The Seraphim - A custom Ship OXP from start to finish.
Posted: Fri Jan 09, 2009 12:13 pm
I just discovered Oolite and whilst I'm really looking forward to getting stuck into playing it, what excites me more is the fact that I can make my own ships for it.
I'm interested in re-designing the Police Viper, as that's the first ship you see in the game - launched directly in front of you when you start the game.
I thought it might be useful for other people interested in the process to see my "working out" so I'll use this thread as a sort of development blog as I progress. Also, it means folks can help me out when I get stuck
I began by opening the model dat file in Notepad++
I found some vertex, face and texture data - pretty straight forward stuff.
I also opened the shipdata.plist - again, I'm slightly familiar with scripting and most of the variables and settings contained in the plist (Flashers and Subentities, Weapon and Thruster locations etc.) made immediate sense.
I noticed an OBJ2DAT converter script in one of the sticky'ed threads in this forum but it's a dead link. I'll need that to get anywhere, so more on that later.
Next I started scanning the various threads here for information on making custom models and immediately discovered the awesome Griff - a fellow Welshman, no less! - and realised that the Oolite engine has some nifty features.
I also discover that there's a 500 triangle limit on elements which almost made me give up on the project there and then. I'm a professional video-game artist, I appreciate the importance of keeping poly counts low, but 500 triangles, in this day and age!? strewth!
Then I discovered that you can have model sub-entities. Now you're talking. It's possible to shoot these elements off too. Bonus!
So then, I want to customise the Police Viper. Where do I start?
Well, I'll need an accurate model of the viper first. How do I do that? well, there was nothing for it, I'd have to build it by hand, using the DAT file.
In Maya (my modelling package of choice) I positioned locators at the vertex coordinates given in the dat file and then snapped the vertexes of a primitive object to those points. I then positioned the locators in the positions of the 'Flasher' sub-entities so I can see where they are too.
In addition, I also built the Anaconda, CobraIII, Asp, Nav Bouy and a human for size and scale.
Now I need to decide what I want the Police Viper to look like.
I also need to figure out wether I can use PNG transparency for cockpit glass - or wether I need to use the old reversed poly trick to fake it.
I'm guessing I'm going to need to figure out shaders too if I want my finished piece to look half as good as Griff's
Crow
I'm interested in re-designing the Police Viper, as that's the first ship you see in the game - launched directly in front of you when you start the game.
I thought it might be useful for other people interested in the process to see my "working out" so I'll use this thread as a sort of development blog as I progress. Also, it means folks can help me out when I get stuck
I began by opening the model dat file in Notepad++
I found some vertex, face and texture data - pretty straight forward stuff.
I also opened the shipdata.plist - again, I'm slightly familiar with scripting and most of the variables and settings contained in the plist (Flashers and Subentities, Weapon and Thruster locations etc.) made immediate sense.
I noticed an OBJ2DAT converter script in one of the sticky'ed threads in this forum but it's a dead link. I'll need that to get anywhere, so more on that later.
Next I started scanning the various threads here for information on making custom models and immediately discovered the awesome Griff - a fellow Welshman, no less! - and realised that the Oolite engine has some nifty features.
I also discover that there's a 500 triangle limit on elements which almost made me give up on the project there and then. I'm a professional video-game artist, I appreciate the importance of keeping poly counts low, but 500 triangles, in this day and age!? strewth!
Then I discovered that you can have model sub-entities. Now you're talking. It's possible to shoot these elements off too. Bonus!
So then, I want to customise the Police Viper. Where do I start?
Well, I'll need an accurate model of the viper first. How do I do that? well, there was nothing for it, I'd have to build it by hand, using the DAT file.
In Maya (my modelling package of choice) I positioned locators at the vertex coordinates given in the dat file and then snapped the vertexes of a primitive object to those points. I then positioned the locators in the positions of the 'Flasher' sub-entities so I can see where they are too.
In addition, I also built the Anaconda, CobraIII, Asp, Nav Bouy and a human for size and scale.
Now I need to decide what I want the Police Viper to look like.
I also need to figure out wether I can use PNG transparency for cockpit glass - or wether I need to use the old reversed poly trick to fake it.
I'm guessing I'm going to need to figure out shaders too if I want my finished piece to look half as good as Griff's
Crow