MODEL EDITOR

TOOLBAR

While the first and third part of the main toolbar always show the same controls, the middle section changes depending on what sub-editor is opened.

Import new model Import a mesh file (*.x or *.obj format is encouraged)
Load whale model Load an existing model (*.mdl file)
Save whale model Save the currently opened model as uncompressed *.mdl file
Save compressed whale model Save currently opened model as a compressed model. This is encouraged when you're completely finished with a model. Compressed (binary) files load a lot faster.
Save collision whale model Collision models are slightly altered versions of the standard *.mdl files. Since Collision models cannot be seen in-game, they do not require UV coordinates or materials. When using this save mode, the Editor automatically strips the unnecessary data. Check further down for more info on saving Collision models into compressed format.

In the newly opened window, find and select the wanted file and click open. Import New Model can accept a multitude of file formats, but importing *.x (DirectX 3D image file) and *.obj formats is advised. When the model loads, use the options and parameters on the Material properties panel to apply corresponding textures and adjust other parameters. Probably the first thing you should do next is load textures. Click on the corresponding buttons on the panel to select the textures.


MATERIAL/MODEL PROPERTIES

The Material Properties panel is separated into several sections:

  • The first section deals with the most basic data like which shader the model uses. This is important since different shaders offer different characteristics and behavior or the material properties.

  • TEXTURE section deals with assigning Diffuse, Normal and Special textures to the model. Depending on the shader used, not all textures are required. It is best to look over an existing default game model as reference.

  • AMBIENT section handles how the model's material interacts with the ambient. How much it gets colorized by it etc.

  • DIFFUSE section has only one parameter. Color can be used to generally colorize the model. While this parameter can be used to tweak the material, it is generally good practice to leave this parameter set to 1.00 1.00 1.00 1.00 and do changes directly to the diffuse texture instead.

  • SPECULAR section handles how shiny the model is.

  • SELF-ILLUMINATION provides the means to tweak model illumination. Setting model overall darkness can be tweaked here.

  • REFLECTION FRESNEL section handles reflection related parameters. You can make the model fully reflective or completely matte, depending on your wishes. Keep in mind though, that reflection map is taken into account

  • SHADOWS section has two simple checkboxes to set whether the model can accept or cast shadows os both...or none.

IMPORTANT NOTES ON TEXTURES

Three textures are usually used by models in SPG2. Suggested format for all three textures is *.dds (Direct Draw Surface) and 8 MipMaps are also advised.

  • Diffuse - DX5 texture
  • Normal - RGB 888 texture
  • Special - RGB 888 texture

Diffuse and Normal maps are standard, so let's jump directly to Special. Special texture is channel specific. Each channel in the texture is used for a specific purpose.

Red channel: specular map
Green channel: reflection map
Blue channel: light (self illumination)


CREATING AND IMPORTING COLLISION MODELS