Difference between revisions of "3D - General information"

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Of course the tri count depents on the complexity of its real life counterpart. Also, keep in mind that cargo vehicles need to include the cargo model itself.
 
Of course the tri count depents on the complexity of its real life counterpart. Also, keep in mind that cargo vehicles need to include the cargo model itself.
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In order to make various model features work, you need to make use of Vertex Paint. To learn more about Vertex paint, please refer to ....
  
 
More TBA
 
More TBA

Revision as of 12:01, 22 March 2021

Mashinky engine uses

  • *.x (DirectX mesh) format. It is native format for DirectX applications, fast, variable, 3 versions (text, binary, binary compressed). It supports multiple animations, adding meta data etc.

Mashinky vanilla models are stored in DriveLetter:\SteamAppsPath\Mashinky\media\model\. You can preview them using appropriate .x viewer. See Tools & Resources for more information.

Model complexity is determined by it's triangle (tris) count. Vanilla models adhere to a certain limit set for each type of 3d asset. While it is possible to import model with highter tri count, keep in mind that there can be many such objects loaded at the same time and all together can cause performance issues.

Example tri counts:

  • Train car -- 1k - 3k
  • Train engine -- 5k - 10k
  • Buildings -- 1k - 3k
  • Vehicles -- 3k - 10k

Of course the tri count depents on the complexity of its real life counterpart. Also, keep in mind that cargo vehicles need to include the cargo model itself.

In order to make various model features work, you need to make use of Vertex Paint. To learn more about Vertex paint, please refer to ....

More TBA

2D assets

Mashinky engine is able to load many different formats:

  • *.dds - preferred. DirectDraw Surface, it is native format for DirectX. Industry standard, able to store in many different bit formats, very fast for loading, custom mipmaps, etc.
  • *.bmp
  • *.jpg
  • *.png
  • *.tiff
  • ...

Take a look into how to setup 2D editor to prepare exporter and your 2d editor