Modeler
Use
the Modeler to view models, change material attributes, and export to Racer's
native DOF file format. |
|
The
Modeler is used to (pre)view and enhance models you've created. Specifically
the Modeler is used to:
- Import slow-loading formats (ASE, VRML) to the quickly loadable
DOF format (click for technical information on the DOF
file format).
- Modify
material attributes (like setting reflection mapping, diffuse and other colors,
declaring materials transparent).
- (FUTURE)
Export models to the nVidia
.M format for optimizing meshes using NvTriStrip for example.
Modeler
does NOT let you modify the mesh itself. You can use 3D Studio Max, ZModeler
(which has a Racer DOF import/export facility) or any other modeler for that.
Key |
Description |
F |
Toggle flashing of the current
material |
PageUp/PageDown |
select material |
M |
Switch mode (material/model) |
I |
Import DOF |
E |
Export DOF |
Shift-Q |
Quit program |
L |
Import VRML (since v0.5.3 beta 2.2) |
W |
Toggle wireframe |
N |
Toggle normals |
T |
Toggle tangents display (bumpmapping use). From v0.8.24 on. |
- Import ASE; imports an ASE model file. This file format
can be exported from 3D Studio Max(tm) for example. Be sure to save your original
model as a normal Max file.
- Import VRML; a very simple and crude VRML loader to
load VRML files produced by VRL2VRML for example. This VRL2VRML utility is
used to convert ISI .VRL files from Sports Cars GT and F1-2000 for example
to the more general VRML file format, importable by 3D Studio Max amongst
others.
Anything other than these relatively simple VRML files are untested and might
fail.
- Import OBJ; a still non-functional (v0.4.8)
WaveFront .OBJ loader.
- Import DOF; read my DOF file format. DOF is a quick-loading
format meant for quicker car and track loading. It is not meant as a format
to build upon for other things.
- Export DOF; export
the current model to a DOF file. This is useful to create files which will
load more quickly than regular ASCII files, which need (much) more time to
interpret.
- Enlighten model; the VRL models from Sports
Cars GT seem to be exported to dark VRML files. You can use this button to
create some light into otherwise very dark models. If your model still stays
black, it might be a texture problem instead that you are witnessing. Check
the troubleshooting section.
Technical explanation: all diffuse colors are set to 1 (white).
- Scale; enables you to scale a model in the
X/Y/Z directions. Try to keep things to uniform scaling (X=Y=Z), or your normal
vectors will probably be non-functional and lighting will behave incorrect.
- Scale x100; scales the model 100x. SCGT
car models may need these to be visible; the view in Modeler is by default
some 500x500 meters wide. SCGT models are based on meters; so a car of 3 meters
will show as 3 pixels. Use this button to conveniently bring it up a bit.
- Scale /100; like Scale x100, this scales
the model back.
- Optimize; groups together vertices that
are equal (welding). After that, it packs the index arrays so memory usage
becomes less. If 'Generate normals' doesn't do anything, you may first need
to optimize.
- Generate normals; (re)generates normals
based on the triangle orientations. It averages the normals of the vertices
between the connected faces, if those faces belong to the same group. It might
smooth a bit too much, so in the future I might add an angle specification.
Better is to do these things directly from 3D Studio Max itself (I use this
function mainly to beef up imported cars from SCGT).
- Toggle burst viewing; enables you to see the chunks
that make up the model. These chunks (bursts) are drawn piecewise. The fewer
bursts, the faster the drawing, in general.
- Q: My textures seem all black or red;
I don't think Modeler could find the textures.
A: By default, the object loaders expect texture map images to be in the model's
directory, or if that fails it searches as a last resort in 'images/' (relative
to the directory you run Modeler from).
- Q: The lighting seems weird.
A: Perhaps you've scaled non-uniformly, i.e. non-equal in all 3 directions
(XYZ). When doing this the normals used for lighting will point in bad directions.
Regenerate the normals by clicking the button 'Generate normals' (not recommended
as imports from 3D programs generally do better with smoothing groups etc).
(last
updated
December 30, 2014
)