffic direction (rarely used)
 
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.
 
The xyz coordinates, along with the pivot point create the axis, along which the mesh  moves.
= Scale =
+
===Scale===
 
Makes a mesh grow or shrink along the defined axes (rarely used)
 
Makes a mesh grow or shrink along the defined axes (rarely used)
 
This editor has an Animate feature which allows to preview the animations.
 
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.
 
The xyz coordinates, along with the pivot point define in which direction(s) the mesh is scaled.
== Hardpoint Editor ==
+
==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)
 
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 =
+
===Position===
 
Hardpoints can be alligned within the center of a face, assigned to a vertex or placed freely using coordinates.
 
Hardpoints can be alligned within the center of a face, assigned to a vertex or placed freely using coordinates.
= Hardpoint Types =
+
===Hardpoint Types===
 
[Table] List of Hardpoints
 
[Table] List of Hardpoints
== Engine Glow Editor ==
+
==Engine Glow Editor==
 
This editor allows you to add and modify engine glow effects.
 
This editor allows you to add and modify engine glow effects.
= Position =
+
===Position===
 
Engine Glows can be alligned within the center of a face, assigned to a vertex or placed freely using coordinates.
 
Engine Glows can be alligned within the center of a face, assigned to a vertex or placed freely using coordinates.
= Size =
+
===Size===
= Rotation =
+
===Rotation===
= Inner Color =
+
===Inner Color===
= Outer Color =
+
===Outer Color===
= Direction 1-3 =
+
===Direction 1-3===
 
These fields are not editable
 
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.

Revision as of 10:11, 8 October 2018

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.

  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

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.