Difference between revisions of "Model"
BryanDerksen (Talk | contribs) (found references for a few more of these) |
BryanDerksen (Talk | contribs) (bring in some stuff from the level editor page, move some other stuff to level models) |
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− | Models are 3D textured meshes that are the basic building block of most things that the player will see in-game. The only editor that makes direct use of them is the [[level editor]], but things like creatures and placeables will make use of them indirectly via 2DA definitions. | + | Models are 3D textured meshes that are the basic building block of most things that the player will see in-game. The only editor that makes direct use of them is the [[level editor]], which this page focuses on, but things like creatures and placeables will make use of them indirectly via 2DA definitions. |
Unlike the database resource palette, the model palette doesn't have a heirarchy of folders and subfolders. Since there are usually a vast number of models available this can make the palette cluttered and difficult to work with. To make it more manageable you should set the toolset's configuration to "fake" a folder structure. The toolset will divide models up based on their names, using underscores as dividers; for example the models dwe_face and dwe_orzent would both be placed inside a "dwe" folder. The option for setting this can be found under the palette options menu: | Unlike the database resource palette, the model palette doesn't have a heirarchy of folders and subfolders. Since there are usually a vast number of models available this can make the palette cluttered and difficult to work with. To make it more manageable you should set the toolset's configuration to "fake" a folder structure. The toolset will divide models up based on their names, using underscores as dividers; for example the models dwe_face and dwe_orzent would both be placed inside a "dwe" folder. The option for setting this can be found under the palette options menu: | ||
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[[Image:Options menu use fake model folders.png|frame|center|Use fake model folders]] | [[Image:Options menu use fake model folders.png|frame|center|Use fake model folders]] | ||
− | + | == Models in the Level Editor == | |
− | + | [[Model]]s are used to create any other objects that may be used as part of the level art - walls, floors, ceilings, non-interactive furnishings, visual effects, etc. To place them click on the [[Image:IconModelPlacement.png]] icon in the toolbar to go into model placement mode. | |
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− | + | Trees are added using the "scatter object" mode ([[Image:IconScatterObject.png]]). | |
+ | |||
+ | == Model palette == | ||
+ | |||
+ | The model palette contains all the basic building blocks that you'll have available to build a level layout with. These building blocks are created using third-party 3D studio programs such as 3DSMax, a process that we won't go into here. | ||
+ | |||
+ | Unlike the database resource palette, the model palette doesn't have a heirarchy of folders and subfolders. Since there are usually a vast number of models available this can make the palette cluttered and difficult to work with. To make it more manageable you should set the toolset's configuration to "fake" a folder structure. The toolset will divide models up based on their names, using underscores as dividers; for example the models dwe_face and dwe_orzent would both be placed inside a "dwe" folder. The option for setting this can be found under the palette options menu: | ||
+ | |||
+ | [[Image:Options menu use fake model folders.png|center]] | ||
+ | |||
+ | Models are grouped into "tilesets" with pieces that share common structural themes. For example, there might be a "dwarven fortress" tileset that contains a variety of structural pieces and furniture of dwarven manufacture, and a "Tevinter" tileset that contains a variety of pieces with Tevinter architectural motifs. | ||
+ | |||
+ | Since the names of these models can often be a bit inscrutable, a more convenient way of working with models that you're frequently using on a level (such as wall segments) is to bring them into the level's "scratch space" and copy them as needed. Objects in the scratch space can be positioned within the level just like ordinary objects but will not be exported when the level is exported for use as an area layout. | ||
+ | |||
+ | [[Image:Level editor scratch space.png|center|thumb|600px|These three fence pieces are in the scratch space, and so will not be exported with the rest of the objects in this level.]] | ||
+ | |||
+ | Also, see [[level models]] for a list of available models with screenshots depicting them. | ||
+ | |||
+ | == Selecting objects == | ||
+ | |||
+ | When clicking on models in the layout there will often be other foreground objects that are in the way, preventing the immediate selection of the object you wanted. Simply keep clicking on the same spot to cycle through all of the objects that are underneath the mouse pointer. | ||
+ | |||
+ | == Moving and placing objects == | ||
+ | |||
+ | Clicking on the "snap options" button [[Image:IconSnapOptions.png]] on the toolbar brings up the following options: | ||
+ | |||
+ | [[Image:Level editor snap options.png]] | ||
+ | |||
+ | *"snap to grid" causes the position of objects you place or move to be constrained to specific points in an imaginary three-dimensional grid. This is very useful when placing things such as floor tiles, which must be arranged in a precise grid in order for their edges to match up correctly. | ||
+ | *"Snap Z Size Independent" is only available when the Enable Snap To Grid is checked. It allows for the user to specify a different snap setting solely f or use in the z-axis. | ||
+ | *"snap rotation" similarly constrains the rotation of objects to specific angles. | ||
+ | *"snap to surface" This is only used in terrain levels, and will snap all objects when they are placed AND moved to the surface of the terrain. is useful when placing furniture and other objects on an existing surface (terrain, floor, etc.). | ||
+ | |||
+ | == Model properties == | ||
+ | |||
+ | When selected, the following common properties are shown for models in the object inspector. | ||
+ | |||
+ | {{inspector start}} | ||
+ | {{inspector section|General}} | ||
+ | {{inspector row|Model Instance ID|}} | ||
+ | {{inspector row|Name| This is the user-friendly name that shows up in the hierarchy window. There is no restriction on the name.}} | ||
+ | {{inspector row|Selection Lock| This controls whether this object is selectable or not. This could prevent someone or the artist him/herself from moving or selecting something accidentally. }} | ||
+ | {{inspector row|Visible| Sets the visibility of the model. Hidden models are displayed with a grayed-out box in the hierarchy window.}} | ||
+ | |||
+ | {{inspector section|Export}} | ||
+ | {{inspector row|Export to Game| Flag to export this model to the game. Default is true. This can be used in conjunction with the Lightmap Export flag to create objects that cast baked light shadows but not display.}} | ||
+ | {{inspector row|Lightmap| Flag to send this model to the lightmapper. Default is true. This can be used in conjunction with the Export to Game flag to create objects that cast baked light shadows but not display. You can also set both to false in order to create guide-geometry.}} | ||
+ | |||
+ | {{inspector section|Graphics}} | ||
+ | {{inspector row|Cut Away Override|}} | ||
+ | {{inspector row|DefaultAnimation|}} | ||
+ | {{inspector row|High-LOD| This displays the full model file name that will be used for high LOD.}} | ||
+ | {{inspector row|Low-LOD| This displays the full model file name that will be used for low LOD.}} | ||
+ | {{inspector row|ModelFile| This is the base name of the model file (mmh) that the user specifies. For LODed models, only the root is needed.}} | ||
+ | {{inspector row|Scale|}} | ||
+ | {{inspector row|Show High LOD| Controls the viewport display. If set to true, the high LOD version is displayed if available.}} | ||
+ | |||
+ | {{inspector section|Lighting}} | ||
+ | {{inspector row|Texture Size Multiplier| This multiplies the base texture size of the original model. Default value is 1.0.}} | ||
+ | |||
+ | {{inspector section|Location}} | ||
+ | {{inspector row|Location|This is the location of the model in world coordinates.}} | ||
+ | {{inspector section|Location Relative}} | ||
+ | {{inspector row|Location Relative|This is the location of the model in its parent coordinates.}} | ||
+ | |||
+ | {{inspector section|Pathfinding}} | ||
+ | {{inspector row|Normal|This property is no longer required}} | ||
+ | {{inspector row|Overlapped| This property is no longer required}} | ||
+ | |||
+ | {{inspector section|Statistics|The statistics is based on the currently displayed model LOD.}} | ||
+ | {{inspector row|GPU Memory| The number of bytes this model’s meshes and textures take up in memory. (This feature is no longer supported)}} | ||
+ | {{inspector row|Part Count| The number of parts this model is comprised of.}} | ||
+ | {{inspector row|System Memory| The number of bytes this model takes in memory, including animation blend trees, physics objects, animation controllers, and triggers. Does not include textures and materials.}} | ||
+ | {{inspector end}} |
Revision as of 20:21, 10 September 2009
Models are 3D textured meshes that are the basic building block of most things that the player will see in-game. The only editor that makes direct use of them is the level editor, which this page focuses on, but things like creatures and placeables will make use of them indirectly via 2DA definitions.
Unlike the database resource palette, the model palette doesn't have a heirarchy of folders and subfolders. Since there are usually a vast number of models available this can make the palette cluttered and difficult to work with. To make it more manageable you should set the toolset's configuration to "fake" a folder structure. The toolset will divide models up based on their names, using underscores as dividers; for example the models dwe_face and dwe_orzent would both be placed inside a "dwe" folder. The option for setting this can be found under the palette options menu:
Contents
Models in the Level Editor
Models are used to create any other objects that may be used as part of the level art - walls, floors, ceilings, non-interactive furnishings, visual effects, etc. To place them click on the icon in the toolbar to go into model placement mode.
Trees are added using the "scatter object" mode ().
Model palette
The model palette contains all the basic building blocks that you'll have available to build a level layout with. These building blocks are created using third-party 3D studio programs such as 3DSMax, a process that we won't go into here.
Unlike the database resource palette, the model palette doesn't have a heirarchy of folders and subfolders. Since there are usually a vast number of models available this can make the palette cluttered and difficult to work with. To make it more manageable you should set the toolset's configuration to "fake" a folder structure. The toolset will divide models up based on their names, using underscores as dividers; for example the models dwe_face and dwe_orzent would both be placed inside a "dwe" folder. The option for setting this can be found under the palette options menu:
Models are grouped into "tilesets" with pieces that share common structural themes. For example, there might be a "dwarven fortress" tileset that contains a variety of structural pieces and furniture of dwarven manufacture, and a "Tevinter" tileset that contains a variety of pieces with Tevinter architectural motifs.
Since the names of these models can often be a bit inscrutable, a more convenient way of working with models that you're frequently using on a level (such as wall segments) is to bring them into the level's "scratch space" and copy them as needed. Objects in the scratch space can be positioned within the level just like ordinary objects but will not be exported when the level is exported for use as an area layout.
Also, see level models for a list of available models with screenshots depicting them.
Selecting objects
When clicking on models in the layout there will often be other foreground objects that are in the way, preventing the immediate selection of the object you wanted. Simply keep clicking on the same spot to cycle through all of the objects that are underneath the mouse pointer.
Moving and placing objects
Clicking on the "snap options" button on the toolbar brings up the following options:
- "snap to grid" causes the position of objects you place or move to be constrained to specific points in an imaginary three-dimensional grid. This is very useful when placing things such as floor tiles, which must be arranged in a precise grid in order for their edges to match up correctly.
- "Snap Z Size Independent" is only available when the Enable Snap To Grid is checked. It allows for the user to specify a different snap setting solely f or use in the z-axis.
- "snap rotation" similarly constrains the rotation of objects to specific angles.
- "snap to surface" This is only used in terrain levels, and will snap all objects when they are placed AND moved to the surface of the terrain. is useful when placing furniture and other objects on an existing surface (terrain, floor, etc.).
Model properties
When selected, the following common properties are shown for models in the object inspector.
⊟ | General | |
Model Instance ID | ||
Name | This is the user-friendly name that shows up in the hierarchy window. There is no restriction on the name. | |
Selection Lock | This controls whether this object is selectable or not. This could prevent someone or the artist him/herself from moving or selecting something accidentally. | |
Visible | Sets the visibility of the model. Hidden models are displayed with a grayed-out box in the hierarchy window. | |
⊟ | Export | |
Export to Game | Flag to export this model to the game. Default is true. This can be used in conjunction with the Lightmap Export flag to create objects that cast baked light shadows but not display. | |
Lightmap | Flag to send this model to the lightmapper. Default is true. This can be used in conjunction with the Export to Game flag to create objects that cast baked light shadows but not display. You can also set both to false in order to create guide-geometry. | |
⊟ | Graphics | |
Cut Away Override | ||
DefaultAnimation | ||
High-LOD | This displays the full model file name that will be used for high LOD. | |
Low-LOD | This displays the full model file name that will be used for low LOD. | |
ModelFile | This is the base name of the model file (mmh) that the user specifies. For LODed models, only the root is needed. | |
Scale | ||
Show High LOD | Controls the viewport display. If set to true, the high LOD version is displayed if available. | |
⊟ | Lighting | |
Texture Size Multiplier | This multiplies the base texture size of the original model. Default value is 1.0. | |
⊟ | Location | |
Location | This is the location of the model in world coordinates. | |
⊟ | Location Relative | |
Location Relative | This is the location of the model in its parent coordinates. | |
⊟ | Pathfinding | |
Normal | This property is no longer required | |
Overlapped | This property is no longer required | |
⊟ | Statistics | |
GPU Memory | The number of bytes this model’s meshes and textures take up in memory. (This feature is no longer supported) | |
Part Count | The number of parts this model is comprised of. | |
System Memory | The number of bytes this model takes in memory, including animation blend trees, physics objects, animation controllers, and triggers. Does not include textures and materials. |