| OPT Creation Intro
and Preparation
Introduction
The OPT files are the models for the ships, stations,
and other objects found in X-Wing: Alliance but unlike
"normal" model files these also contain the
textures (rather than these being separate files) and
information on the workings of the ship such as the
location and type of hardpoints, the size and type of the
hitzones, the location, size and colour of engine glows,
various lower detail versions of parts of the model for
use at longer distances, and any turret or s-foil
rotation information.
Other characteristics of the ship such as speed,
shield strength, hull strength, etc. are contained in its
"slot" in the XWA executable.
Whatever your reasons for wanting to create an OPT
file, be it because you want a ship from outside the
Hoth->Endor timeframe in which XWA was set, because
you want a ship which had appeared in the Star Wars
comics, novels, or even films which was not included in
XWA, or if you have decided that TGs models are simply no
longer good enough and want to replace them, this can be
a lot of work.
Originally there was a certain novelty to simply being
able to put something new into
XWA so almost any custom OPT, however simple, was
received with enthusiasm. Over time though as the novelty
has worn off, as OPT makers have competed slightly with
each other and tried to make something better than they
did the last time, and to a certain extent as peoples
computers have become more powerful and so able to use
more complex models the standards have been raised. The
box for X-Wing: Alliance recommends a PC with a 200MHz or
faster CPU and 32MB RAM, the Ultimate
Craft Patch (which actually contains some fairly old
and low detail OPTs) has a recommended specification of
1.4GHz (1400MHz) and 256MB RAM so you can see how much
more complex the OPTs various people have added are than
the originals.
OPT
limits
Maximum number of Meshes= approximately 51
(I found when creating a space station which had
rows of docking forks that if you have too many meshes
then some will not have working hitzones and will be able
to be flown and fired through. Much later with the V.2
Liberty I found that with 52 meshes the 52nd was
immaterial in this way but when an earlier mesh in the
list was deleted so that this mesh was now the 51st it
was shootable and rammable)
Maximum number of (triangle) faces per mesh=
safe limit of 200, maximum worked = 967, maximum worked
with LOD = 933
(This is bloody complicated.
If you have too many faces in a mesh then you will get an
effect generally called triangling-to-infinity where
various faces on the mesh appear to stretch themselves
off and converge on some incredibly distant point.
Unfortunately what XWA considers as being too many faces
is rather random as one mesh can work while another with
the same number of faces/vertices might not and this
seems to be affected by if texture mapping has been
applied and by what method.
- Importing a DXF (which by the nature of the
format is untextured) into AceDXF gave a maximum
of approximately 230 before triangling.
- Importing a 3DS (with texture mapping applied)
into OPTech through 3DS2OPZ I found a mesh with
967 faces did not triangle to infinity.
- To further complicate matters a mesh with 1183
faces that had been needing to be split in three
when testing with a temporary texture and planar
mapping applied across the entire mesh then
decided not to triangle-to-infinity with the
proper texture mapping.
There is also a complication where a mesh with too
many faces causes XWA to crash when it is shot, so even
if the mesh (however surprisingly) passes the
triangling-to-infinity test you may have to split it.
Then there is the final complication with adding a
low-detail version as this can also make XWA crash when
the OPT is shot if the mesh has too many faces. The limit
does not seem to be the combined total as a mesh with
(say) 400 faces and no low detail version can work but a
mesh with (say) 300 faces and a 40 face low-detail
version would not. Since the limit for this (and other
things) varies so much though it is hard to say.
The basic advice in all three cases is that if it
happens then try splitting the mesh until it stops.)
Maximum safe (triangle) facecount for an OPT=
10200 (51*200), maximum (triangle) facecount thus far =
12957
(This should be regarded pretty much as being theoretical
as an OPT with this many faces could almost certainly be
done with fewer faces without any appreciable difference
due to small details sometimes not being apparent and the
strong smoothing effect applied by XWA making things look
rounder. However if you have a large complex ship or a
landscape surface (or if you get over enthusiastic with
the modelling) then you might end up approaching this
figure)
Maximum number of Guns= 118
(I was saying approximately 110 but Mateus
Borges contributed the information that he has managed to
add 118 to his Leviathan SSD)
Maximum Size of OPT= approximately 30km
(This is a problem more for planetary surface OPTs, where
you want to be covering large areas and so have large
flat faces, as due to the limit on the number of guns an
OPT can support it would not be a good idea to create a
ship this vast.)
Maximum number of textures= approximately 100
(This is something that I have not had problems with as
when I produced an OPT where I was approaching this
figure for number of textures I combined the individual
textures into multi-part textures (where the texture
mapping is set up to use only part of a texture and so
each of these parts of the texture can be used for
different purposes) so I have never broken this limit)
Maximum size/colour-depth for textures= 256
colours and 256*256 (safe) or 512*512 (less safe) size
(When making some of my early OPTs I found that
I could use 512*512 size textures and this would work on
my PC when using 3D Hardware ON and Software MIP Mapping.
However these OPTs did not work for some people and I
found that if I used either 3D Hardware OFF (software
mode, which no OPTech created OPT will work in anyway) or
Hardware MIP Mapping that XWA would crash. 512*512 size
textures therefore can work, but 256*256 size textures
will always work and therefore are safer.)
(Something I have recently discovered is that 512*512
textures don't seem to work in OPTech anyway. When an OPT
was created with a 512*512 sized texture although it
displayed correctly in OPTech when the OPT was created
the texture was mapped incorrectly. When that texture was
changed to 256*256 (no other changes
were made) it worked. 512*512 textures may therefore only
be useable for AceDXF created OPTs.)
Maximum number of Engine Glows = about 15
(With some ships you might want to use a large
number of engine glows. This could be because they have a
large number of engines, because they have a wide
rectangular nozzle (like the YT class transports) which
requires several engine glows to cover it, or because a
good method with fighters is to use two engine glows per
engine (one large transparent for a halo and one smaller
denser for the exhaust). You need to be careful though as
the maximum of 15 is not that high.)
Types
of OPT
Heavy / Medium Starship-
In some ways this could be considered as being
the simplest sort of OPT to make as this is a single OPT
file which will not need any S-Foil information and
generally speaking a heavy starship will not need any
turret rotations set up as the ship will be large enough
to not have visible turrets. Some Medium starships do
have visible turrets though.
As these ships are large and will be being flown around
at close range the model needs to be detailed (which is
both a source of work in itself and means there will be
more meshes whose hitzone types need to be defined and
whose hitzones need to be grouped together into a single
entry in the players targeting list) and the textures
need to be very detailed and quite numerous.
For the same reason these ships suffer the most from
problems with edge-wobble (where
XWAs calculation of where meshes intersect changes as the
relative position of the meshes and the player changes)
as the player might flying almost parallel to the hull,
weaving between the details, and so not only be moving in
the relative direction that seems to give XWA the most
problems with the calculations but also be in the best
position to observe these problems. You may be tempted to
use Boolean tools to avoid this but these can cause problems with the shading
and smoothing in XWA and so should be used with care.
The level-of-detail settings
will need to be reasonably complex so that different
details vanish or are replaced with lower detailed
versions (or indeed are replaced by lower detail versions
which then themselves vanish at extreme range) at
different times to minimise the resources used by this
OPT at different ranges. The closer the player is to a
starship the more detail they will need to see, and the
further away starships are from the player the more
likely it is that the player will be able so see more
than one of them and so the better it is for these ships
to at least have had their smaller details vanish.
These ships have the most weaponry, and so there will be
the most weapons hardpoint to set up. They also almost
always have a hangar whose three hardpoints (AIHangar,
InsideHangar, and OutsideHangar) will
need to be set up and which will need to be tested to
ensure that fighters and other craft are launching and
returning correctly.
Maximum Facecount= Depends on size of
ship and rarity but anywhere between about 4 000 and 10
000 triangle faces.
Light Starship / Freighter-
These are also a single OPT file and can have a
simpler model and lower number of textures than the
larger ships because they are smaller. Since it is more
likely there will be more than one in a mission they
should be built with a lower facecount, but they still
need to be quite detailed as the player will still be
lying towards and around it.
These ships will have less weapons, and so fewer weapons
hardpoints to be placed, and are less likely to have
hangars to be defined and checked. However it is much
more likely that the weapons will be mounted in turrets
and so these will need to be modelled (see note below) and their rotations
set up.
Maximum Facecount= Depends on size of
ship and rarity but anywhere between about 2 000 and 4
000 triangle faces.
Space Station-
These can be relatively simple or rather
complicated, depending on the size of the space station
which can be anything from a small docking platform right
up to something that is pushing the 30km limit (or even
larger if you decide to make the station from more than
one OPT).
Almost all space stations will have a hangar so this will
need its hardpoints set up and to be tested.
Whether a space station has the weapons hardpoints placed
onto hull meshes or on turrets depends on the size and
design so you may or may not have to set up turret
rotations.
Some space stations can have quite complicated
hangar/docking facilities and since they don't normally
move the player may decide to go for a fly through these
areas, so they will have to be nicely detailed and
modelled.
Some space stations may also be more likely to have a
rather repetitive design where you have several docking
arms, several landing platforms, several habitat modules,
and so forth. When modelling (or designing) these you
will need to keep in mind that any increase in detail to
that part of the model would therefore be repeated that
many times and so increase the facecount by that many
times (see note below).
Maximum Facecount= Depends on size of
the station but anywhere between about 2 000 triangle
faces for a simple platform up to multiple OPTs of 10 000
triangle faces for a vast space complex.
Planetary Surface-
This would probably be the largest sort of OPT
you would consider making as planets are rather large
compared with most spaceships. As has been seen in almost
every flightsim ever made trying to model a landscape
with sufficiently few faces to be usable in a game and
with enough detail to allow for players deciding to fly
extremely low is rather difficult.
However as, barring the arrival of a Death Star, the
ground generally remains stationary rather than moving
around it is more easily possible to create a landscape
from multiple OPTs. Buildings on the landscape should
probably also be separate OPTs (at least from the
landscape if not from nearby buildings) so they can be
targeted and strafed into oblivion. Trees could be a
problem as a tree is a complicated shape and, unless you
have converted your forests into sailing ships, can come
in rather large groups.
I have only really tried modelling a landscape for any
purpose a few times but I did find a rather useful tool
in MAX called the Displace modifier which will
take a relief-map showing the elevation of different
areas by their shade (which is the mapmakers concept that
bump-maps are based on) and then alter the mesh the
modifier is applied to accordingly. This mesh will need
to have plenty of vertices though as the modifier does
not create any (at least in my version of MAX) but only
moves existing ones.
Maximum Facecount= Depends on terrain as
if it is flat then you may reach the 30km * 30km limit
before the facecount limit.
Hangar-
Darksaber has made a very nice Calamari Cruiser hangar
for the XWAU and a Naboo Hangar for use with
prequel-craft and General Trageton has made a equally
nice Imperial Hangar, but you may decide that you want
something different to reflect either that your mission
set is not set with the player flying for either main
faction, that your mission set is set during a different
timeframe, or that they are just not flying from a Star
Destroyer or Calamari Cruiser.
A hangar is made up of the main Hangar OPT plus secondary
OPT files for the roof-crane, floor-crane, little blue
Droid, missile-truck Droid, generator, console, and
workstand. XWA then takes these secondary OPTs and puts
them in various locations in the Hangar and in most cases
animates them (a mesh rotates or the OPT moves around).
(XWA also puts in some hangar craft which by default
are the X-Wing, Y-Wing, A-Wing, and a Shuttle that
happily launches and lands even if the mothership is in
the middle of a to-the-death battle. See note on Hangar Craft for
additional thoughts.)
You will therefore need to make the main Hangar OPT
plus any replacements for the secondary OPTs that would
fit with the positioning and animation XWA applies (such
as replacing the missile-truck Droid (that moves around)
with a probe Droid (that can equally well be moving
around). For secondary OPTs where you do not wish to
replace them as either the positioning or animation will
not fit in with your plans as has been demonstrated by
Darksaber and General Trageton.these can be replaced by a
simple cube or pyramid which is centred so that when XWA
places it the actual model will be below the floor and so
not be seen.
Remember that your replacement hangar should be centred
so that the floor level is the same as on the TG OPT (for
the positioning of secondary OPTs, hangar craft, and the
players craft).
Maximum Facecount= Only one hangar so
can be maximum possible.
Fighter-
These can be the most difficult sort of ships to make,
which only makes the output of people like Darksaber more
impressive.
Fighters normally consist of three separate OPT files,
Cockpit (as name suggests used for the cockpit), Base
(used for non player craft), and Exterior (used for
exterior view of player craft). They can just have the
Base OPT (which was what most of TGs fighters had since
they were not craft flown during the storyline) and use
the default "combat simulator" cockpit but this
is something which these days is regarded as either being
lazy of as being a temporary measure pending the release
of the other two OPTs.
To make things worse although the Base OPT model can be
reasonably simple as fighters move fast enough to make
close examination difficult, and the model actually
should be reasonably simple because there could be dozens
of fighters of that type in a mission, the exact opposite
applies to both the Cockpit and Exterior OPTs. Both of
these will be being seen at close range and so they need
to be very detailed and can be very detailed as there
will always only be one OPT of their type in the mission.
Remember though when making the Base and Exterior OPTs
that the order of the meshes seems to need to match up so
that when the player is shot down any parts which have
been set to BreakAndExplode will do so
correctly. I found with the IRD that when the meshes
didn't match up that I had one copy of a wing flying away
and exploding while another copy remained attached and
intact until the main part of the fighter detonated (see multiple models).
Fighters also have their own set of problems and
restrictions. Fighters with more than one pair of warhead
launchers can have problems
if the player tries to change what sort of warheads are
loaded. There is also a problem with having large warhead
loads if the OPT is not installed in the Missile Boat
slot. Another problem is that there are only a limited
number of slots that can have hull icons.
Thankfully Fighters do at least have the simplest set up
for levels of detail (on the Base
OPT) as since they change range so swiftly you can make
this a single stage change from maximum to minimum
detail.
Maximum Facecount= Only one cockpit
which will be viewed at close range so can be maximum
possible. Only one exterior which will also be viewed at
close range so this too can be the maximum possible. Can
be dozens of base OPTs in a mission so below 1 500
triangle faces (preferably lower) is advisable.
Preparation
Whether you are creating a custom ship from your
imagination or are trying to produce something based on
an existing design your first task may be to produce lots
and lots of sketches. This will help you to figure out
how the various parts of the ship relate to each other
and also help you to get the design of the ship fixed in
your mind so that you can more easily visualise it while
working.
You may also want to produce some test models in some
cases either so you can check your idea for how things
are arranged from different angles or if you are not sure
which method would be best to produce a particular part
of the ship.
This initial process can sometimes be shortcut if
there is an existing model (either too high or too low
detail) of the ship as this model can provide guidance
for the general proportions and arrangement of your
model. If this model is an older OPT then it will also be
(or should be) the correct size and so can provide a
guide for the size of your new model as well. Try not to
plagiarise by actually reusing parts though as this is
considered both rather rude and as cheating.
One thing to also bear in mind is that if you are
making a ship of your own design (or extrapolating an
existing low detail model) is to not be afraid to take
advantage of a fortunate accident, if it looks good then
consider using it, or to modify small elements the design
if this will look equally good but be either easier to
model or be lower in facecount. Some things are easy to
sketch but hard to model and conversely some things are
easy to model but hard to sketch.
An example of this sort of "cheating" would be
where you are detailing something and could make the
vertices between different sections of the detail and the
vertices between the different sections of the thing you
are detailing line up. This way you can avoid having the
small faces and extra vertices that would otherwise be
required to account for the small gap between the edge of
the detail and the edge of the "thing-section".
Once you have the design for your ship worked out and
have a good general idea of how you are going to model
things you will need to decide what details will be
modelled and what will be contained in the textures. This
obviously depends on the type of OPT you are creating
(both because on a large starship or station even
"small" details can be quite large and because
the rarer an OPT is likely to be in a mission the higher
a total facecount it can afford to have) but it also
depends on the design of the ship.
An angular design such as a Star Destroyer can have a
relatively large amount of small details modelled as
these details will be boxy (and so lowish facecount) and
if you find you need to use Boolean tools to avoid
edge-wobble or the "venetian-blind" effects
(see note here), which you
probably will, then the increase in facecount will be
quite low as the detail will be overlapping fewer faces
and thus causing fewer to need to be split.
Alternatively with a curvy design such as a Calamari
Cruiser each detail will quite curved and so higher in
facecount (a rounded bulge is equivalent in facecount to
several boxes) and every combination using the Boolean
tools will involve several faces on the detail and
possibly several on the larger section the detail is
being combined with and so will produce a higher increase
in facecount.
Either way you will have to be careful as XWA applies
such a strong smoothing effect to the model that it can
create some rather unattractive shading along the edges
of coplanar faces and this in some ways is worse than the
problems of edge-wobble or venetian-blind that you were
trying to solve. There are solutions
to this problem but if you are importing as a DXF or
OBJ then they will cause additional extra vertices.
There is also a pitfall where your focus narrows onto
the mesh you are creating and onto making it the best it
can be. This is quite a good idea but in the same way as
in Art lessons at school you were told to sketch the
outline rather than drawing each section at a time in
more detail you need to maintain a wider perspective.
Different areas of the ship should have the same sort of
level of detail, if one section has a lot of details in
texture but in another details of the same sort of size
or significance have been modelled then the ship will
look "bitty", so if you get carried away with
detailing one section you will have to do the same for
everything.
Another pitfall is where the ship (or station) has
more than one identical or nearly identical area such as turrets, docking arms, engines,
etc. Making this part of the ship nice and detailed by
adding some extra faces might seem like a good idea as it
could look good and would only be a small amount of extra
faces compared with your planned total. Unfortunately as
this mesh would not be unique this would mean that the
total facecount would go up by a greater margin and if by
increasing the detail of the mesh you manage to take it
over the facecount at which XWA decides to
triangle-to-infinity you would also be using up twice as
many of your allocation of 51 meshes.
You may even find that if you have maintained a high
level of detail in the model that although you are
producing a very nice looking model you could actually be
approaching the maximum number of faces an OPT could have
(which varies because the maximum number of faces per
mesh varies). Of course if you find this then you need to
reconsider how much detail or how many sections per curve
you are using as excellent results can be produced with
far less. Small details may not show up very well in XWA
and since XWA applies a strong smoothing effect to the
model quite faceted ships can still look nicely rounded.
In fact too high a level of detail in the model is
actually a bad thing as not only will this slow down the
game with the extra calculations but the more faces you
use the more chance there is that you will get stupid extra shading and the
more likely it is that you will need to split meshes and
so have extra vertices along the joins (since by
splitting the mesh each of the resulting meshes will have
a copy of the vertices rather than these being shared).
Remember one thing above all else though when doing
the above or the following, "Don't worry, be
Happy."
If people don't like what you have done then they can go
**** themselves, especially if their idea of feedback to
your several hours (minimum) of work consists of a
semi-illiterate e-mail that (unless they really are in a
straightjacket and typing with their nose) would have
taken five minutes (maximum) to type. Nobody is
infallible but if you have studied the available diagrams
or pictures closely and carefully then it is far more
likely that you are right than some imbecile telling you
"FYI you have gots the modl wrong, teh hull isnt
like tht. Just thot youd shuld knw" who can't be
bothered to take the time to make what they is saying
clear or to be polite about what they are saying.
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