The Driver Syndicate/Vehicles/Creating Vehicle Models: Difference between revisions
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== Preparing a Car Model for Import == | == Preparing a Car Model for Import == | ||
The following information is about preparing a Vette model that already exists for the Eqiulibrium [sic] Engine | The following information is about preparing a Vette model that already exists for the Eqiulibrium [sic] Engine<br> | ||
== Allignment == | |||
[[File:Car model allignment.png|Car model allignment.png]] | |||
*When adding a car, make sure that it's pointing towards the Y.<br> | |||
*Cars in the Driver Syndicate are roughly 1:1 in meters.<br> | |||
*By default, exporting FBX will not apply the model's Transform, Rotation and Scale.<br> | |||
*Popup headlights are a separate model within the same .blend file.<br> | |||
== Textures == | |||
A .mat file tells the game what the names of textures | |||
*The name of the .mat files that the game looks for | |||
[[File:Car material names.png|thumb|Material names that a vehicle could use.]] | |||
== Armature == | == Armature == | ||
[[File:Car_Armature_Bone_Names.png|thumb| | [[File:Car_Armature_Bone_Names.png|thumb|377px|An armature with all available bone names, along with a random "Bone" bone, headlight bones can be omitted for cars without popup headlights.]] | ||
*An Armature must be added for a vehicle to have cosmetic damage.<br> | *An Armature must be added for a vehicle to have cosmetic damage.<br> | ||
*Vehicles also need to have an '''Armature''' modifier that points to the armature. | *Vehicles also need to have an '''Armature''' modifier that points to the armature.<br> | ||
[[File:Car armature modifier.png|thumb|center|Modifier to make a car work with the armature.]] | [[File:Car armature modifier.png|thumb|center|Modifier to make a car work with the armature.]] | ||
*Copying the Vette's or the Carla's armature, and pasting that into your model's scene works too. | |||
<br> | <br> | ||
== Rigging == | == Rigging == | ||
[[File:Car_weight_assigning.png|thumb| | [[File:Car_weight_assigning.png|thumb|494px|Almost acceptable rigging behaviour.]] | ||
*A car must have vertex weight groups that correspond with the names of the bones from the armature.<br> | *A car must have vertex weight groups that correspond with the names of the bones from the armature.<br> | ||
*Areas of the vehicle can be assigned to vertex groups either by highlighting them in Edit Mode and clicking Assign, by using Weight Painting, or with a combination of the two.<br> | *Areas of the vehicle can be assigned to vertex groups either by highlighting them in Edit Mode and clicking Assign, by using Weight Painting, or with a combination of the two.<br> | ||
Line 16: | Line 31: | ||
*The center for the front and back of the car should be assigned for the front and back bones.<br> | *The center for the front and back of the car should be assigned for the front and back bones.<br> | ||
*Popup headlights do not get assigned to the front bones, they get assigned to headlight.left and headlight.right | *Popup headlights do not get assigned to the front bones, they get assigned to headlight.left and headlight.right | ||
<br> | |||
== Damage == | |||
*A '''shape key''', generally named '''Base''' or '''Basis''', is used as the regular, undamaged shape of the car.<br> | |||
*A damage shape key named '''Damage''' is used for the damage of Driver Syndicate vehicles.<br> | |||
*Usual ways of creating a Damage shape key | |||
[[File:Car damage shapekey.png|480px|That's a lot of Shape Key]] | |||
== Exporting to .fbx == | == Exporting to .fbx == | ||
FBX is the superior way to export a car to the program that exports cars to the Driver Syndicate<br> | [[File:Car export fbx.png|thumb|400px|Clicking on File > Export > FBX.]] | ||
Reasons to use FBX over .esm | *FBX is the superior way to export a car to the program that exports cars to the Driver Syndicate.<br> | ||
# Works in newer versions of Blender | *Reasons to use FBX over .esm: | ||
# Works in newer versions of Blender<br> | |||
*Blender's default settings for exporting to fbx usually work well enough, this will put every model into one .fbx file. | |||
[[File:Car export fbx2.png|thumb|400px|Default settings usually work well enough.]] | |||
== Exporting to .egf == | |||
.egf is the file format of 3D models for the Driver Syndicate.<br> | |||
A .esc script tells EGFMan what a model is.<br> | |||
A .esc script can be edited in text editors such as Notepad<br> | |||
EGFMan reads a .esc script to do the following: | |||
#Read the .fbx file | |||
#Turn a model inside the .fbx into a .egf | |||
#Turn a model inside the .fbx into a .pod (physics model) | |||
#Turn a model inside the .fbx into a bodygroup (things like spoilers, roofs on convertibles, so they can be turned on and off) | |||
#Turn a model with a shapekey (damage) inside the .fbx into a .egf | |||
[[File:Car esc1.png|418px|a diagram of a bunch of incoherent arrows connecting seemingly random bits of text that might tell you what points to what if you squint hard enough.]]<br> |
Revision as of 06:45, 1 February 2023
Preparing a Car Model for Import
The following information is about preparing a Vette model that already exists for the Eqiulibrium [sic] Engine
Allignment
- When adding a car, make sure that it's pointing towards the Y.
- Cars in the Driver Syndicate are roughly 1:1 in meters.
- By default, exporting FBX will not apply the model's Transform, Rotation and Scale.
- Popup headlights are a separate model within the same .blend file.
Textures
A .mat file tells the game what the names of textures
- The name of the .mat files that the game looks for
Armature
- An Armature must be added for a vehicle to have cosmetic damage.
- Vehicles also need to have an Armature modifier that points to the armature.
- Copying the Vette's or the Carla's armature, and pasting that into your model's scene works too.
Rigging
- A car must have vertex weight groups that correspond with the names of the bones from the armature.
- Areas of the vehicle can be assigned to vertex groups either by highlighting them in Edit Mode and clicking Assign, by using Weight Painting, or with a combination of the two.
- Weight groups should be assigned in the correct area for each bone.
- The center for the front and back of the car should be assigned for the front and back bones.
- Popup headlights do not get assigned to the front bones, they get assigned to headlight.left and headlight.right
Damage
- A shape key, generally named Base or Basis, is used as the regular, undamaged shape of the car.
- A damage shape key named Damage is used for the damage of Driver Syndicate vehicles.
- Usual ways of creating a Damage shape key
Exporting to .fbx
- FBX is the superior way to export a car to the program that exports cars to the Driver Syndicate.
- Reasons to use FBX over .esm:
- Works in newer versions of Blender
- Blender's default settings for exporting to fbx usually work well enough, this will put every model into one .fbx file.
Exporting to .egf
.egf is the file format of 3D models for the Driver Syndicate.
A .esc script tells EGFMan what a model is.
A .esc script can be edited in text editors such as Notepad
EGFMan reads a .esc script to do the following:
- Read the .fbx file
- Turn a model inside the .fbx into a .egf
- Turn a model inside the .fbx into a .pod (physics model)
- Turn a model inside the .fbx into a bodygroup (things like spoilers, roofs on convertibles, so they can be turned on and off)
- Turn a model with a shapekey (damage) inside the .fbx into a .egf