 |
Try to build models at the same
scale that they will be used at in game (1 SI unit = 1 metre).
 |
This may not be
practical for skinned, jointed models in Soft.
|
|
 |
Models must face front in Soft; that
is: looking down the positive Z axis.
|
 |
The origin of a heirarchy's root
should coincide with Soft's global origin.
 |
Directly below
the center of the model at ground level. |
 |
If there is no
natural origin at that point, create a dummy hard point there and put it at the top of the
heirarchy.
|
|
 |
All sub-objects of a model must be
contained in a single heirarchy with a single root object.
|
 |
The name of the root object should
be descriptive of the whole model.
 |
i.e. rumbler
|
|
 |
Sub objects' names should be
descriptive of that piece.
 |
i.e.
spine0, spine1, shoulderR, upperarmR, lowerarmR, handR, etc.
|
|
 |
Hardpoints can be added for
attachments or effects generation; name them: HP-[something desciptive].
 |
They should
always be children of the root and not deeper in the hierarchy (I probably can remove this
restiction).
|
|
 |
The local orientation of sub objects
in a heirarchy should be natural.
 |
i.e. a foot's
local system would have the Z axis coming out the toe, the Y axis going up the leg, and
the X axis coming out of the side of the ankle. |
 |
i.e. a fire
hardpoint's Z axis should come out in the desired direction of fire.
|
|
 |
There are a few render flags that
you can add to the name of any part of heirarchy to control its appearence in game.
 |
2: double
sided; probably only for translucent objects. |
 |
L: no
lighting; always appears fully bright; for luminesient objects. |
 |
G: glow
blending; for translucent light effects; makes obects behind it appear brighter |
 |
H: hidden; not
really used in DR2. |
 |
The flags appear
after 2 underscores at the end of the object's real name; i.e. lightlens__2L.
|
|
 |
The word 'chunk' in a sub object's
name indicates that it should be the root of an automatically generated chunk.
|
 |
Light points? (switchable
emissive lighting)
|