Targetware: 3D Dev Guide


Scale, Orientation, and Level of Detail


Scale

All objects must be exported at 1:1 size. The game engine works with meters, we recommend you also work in meters, if your 3D application has that option. Most 3D applications default to a unit which is treated as a meter, even if it doesn't specifically refer to it as a meter. Any object you have that is not modeled 1:1 now will need to be re-sized in your 3D app, and re-saved at 1:1 size.


Orientation

3D applications often have different default orientations. A plane that might be upright in one application might be shown tipped on its side in another app. For most models, the Targetware engine does not require a specific orientation. Model your object as you normally would, export it, then set the rotation in the objects .anm file (see Chapter 2.63) to fix its in-game orientation. The format is: "rotation = x, y, z". For example, an object modeled in Lightwave would typically use the following line, which rotates the nose of a plane up by 90 degrees:

    rotation = 0, 90, 0

The one very notable exception to this is ordnance modeling. Any object you model that will be dropped, launched, or fired from a plane should use a rotation of 0, 0, 0. That means you will have to rotate it in your modeling program so that it exports at the correct orientation for in-game display. You can still build it at your normal working orientation, just remember to rotate it before you try to put it in the game.


LOD Reduction

The Targetware engine employs an automatic LOD (level of detail) reduction system. It is not necessary to prepare separate versions of your airplane model.