Homeworld Resource
Add: Adds a new joint under the selected parent.
Add Hardpoint: Adds a new hardpoint group (for a specific purpose) under the selected parent. You'll need to specify the base name and type in the screen that follows.
Remove: Removes the selected joint (and all it's children)
Position: Allows you to select the position of the object using a 3d point picker (called as “SIMPLe DRAW X”). You will need to select the objects you want to see, in the “SIMPLe DRAW X” screen)
Key shortcuts when the tree view has the “focus”
· F2 Rename
· F3 Rebuild Tree
· Any other key to refresh the values (Ex. Arrow keys)
SIMPLe DRAW X is the interface, which is used to hardpoint joints. Following is a view for “SP_Tanker.hod
The four windows to the left are the windows for each ‘viewport’. You can pan, zoom, and change the view as needed in each of the viewports.
· The very first button is “Reset View” which will reset view for that viewport only.
· The next combo-box is the way in which you are looking at the object.
· The next combo box is for type of shading – Wireframe or smooth.
· The last text box is for indicating the zoom value – the larger the value the farther you are away from the object.
· The labels indicate the currently “selected” co-ordinates – for information.
The panel towards the right indicates the selected objects. You may want to display lower LoDs of objects; incase you are rendering a large number of polygons.
Apply button saves the selected co-ordinates (and even rotations, where applicable) at the place where you clicked the “Position” button
Cancel button exits without saving the selected co-ordinates (and even rotations, where applicable).
To select a point, you move the “crosshair” (not fully shown in the picture) using keys; since clicking and picking a point will mostly not give the desired result (due to “wrapping” of the view)
In order to move these “crosshair”, the following controls are used:
· Forward: “W”
· Backward: “S”
· Left: “A” or ß
· Right: “D” or à
· Up: “Q” or á
· Down: “E” or â
· Toggle Rotation Mode: “R”
· Toggle Local move\Global move: “T” (i.e. in ‘Global’ type of move, the crosshair will move forward, but in “Local” type of move, the crosshair will move to it’s forward, when you press the forward button; default is ‘Global’ type of move)
If you turn on Rotation mode, then instead of moving the crosshair, it will be rotated. All rotations displayed in the interface are in radians.
If the crosshair moves too slowly or too fast, the following key combinations may be used to make the crosshair move (or even rotate, where applicable) at a different speed:
· 0.01X “Ctrl” key only
· 0.1X “Shift” and “Alt” keys
· 1X No extra key
· 10X “Shift” key only.
· 100X “Alt” key only.
For optimal performance, you can configure SIMPLe DRAW X’s settings. To modify them, go to Tools->Options. There, select “SIMPLe DRAW X”.
Following are the settings you can change:
1.Filtering:
No filtering: Use this if the SIMPLe DRAW X window lags a lot when rendering. This will completely disable filtering (of textures)
Bilinear filtering: If you want SIMPLe DRAW X to use bilinear filtering only
Anisotropic filtering: If you want SIMPLe DRAW X to use the best quality filtering.
2.Rendering:
Software: If you want SIMPLe DRAW X to use Software ONLY
Hardware: If you want SIMPLe DRAW X to use Hardware if available.
Pure Device: If you want SIMPLe DRAW X to use “Pure Device” when available. This should give a boost in performance.
3.Resolution:
Auto-determine best resolution: If you want SIMPLe DRAW X to use half the resolution of the screen for each viewport. If this is off, minimum resolution is used.
Hi-Resolution: If you want SIMPLe DRAW X to use screen resolution for each viewport (this will surely need beefy system resources, esp. a 3d accelerator).
BSRM stands for Battle Scar Reference Mesh. That’s right, it is used as a reference for showing scars on objects. HW2 uses this mesh (and it’s normals) to create triangles, on the surface of the object, to show up scars, due to damage caused by weapons. Usually BSRM is exactly same as the respective object, (as BSRMs correspond to objects; i.e. for each object, there is a BSRM and vice versa) since they are used for what will be visible (and noticeable) to the end user. BSRM has many parts, for triangles, or mesh, it’s normals, it’s bounding box (the box in which it is contained, this is abbreviated as BBOX), it’s boundary sphere (this is abbreviated as BSPH) and finally for Spatial sub-division of triangles for better effects (this is abbreviated as SSUB). Following is the interface for modifying BSRMs:
.HOD Editing continued