Changes between Version 3 and Version 4 of content/CC_guidelines
- Timestamp:
- Mar 24, 2009, 1:31:19 AM (16 years ago)
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content/CC_guidelines
v3 v4 1 1 = Content Creation Guidelines = 2 3 == Polygon Count == 4 Try to keep these in mind as a soft upper limit for the number of polygons. 5 6 * Space ship: 1500 7 * Space ship weapon: 600 8 2 9 == On Weapons and Spaceships == 3 In order create a standardize sinterface between weapons an space ships, these are some guidelines. They made sure, that the weapons fit at the mount points of our space ships without colliding with the space ship mesh. Both designers of weapons and space ships should keep this in mind when working on their models.10 In order create a standardized interface between weapons an space ships, these are some guidelines. They made sure, that the weapons fit at the mount points of our space ships without colliding with the space ship mesh. Both designers of weapons and space ships should keep this in mind when working on their models. 4 11 5 12 At the moment, we work with only one class of weapons. The weapons of this class must meet several requirements which are all shown in the following picture (click to enlarge). … … 8 15 9 16 * The '''maximum dimensions''' of the weapon mesh in x, y and z-direction are '''2, 2, 6''' (see black box in picture) 10 * The muzzle of the '''weapon must point in negative z-axis''' (see arrows in picture). This convention is due to Ogre's coordinate system, where the x-axis points to the left, the y-axis points upwards and the z-axis points out of the screen accordingly. By complying with this convention, we make sure that the weapons models do not have to be rotated when attached to the ship. 17 * The muzzle of the '''weapon must point in negative z-axis''' (see arrows in picture). This convention is due to Ogre's coordinate system, where the x-axis points to the left, the y-axis points upwards and the z-axis points out of the screen accordingly. By complying with this convention, we make sure that the weapons models do not have to be rotated when attached to the ship. Depending on your model, it might be easier to model in the x-y-plane and rotating everything when done. 11 18 * The '''object center''' of the weapon model must be on top of the model in y-direction. In x-direction, it is centered and in z-direction is between the rear third and the center third of our maximum dimension bounding box (see red dot in the picture). 12 19 * Be sure to include '''a plane surface''', where the weapon can be attached to the ships hull. The object center should be in this plane.