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en:games:star_trek_armada_1:modding:model_hierarchy [2025-03-29-22-34] – [Bot] 7saturn | en:games:star_trek_armada_1:modding:model_hierarchy [2025-04-04-17-20] (current) – [Bot] 7saturn |
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=== Bot === | === Bot === |
The //bot**x**// nodes are child elements of the //hardpoints// node. They define the location where the worker bees of [[en:games:star_trek_armada_1:constructor|constructors]] come from. | The //bot**x**// nodes are child elements of the //hardpoints// node. They define the location where the worker bees of [[en:games:star_trek_armada_1:constructor|constructors]] come from. |
| === Repair === |
| Child element of the //hardpoints// node can also be the //repair// node. It is the spot units will move to for repairing. It is found in yards. It is a node with location and direction. The y-direction together with its location is the line in 3-dimensional space units will line up at for repair queuing. |
| === Build === |
| The //build// node almost the same as the //repair// node, except it is used for construction of units, not repairs. It is as such part of yards and [[en:games:star_trek_armada_1:starbase|starbases]]. |
==== Life Node ==== | ==== Life Node ==== |
The //life// node is a child element of the //damage// hierarchy. It's child nodes are usually emitters, a special kind of [[sprites|sprite]]. The are named in the same way as animated SOD models, usually representing flares. See also [[en:games:star_trek_armada_1:modding:emitter_names#steam_and_fog_emitters|Steam and Fog Emitters]] on some commonly used ones for the //life// node. They are indicating the life support system being down. For ships without life support system (e.g. automated stations) it is not needed. While the location and direction of the //life// node has no direct relevance, the location and direction of its child nodes are relevant. They mark the origin of the emitter animation, and the direction the emitter animation will take. | The //life// node is a child element of the //damage// hierarchy. It's child nodes are usually emitters, a special kind of [[sprites|sprite]]. The are named in the same way as animated SOD models, usually representing flares. See also [[en:games:star_trek_armada_1:modding:emitter_names#steam_and_fog_emitters|Steam and Fog Emitters]] on some commonly used ones for the //life// node. They are indicating the life support system being down. For ships without life support system (e.g. automated stations) it is not needed. While the location and direction of the //life// node has no direct relevance, the location and direction of its child nodes are relevant. They mark the origin of the emitter animation, and the direction the emitter animation will take. |
==== Target Nodes ==== | ==== Target Nodes ==== |
The node hierarchy //target// is child of //damage// and sprite nodes. By itself it has no orientation and its location has no effect by itself. Its child nodes are the names of the sprites shown when the weapons are down. | The node hierarchy //target// is child of //damage// and sprite nodes. By itself it has no orientation and its location has no effect by itself. Its child nodes are the names of the sprites shown when the weapons are down. |
| ===== Node Names for Multiple Occurrences of the Same Name ===== |
| If you have to add a specific emitter or other node multiple times, the game will need you to specify different names for them, although of course e.g. an emitter like //plasmamed// still has only one name. The solution for this is adding a number at the end of such a node, e.g. like this: ''plasmamed_1'' and ''plasmamed_2''. The game will recognize that both times //plasmamed// is meant. So you can make both of your nacelles each have a plasma leak at the same time. |
===== Stock Game Node Names ===== | ===== Stock Game Node Names ===== |
The names of nodes used in the stock game can be found in article [[Node Names]]. | The names of nodes used in the stock game can be found in article [[Node Names]]. |
==== Node Name Conventions ==== | ==== Node Name Conventions ==== |
Apparently //Milkshape// in conjunction with an SOD exporter requires the normally none-prefixed node names to be prefixed with indicators such as ''h_''. These prefixes indicate what type the node has. The different types are as follows: | Apparently //Milkshape// in conjunction with an SOD exporter requires the normally none-prefixed node names to be prefixed with indicators such as ''h_''. These prefixes indicate what type the node has. The different types are as follows: |
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| {{tablelayout?colwidth="90px,55px"}} |
^ Type ^ Prefix ^ Description ^ | ^ Type ^ Prefix ^ Description ^ |
| //hardpoints// | ''h_'' | Some technical elements being part of the hierarchy, not necessarily having an artwork-like function (like applying a texture or giving a direction of something). This may include structuring nodes, like //borg//, but also nodes with special tasks, such as the bee-nodes //bot**x**//. Structuring nodes have a location that does not really matter by itself. The location of the child elements on the other hand may very much be relevant, e.g. for //hp// nodes (actual hardpoint nodes). Depending on the situation, some of the child elements may even have a direction, such as hard points (directed pulse weapons will only fire in the general direction the node points to). | | | //hardpoints// | ''h_'' | Some technical elements being part of the hierarchy, not necessarily having an artwork-like function (like applying a texture or giving a direction of something). This may include structuring nodes, like //borg//, but also nodes with special tasks, such as the bee-nodes //bot**x**//. Structuring nodes have a location that does not really matter by itself. The location of the child elements on the other hand may very much be relevant, e.g. for //hp// nodes (actual hardpoint nodes). Depending on the situation, some of the child elements may even have a direction, such as hard points (directed pulse weapons will only fire in the general direction the node points to). | |