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http://botf2.square7.ch/wiki/api.php?action=feedcontributions&feedformat=atom&user=KennethOfBorg BotF2-Wiki - User contributions [en] 2026-04-17T20:30:48Z User contributions MediaWiki 1.22.2 http://botf2.square7.ch/wiki/index.php?title=3D_Model 3D Model 2022-03-06T14:17:12Z <p>KennethOfBorg: /* How to bring in */</p> <hr /> <div>[[Category:3D Combat Engine]]<br /> = Intro =<br /> <br /> = How to bring in =<br /> '''Import blender 3D models into Unity BOTF2 3D'''<br /> <br /> '''*[BLENDER - 3.0]'''<br /> **1) Orientation: model faces forward: is -y and up is +z<br /> **2) Use (object mode) control-J to join multiple model objects into one object for export<br /> **3) Set origin just in front of a ship<br /> **4) In object mode apply all (control-a) trans, rotation, scale<br /> **5) Select Edit Mode and X-Ray, in Properties Material tab: Select faces for New materials and Assign faces OR from Material Library, highlight and Apply to Selected For glow colors emission to 4, Metallic to 1 for metals. <br /> ****Use material Library down Material tab.<br /> **6) Top left of viewport Set to Viewport shading and take drop down menu (above Options) set to material, back face culling.<br /> **7) To export as race_shiptype_era.FBX model after removing camera, lights, animation and save in Unity\&lt;current build bothf2&gt;\Assets\FBX<br /> <br /> <br /> '''[UNITY]'''<br /> **1) Create an empty in the Hierarchy and name it race_shiptype_era.<br /> **2) To empty add Rigid Body with no gravity and capsule collider, no friction and on z axis.<br /> **3) To empty add Game Manager and Ship script<br /> **4) To ship script add public properties from audio and prefab library<br /> **5) To top of inspector add a new or select a tag, chose layer<br /> **6) Add fbx mesh to empty<br /> **7) Edit capsule collider in Scene window<br /> **8) Move empty to PreFabs folder.<br /> **9) Add PreFab ship into Game Manager slot<br /> <br /> <br /> '''[VISUAL STUDIO]'''<br /> **1) Game Manager;<br /> ***a) add ship as public GameObject property<br /> ***b) add ship to PrefabDictionary<br /> ***c) add to string[] in LoadFriendAndEnemy Names<br /> <br /> <br /> <br /> '''[ShipData.txt]''' <br /> ** in Unity\&lt;current build&gt;\Assets edit the ShipData.txt file to include data for your ship from the Google Sheet 3D Combat Ships</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=3D_Model 3D Model 2022-03-06T14:13:59Z <p>KennethOfBorg: /* How to bring in */</p> <hr /> <div>[[Category:3D Combat Engine]]<br /> = Intro =<br /> <br /> = How to bring in =<br /> '''Import blender 3D models into Unity BOTF2 3D'''<br /> <br /> '''*[BLENDER - 3.0]'''<br /> **1) Orientation: model faces forward: is -y and up is +z<br /> **2) Use (object mode) control-J to join multiple model objects into one object for export<br /> **3) Set origin just in front of a ship<br /> **4) In object mode apply all (control-a) trans, rotation, scale<br /> **5) Select Edit Mode and X-Ray, in Properties Material tab: Select faces for New materials and Assign faces OR from Material Library, highlight and Apply to Selected For glow colors emission to 4, Metallic to 1 for metals. <br /> ****Use material Library down Material tab.<br /> **6) Top left of viewport Set to Viewport shading and take drop down menu (above Options) set to material, back face culling.<br /> **7) To export as race_shiptype_era.FBX model after removing camera, lights, animation and save in Unity\&lt;current build bothf2&gt;\Assets\FBX<br /> <br /> <br /> '''[UNITY]'''<br /> **1) Create an empty in the Hierarchy and name it race_shiptype_era.<br /> **2) To empty add Rigid Body with no gravity and capsule collider, no friction and on z axis.<br /> **3) To empty add Game Manager and Ship script<br /> **4) To ship script add public properties from audio and prefab library<br /> **5) To top of inspector add a new or select a tag, chose layer<br /> **6) Add fbx mesh to empty<br /> **7) Edit capsule collider in Scene window<br /> **8) Move empty to PreFabs folder.<br /> <br /> <br /> '''[VISUAL STUDIO]'''<br /> **1) Game Manager;<br /> ***a) add ship as public GameObject property<br /> ***b) add ship to PrefabDictionary<br /> ***c) add to string[] in LoadFriendAndEnemy Names<br /> ***d) add PreFab ship into Game Manager <br /> <br /> <br /> '''[ShipData.txt]''' <br /> ** in Unity\&lt;current build&gt;\Assets edit the ShipData.txt file to include data for your ship from the Google Sheet 3D Combat Ships</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=3D_Model 3D Model 2022-03-06T13:53:52Z <p>KennethOfBorg: /* How to bring in */</p> <hr /> <div>[[Category:3D Combat Engine]]<br /> = Intro =<br /> <br /> = How to bring in =<br /> '''Import blender 3D models into Unity BOTF2 3D'''<br /> <br /> '''*[BLENDER - 3.0]'''<br /> **1) Orientation: model faces forward: is -y and up is +z<br /> **2) Use (object mode) control-J to join multiple model objects into one object for export<br /> **3) Set origin just in front of a ship<br /> **4) In object mode apply all (control-a) trans, rotation, scale<br /> **5) Select Edit Mode and X-Ray, in Properties Material tab: Select faces for New materials and Assign faces OR from Material Library, highlight and Apply to Selected For glow colors emission to 4, Metallic to 1 for metals. <br /> ****Use material Library down Material tab.<br /> **6) Top left of viewport Set to Viewport shading and take drop down menu (above Options) set to material, back face culling.<br /> **7) To export as race_shiptype_era.FBX model after removing camera, lights, animation and save in Unity\&lt;current build bothf2&gt;\Assets\FBX<br /> <br /> <br /> '''[UNITY]'''<br /> **1) Create an empty in the Hierarchy and name it race_shiptype_era.<br /> **2) To empty add Rigid Body with no gravity and capsule collider, no friction and on z axis.<br /> **3) To empty add Game Manager and Ship script<br /> **4) To ship script add public properties from audio and prefab library<br /> **5) To top of inspector add a new or select a tag, chose layer<br /> **6) Add fbx mesh to empty<br /> **7) Edit capsule collider in Scene window<br /> **8) Move empty to PreFabs folder.<br /> <br /> <br /> '''[VISUAL STUDIO]'''<br /> **1) Game Manager;<br /> ***a) add ship as public GameObject field <br /> ***b) add ship to PrefabDictionary<br /> ***c) add to string[] in LoadFriendAndEnemy Names<br /> ***d) add PreFab ship into Game Manager <br /> <br /> <br /> '''[ShipData.txt]''' <br /> ** in Unity\&lt;current build&gt;\Assets edit the ShipData.txt file to include data for your ship from the Google Sheet 3D Combat Ships</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=3D_Model 3D Model 2022-03-05T23:38:56Z <p>KennethOfBorg: /* How to bring in */</p> <hr /> <div>[[Category:3D Combat Engine]]<br /> = Intro =<br /> <br /> = How to bring in =<br /> '''Import blender 3D models into Unity BOTF2 3D'''<br /> <br /> '''*[BLENDER - 3.0]'''<br /> **1) Orientation: model faces forward: is -y and up is +z<br /> **2) Use (object mode) control-J to join multiple model objects into one object for export<br /> **3) Set origin just in front of a ship<br /> **4) In object mode apply all (control-a) trans, rotation, scale<br /> **5) Select Edit Mode and X-Ray, in Properties Material tab: Select faces for New materials and Assign faces OR from Material Library, highlight and Apply to Selected For glow colors emission to 4, Metallic to 1 for metals. <br /> ****Use material Library down Material tab.<br /> **6) Top left of viewport Set to Viewport shading and take drop down menu (above Options) set to material, back face culling.<br /> **7) To export as race_shiptype_era.FBX model after removing camera, lights, animation and save in Unity\&lt;current build bothf2&gt;\Assets\FBX<br /> <br /> <br /> '''[UNITY]'''<br /> **1) Create an empty in the Hierarchy and name it race_shiptype_era.<br /> **2) To empty add Rigid Body with no gravity and capsule collider, no friction and on z axis.<br /> **3) To empty add Game Manager and Ship script<br /> **4) To ship script add public properties from audio and prefab library<br /> **5) To top of inspector add a new or select a tag, chose layer<br /> **6) Add fbx mesh to empty<br /> **7) Move empty to PreFabs folder.<br /> <br /> <br /> '''[VISUAL STUDIO]'''<br /> **1) Game Manager;<br /> ***a) add ship as public GameObject field <br /> ***b) add ship to PrefabDictionary<br /> ***c) add to string[] in LoadFriendAndEnemy Names<br /> ***d) add PreFab ship into Game Manager <br /> <br /> <br /> '''[ShipData.txt]''' <br /> ** in Unity\&lt;current build&gt;\Assets edit the ShipData.txt file to include data for your ship from the Google Sheet 3D Combat Ships</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=3D_Model 3D Model 2022-03-05T23:38:22Z <p>KennethOfBorg: /* How to bring in */</p> <hr /> <div>[[Category:3D Combat Engine]]<br /> = Intro =<br /> <br /> = How to bring in =<br /> '''Import blender 3D models into Unity BOTF2 3D'''<br /> <br /> '''*[BLENDER - 3.0]'''<br /> **1) Orientation: model faces forward: is -y and up is +z<br /> **2) Use (object mode) control-J to join multiple model objects into one object for export<br /> **3) Set origin just in front of a ship<br /> **4) In object mode apply all (control-a) trans, rotation, scale<br /> **5) Select Edit Mode and X-Ray, in Properties Material tab: Select faces for New materials and Assign faces OR from Material Library, highlight and Apply to Selected For glow colors emission to 4, Metallic to 1 for metals. <br /> ****Use material Library down Material tab.<br /> **6) Top left of viewport Set to Viewport shading and take drop down menu (above Options) set to material, back face culling.<br /> **7) To export as race_shiptype_era.FBX model after removing camera, lights, animation and save in Unity\&lt;current build bothf2&gt;\Assets\FBX<br /> <br /> <br /> '''[UNITY]'''<br /> **1) Create an empty in the Hierarchy and name it race_shiptype_era.<br /> **2) To empty add Rigid Body with no gravity and capsule collider, no friction and on z axis.<br /> **3) To empty add Game Manager and Ship script<br /> **4) To ship script add public properties from audio and prefab library<br /> **5) To top of inspector add a new or select a tag, chose layer<br /> **6) Add fbx mesh to empty<br /> **7) Move empty to PreFabs folder.<br /> <br /> <br /> '''[VISUAL STUDIO]'''<br /> **1) Game Manager;<br /> ***a) add ship as public GameObject field <br /> ***b) add ship to PrefabDictionary<br /> **c) add to string[] in LoadFriendAndEnemy Names<br /> **d) add PreFab ship into Game Manager <br /> <br /> <br /> '''[ShipData.txt]''' <br /> ** in Unity\&lt;current build&gt;\Assets edit the ShipData.txt file to include data for your ship from the Google Sheet 3D Combat Ships</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=3D_Model 3D Model 2022-03-05T23:37:45Z <p>KennethOfBorg: /* How to bring in */</p> <hr /> <div>[[Category:3D Combat Engine]]<br /> = Intro =<br /> <br /> = How to bring in =<br /> '''Import blender 3D models into Unity BOTF2 3D'''<br /> <br /> '''*[BLENDER - 3.0]'''<br /> **1) Orientation: model faces forward: is -y and up is +z<br /> **2) Use (object mode) control-J to join multiple model objects into one object for export<br /> **3) Set origin just in front of a ship<br /> **4) In object mode apply all (control-a) trans, rotation, scale<br /> **5) Select Edit Mode and X-Ray, in Properties Material tab: Select faces for New materials and Assign faces OR from Material Library, highlight and Apply to Selected For glow colors emission to 4, Metallic to 1 for metals. <br /> ****Use material Library down Material tab.<br /> **6) Top left of viewport Set to Viewport shading and take drop down menu (above Options) set to material, back face culling.<br /> **7) To export as race_shiptype_era.FBX model after removing camera, lights, animation and save in Unity\&lt;current build bothf2&gt;\Assets\FBX<br /> <br /> <br /> '''[UNITY]'''<br /> **1) Create an empty in the Hierarchy and name it race_shiptype_era.<br /> **2) To empty add Rigid Body with no gravity and capsule collider, no friction and on z axis.<br /> **3) To empty add Game Manager and Ship script<br /> **4) To ship script add public properties from audio and prefab library<br /> **5) To top of inspector add a new or select a tag, chose layer<br /> **6) Add fbx mesh to empty<br /> **7) Move empty to PreFabs folder.<br /> <br /> '''[VISUAL STUDIO]'''<br /> **1) Game Manager;<br /> ***a) add ship as public GameObject field <br /> ***b) add ship to PrefabDictionary<br /> **c) add to string[] in LoadFriendAndEnemy Names<br /> **d) add PreFab ship into Game Manager <br /> <br /> '''[ShipData.txt]''' <br /> ** in Unity\&lt;current build&gt;\Assets edit the ShipData.txt file to include data for your ship from the Google Sheet 3D Combat Ships</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=3D_Model 3D Model 2022-03-05T22:21:32Z <p>KennethOfBorg: /* How to bring in */</p> <hr /> <div>[[Category:3D Combat Engine]]<br /> = Intro =<br /> <br /> = How to bring in =<br /> '''Import blender 3D models into Unity BOTF2 3D'''<br /> <br /> *[BLENDER - 3.0]<br /> **1) Orientation: model faces forward: is -y and up is +z<br /> **2) Use (object mode) control-J to join multiple model objects into one object for export<br /> **3) Set origin just in front of a ship<br /> **4) In object mode apply all (control-a) trans, rotation, scale<br /> **5) Select Edit Mode and X-Ray, in Properties Material tab: Select faces for New materials and Assign faces OR from Material Library, highlight and Apply to Selected<br /> *** For glow colors emission to 4, Metallic to 1 for metals. Use material Library down Material tab.<br /> **6) Top left of viewport Set to Viewport shading and take drop down menu (above Options) set to material, back face culling.<br /> **7) To export as race_shiptype_era.FBX model after removing camera, lights, animation and save in Unity\&lt;current build bothf2&gt;\Assets\FBX</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=3D_Model 3D Model 2022-03-05T22:12:51Z <p>KennethOfBorg: /* How to bring in */</p> <hr /> <div>[[Category:3D Combat Engine]]<br /> = Intro =<br /> <br /> = How to bring in =<br /> '''Import blender 3D models into Unity BOTF2 3D'''<br /> <br /> *[BLENDER - 3.0]<br /> **1) Orientation: model faces forward: is -y and up is +z<br /> **2) Use (object mode) control-J to join multiple model objects into one object for export<br /> **3) Set origin just in front of a ship<br /> **4) In object mode apply all (control-a) trans, rotation, scale<br /> **5) Select Edit Mode and X-Ray, in Properties Material tab: Select faces for New materials and Assign faces OR from Material Library, highlight and Apply to Selected<br /> *** For glow colors emission to 4, Metallic to 1 for metals. Use material Library down Material tab.<br /> **6) Top left of viewport Set to Viewport shading and take drop down menu (above Options) set to material, back face culling.<br /> **7) To export as race_shiptype_erra.FBX model after removing camera, lights, animation and save in Unity\&lt;current build bothf2&gt;\Assets\FBX</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=3D_Model 3D Model 2022-03-05T22:12:06Z <p>KennethOfBorg: /* How to bring in */</p> <hr /> <div>[[Category:3D Combat Engine]]<br /> = Intro =<br /> <br /> = How to bring in =<br /> '''Import blender 3D models into Unity BOTF2 3D'''<br /> <br /> *[BLENDER - 3.0]<br /> **1) Orientation: model faces forward: is -y and up is +z<br /> **2) Use (object mode) control-J to join multiple model objects into one object for export<br /> **3) Set origin just in front of a ship<br /> **4) In object mode apply all (control-a) trans, rotation, scale<br /> **5) Select Edit Mode and X-Ray, in Properties Material tab: Select faces for New materials and Assign faces OR from Material Library, highlight and Apply to Selected<br /> *** For glow colors emission to 4, Metallic to 1 for metals. Use material Library down Material tab.<br /> **6) Top left of viewport Set to Viewport shading and take drop down menu (above Options) set to material, back face culling.<br /> **7) To export as race_shiptype_erra.FBX model remove camera, lights, animation and save in Unity\&lt;current build bothf2&gt;\Assets\FBX</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=3D_Model 3D Model 2022-03-05T22:07:18Z <p>KennethOfBorg: /* How to bring in */</p> <hr /> <div>[[Category:3D Combat Engine]]<br /> = Intro =<br /> <br /> = How to bring in =<br /> '''Import blender 3D models into Unity BOTF2 3D'''<br /> <br /> *[BLENDER - 3.0]<br /> **1) Orientation: model faces forward: is -y and up is +z<br /> **2) Use (object mode) control-J to join multiple model objects into one object for export<br /> **3) Set origin just in front of a ship<br /> **4) In object mode apply all (control-a) trans, rotation, scale<br /> **5) Select Edit Mode and X-Ray, in Properties Material tab: Select faces for New materials and Assign faces OR from Material Library, highlight and Apply to Selected<br /> *** For glow colors emission to 4, Metallic to 1 for metals. Use material Library down Material tab.<br /> **6) Top left of viewport Set to Viewport shading and take drop down menu (above Options) set to material, back face culling.</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=3D_Model 3D Model 2022-03-05T21:54:22Z <p>KennethOfBorg: /* How to bring in */</p> <hr /> <div>[[Category:3D Combat Engine]]<br /> = Intro =<br /> <br /> = How to bring in =<br /> '''Import blender 3D models into Unity BOTF2 3D'''<br /> <br /> *[BLENDER - 3.0]<br /> **1) Orientation: model faces forward: is -y and up is +z<br /> **2) Use (object mode) control-J to join multiple model objects into one object for export<br /> **3) Set origin just in front of a ship<br /> **4) In object mode apply all (control-a) trans, rotation, scale<br /> **5) Select Edit Mode and X-Ray, in Properties Material tab: Select faces for New materials and Assign faces OR from Material Library, highlight and Apply_To_Selected<br /> *** For glow colors emission to 4, Metallic to 1 for metals. Use material Library down material tab.<br /> **6) Top left of viewport Set to Viewport shading and take drop down menu (above Options) set to material, back_face culling.</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=3D_Model 3D Model 2022-03-05T21:53:53Z <p>KennethOfBorg: /* How to bring in */</p> <hr /> <div>[[Category:3D Combat Engine]]<br /> = Intro =<br /> <br /> = How to bring in =<br /> '''Import blender 3D models into Unity BOTF2 3D'''<br /> <br /> *[BLENDER]<br /> **1) Orientation: model faces forward: is -y and up is +z<br /> **2) Use (object mode) control-J to join multiple model objects into one object for export<br /> **3) Set origin just in front of a ship<br /> **4) In object mode apply all (control-a) trans, rotation, scale<br /> **5) Select Edit Mode and X-Ray, in Properties Material tab: Select faces for New materials and Assign faces OR from Material Library, highlight and Apply_To_Selected<br /> *** For glow colors emission to 4, Metallic to 1 for metals. Use material Library down material tab.<br /> **6) Top left of viewport Set to Viewport shading and take drop down menu (above Options) set to material, back_face culling.</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=3D_Model 3D Model 2022-03-05T21:53:07Z <p>KennethOfBorg: /* How to bring in */</p> <hr /> <div>[[Category:3D Combat Engine]]<br /> = Intro =<br /> <br /> = How to bring in =<br /> '''Import blender 3D models into Unity BOTF2 3D'''<br /> <br /> *[BLENDER]<br /> **[1)] Orientation: model faces forward: is -y and up is +z<br /> **[2)] Use (object mode) control-J to join multiple model objects into one object for export<br /> **[3)] Set origin just in front of a ship<br /> **[4)] In object mode apply all (control-a) trans, rotation, scale<br /> **[5)] Select Edit Mode and X-Ray, in Properties Material tab: Select faces for New materials and Assign faces OR from Material Library, highlight and Apply_To_Selected<br /> *** For glow colors emission to 4, Metallic to 1 for metals. Use material Library down material tab.<br /> **[6)] Top left of viewport Set to Viewport shading and take drop down menu (above Options) set to material, back_face culling.</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=3D_Model 3D Model 2022-03-05T21:50:20Z <p>KennethOfBorg: /* How to bring in */</p> <hr /> <div>[[Category:3D Combat Engine]]<br /> = Intro =<br /> <br /> = How to bring in =<br /> Import blender 3D models into Unity BOTF2 3D<br /> <br /> BLENDER<br /> 1) Orientation: model faces forward: is -y and up is +z<br /> 2) Use (object mode) control-J to join multiple model objects into one object for export<br /> 3) Set origin just in front of a ship<br /> 4) In object mode apply all (control-a) trans, rotation, scale<br /> 5) Select Edit Mode and X-Ray, in Properties Material tab: Select faces for New materials and Assign faces OR from Material Library, highlight and Apply_To_Selected<br /> For glow colors emission to 4, Metallic to 1 for metals. Use material Library down material tab.<br /> 6) Top left of viewport Set to Viewport shading and take drop down menu (above Options) set to material, back_face culling.</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Wiki_Inside Wiki Inside 2022-03-05T13:39:00Z <p>KennethOfBorg: /* Backup */</p> <hr /> <div>= Intro =<br /> <br /> Threads:<br /> *BotF2 Wiki http://star-trek-supremacy.proboards.com/thread/128/wiki-star-trek-birth-federation (search entry t0128)<br /> <br /> *Supremacy Wiki http://botf2.star-trek-games.com/viewtopic.php?f=13&amp;t=4832 (search entry t=4832) - don't mix up with BotF2-Wiki...they are quite similar but not in total. BotF2-Wiki was a copy of Supremacy Wiki, but now Reginald is adding all new info into BotF2-Wiki.<br /> <br /> = Tips =<br /> <br /> *if you use this wiki steady it could be useful to favorite &quot;RecentChanges&quot; http://botf2.square7.ch/wiki/index.php?title=Special:RecentChanges<br /> *please use BotF2 phrases as often as possible (or do links e.g. Civilizations -&gt; Races). Same with files and folders (if there &quot;Civilization&quot; is used make sure that people find what they are searching when looking after &quot;Civ..&quot;)<br /> *re-organizations: copy Wiki Source Code out of Editing Window somewhere else (Word) and replaced something with &quot;replace all&quot; and then copy back to Wiki Editing Window<br /> *quick jumping to top to make new tasks -&gt; quicker is here to click onto favorite in favorite line<br /> *use history to see what has changed http://botf2.square7.ch/wiki/index.php?title=Wiki_Inside&amp;diff=117&amp;oldid=112<br /> *you can walk through history by clicking (top side) &quot;older&quot;/&quot;newer&quot; history<br /> = What is this Wiki for =<br /> <br /> *a) it's for results - for discussion please use forum http://www.botf2.star-trek-games.com/<br /> *b) it's for getting quick info about BotF2 especially for an special topic<br /> *c) it shall became an encyclopedia about BotF2<br /> *d) it can deliver a place to coordinate some things widespreaded in forum<br /> *e) it's for doing advertisement to BotF2 and also to collect more helpers to develope BotF2<br /> *f) it can be used for developement (suggestion sites like &quot;Agents&quot; can be transfered in ingame sites) and documentation (use CopyPaste for this e.g. for data-files, click onto &quot;Show Changes&quot;, write comments to changes, Wiki will document all)<br /> *g) it shows how many access are done - e.g. see http://botf2.square7.ch/wiki/index.php?title=Main_Page bottom in the middle -&gt; atm 87 access (other sites :-) have 1000 visits each week)<br /> <br /> = New Wiki Accounts =<br /> <br /> Because of SPAM (see [[SPAM]] remark) new accounts only can be done manually by an administrator [http://botf2.square7.ch/wiki/index.php?title=Special%3AListUsers&amp;username=&amp;group=sysop&amp;limit=50].<br /> <br /> The Administrator must run this http://botf2.square7.ch/wiki/index.php?title=Special:UserLogin and top right click on &quot;Create Account&quot;<br /> <br /> <br /> All Users and especially SPAM-Users can't be deleted (just access denied) because that's not the wiki philosophy which wants to show all(!) changes.<br /> <br /> = Images and other Wiki-Codes =<br /> <br /> for &lt;nowiki&gt;&lt;img&gt;xxx&lt;/img&gt;&lt;/nowiki&gt; see http://www.mediawiki.org/w/index.php?title=Extension:EmbedImg&amp;oldid=670875<br /> <br /> btw: &lt;nowiki&gt;&lt;nowiki&gt;&lt;/nowiki&gt; is one option, beginning a line with a blank is another option which is sometimes helpful<br /> <br /> = Search entry =<br /> <br /> *Q: For what is this?<br /> *A: that's just a try from reg: via search entry you can find where a thread of forum is linked already (or this thread isn't linked yet). For posts (if thread title doesn't adapt to the dsicussed issue) it's the same. This all might sound strange but it helps a little bit to get control over the vast expanse of the forum. Some day you'll enjoy it.<br /> <br /> Not each thread should be linked, but the important one's. It also helps newbie's to find something in forum.<br /> <br /> = Sidebar =<br /> <br /> use &gt;&gt; [[Mediawiki:Sidebar]]<br /> <br /> = Backup =<br /> <br /> use &gt;&gt; [[All pages]]<br /> <br /> = Colors =<br /> <br /> *http://en.wikipedia.org/wiki/List_of_colors_%28compact%29<br /> <br /> *http://en.wikipedia.org/wiki/List_of_colors:_A-M<br /> <br /> *http://en.wikipedia.org/wiki/List_of_colors:_N-Z#Colors_in_alphabetical_order_N-Z<br /> ----<br /> <br /> <br /> *Colors for Majors taken out of [[Civilizations.xml]]<br /> <br /> ===&lt;span style=&quot;color:#0000ff&quot;&gt; '''color Humans: Blue'''===<br /> <br /> from [[Federation]]<br /> <br /> *Federation-Blue (Font): span style=&quot;color:#0000ff&quot;&gt;<br /> *bgcolor=&quot;#b3b8f4&quot;<br /> *shadowed border: style=&quot;border:2px solid #7d85e6;padding:1em;padding-top:0.5em;&quot;<br /> *text background: bgcolor=&quot;#fafafa&quot; <br /> *site background: style=&quot;background-color:#ececff;&quot;<br /> <br /> ===&lt;span style=&quot;color:#ffc125&quot;&gt; '''color Terrans: #ffc125'''===<br /> <br /> from [[Terran Empire]] <br /> <br /> *Federation-Blue (Font): span style=&quot;color:#ffc125&quot;&gt;<br /> *bgcolor=&quot;Gold&quot;<br /> *shadowed border: style=&quot;border:2px solid Gold;padding:1em;padding-top:0.5em;&quot;<br /> *text background: bgcolor=&quot;Gold&quot; <br /> *site background: style=&quot;background-color:Gold;&quot;<br /> <br /> ===&lt;span style=&quot;color:green &quot;&gt; '''color Romulans: Green''' ===<br /> <br /> from [[Romulans]]<br /> <br /> *Romulans green (Font): span style=&quot;color:#0a8b00&quot;&gt;<br /> *bgcolor=&quot;#bef5b9&quot;<br /> *shadowed border: style=&quot;border:2px solid #83e57b;padding:1em;padding-top:0.5em;&quot;<br /> *text background: bgcolor=&quot;#fafafa&quot;<br /> *site background: style=&quot;background-color:#efffec;&quot;<br /> <br /> === &lt;span style=&quot;color:#DC143C&quot;&gt; '''color Klingons: Crimson''' ===<br /> <br /> from [[Klingons]]<br /> <br /> *Klingons-Red (Font): span style=&quot;color:#DC143C&quot;&gt;<br /> *bgcolor=&quot;#ecb1b1&quot; <br /> *shadowed border: style=&quot;border:2px solid #DC143C;padding:1em;padding-top:0.5em;&quot;<br /> *text background: bgcolor=&quot;#fafafa&quot;<br /> *site background: style=&quot;background-color:#ffecec;&quot;<br /> <br /> === &lt;span style=&quot;color:DarkGoldenrod&quot;&gt; '''color Cardassians: DarkGoldenrod''' ===<br /> <br /> from [[Cardassians]]<br /> <br /> *Cardassians(Font): span style=&quot;color:DarkGoldenrod&quot;&gt;<br /> *bgcolor=&quot;#e2b1ec&quot;<br /> *shadowed border: style=&quot;border:2px solid #cd76e0;padding:1em;padding-top:0.5em;&quot;<br /> *text background: bgcolor=&quot;#fafafa&quot;<br /> *site background: style=&quot;background-color:#fdecff;&quot;<br /> <br /> === &lt;span style=&quot;color:DarkMagenta&quot;&gt; '''color Dominion: DarkMagenta''' ===<br /> <br /> from [[Dominion]]<br /> <br /> *Dominion (Font): span style=&quot;color:DarkMagenta&quot;&gt;<br /> *bgcolor=&quot;#b5f2ed&quot;<br /> *shadowed border: style=&quot;border:2px solid #7ee5dc;padding:1em;padding-top:0.5em;&quot;<br /> *text background: bgcolor=&quot;#fafafa&quot;<br /> *site background: style=&quot;background-color:#ecfffd;&quot;<br /> <br /> === &lt;span style=&quot;color:yellowgreen&quot;&gt; '''color Borg: YellowGreen''' ===<br /> <br /> from [[Borg]] <br /> <br /> *Dominion (Font): span style=&quot;color:yellowgreen&quot;&gt;<br /> *bgcolor=&quot;#b5f2ed&quot;<br /> *shadowed border: style=&quot;border:2px solid #7ee5dc;padding:1em;padding-top:0.5em;&quot;<br /> *text background: bgcolor=&quot;#fafafa&quot;<br /> *site background: style=&quot;background-color:#ecfffd;&quot;<br /> <br /> <br /> <br /> '''Minor Races'''<br /> <br /> from Minor<br /> <br /> *Minor-black (Font): span style=&quot;color:#000000&quot;&gt;<br /> *bgcolor=&quot;#dadada&quot;<br /> *shadowed border: style=&quot;border:2px solid #000000;padding:1em;padding-top:1em;&quot;<br /> *text background: bgcolor=&quot;#fafafa&quot;<br /> *site background: style=&quot;background-color:#f1f1f1<br /> <br /> <br /> &lt;span style=&quot;color:#ff8000&quot;&gt; '''Test'''<br /> <br /> Test<br /> <br /> *Orange (Font): span style=&quot;color:#ff8000&quot;&gt; <br /> *bgcolor=&quot;#ffcc80&quot;<br /> *shadowed border: style=&quot;border:2px solid #ff8000;padding:1em;padding-top:1em;&quot;<br /> *text background: bgcolor=&quot;#fafafa&quot;<br /> *site background: style=&quot;background-color:#ffeecc</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=MediaWiki:Sidebar MediaWiki:Sidebar 2022-03-05T13:34:00Z <p>KennethOfBorg: </p> <hr /> <div>* SEARCH<br /> * navigation<br /> ** mainpage|Home<br /> ** http://botf2.square7.ch/homepage/|Download via HP<br /> ** http://star-trek-supremacy.proboards.com/ |Forum BotF2<br /> ** https://www.facebook.com/groups/29948496855/ |Facebook<br /> ** http://www.botf2.star-trek-games.com/|ForumSTGames(gone)<br /> ** Screenshots|(some) Screenshots<br /> ** Videos|Videos<br /> ** http://botf2.square7.ch/wiki/index.php?title=Manual|Manual<br /> ** http://botf2.square7.ch/homepage/|Homepage<br /> ** http://botf2.square7.ch/|Database<br /> ** System Requirements|System Requirements<br /> ** http://doodle.com/itssissaig7rq4at|Doodle<br /> ** Source Code#Source Code|Bitbucket<br /> ** http://botf2.square7.ch/wiki/index.php?title=Special:AllPages&amp;from=AI&amp;to=~All_Pages |A-Z (without races)<br /> ** special:categories|Categories<br /> *** Category:GUI|- GUI<br /> *** Category:How to play|- How to play<br /> *** Category:Races|- Races<br /> *** Category:Ships|- Ships<br /> *** Category:Images|- Images<br /> *** Category:Screenshots|- Screenshots<br /> *** Category:3D Combat Engine|- 3D Combat Engine<br /> ****Blender|--- Blender<br /> ****Unity|--- Unity<br /> ** recentchanges-url|recentchanges<br /> * TOOLBOX<br /> * LANGUAGES<br /> * OTHERS<br /> ** Special:WantedPages|Wanted Pages<br /> ** to do list (Wiki)|to do list</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:3D_Combat_Engine Category:3D Combat Engine 2021-07-21T23:32:13Z <p>KennethOfBorg: </p> <hr /> <div>___TOC__<br /> == Intro ==<br /> <br /> All about 3D combat engine<br /> <br /> ...Source Control:<br /> <br /> ......BitBucket / SourceTree: Putting code into a BitBucket Repo.<br /> <br /> ........a. Login to your BitBucket account and create a new Repo. <br /> <br /> ........b. In SourceTree open a new Tab at the top of the UI and switch from Local to Remote in the top left to find your new Repo.<br /> <br /> ........c From your web browser Clone the new empty Repo to your local computer creating a new empty folder. (Not the folder with your project code in it)<br /> <br /> ........d. Copy your project code folder into your new local folder created by SourceTree.<br /> <br /> ........e. In SourceTree select all the new files and Commit + Push them to Bitbutcket.<br /> <br /> ........f. Go to the new folder subfolders ' Assets' and open the .unity file(s) with the Unity program.<br /> <br /> ......BitBucket / SourceTree: Putting code from BitBucket onto your local PC<br /> <br /> ........a. In our browser log into BitBucket and open your project<br /> <br /> ........b. On the right click the &quot;+&quot; sign and take clone from the new menu and copy the URL https address<br /> <br /> ........c. In SourceTree create a new tab and from the menu bar at the top take clone<br /> <br /> ........d. Past the source URL in and the select / create a local folder for it (fill in rest) and click clone<br /> <br /> ........e. Us unity to open the project ('select the folder')<br /> <br /> == Unity ==<br /> <br /> We are looking at [https://store.unity.com/products/unity-personal?_ga=2.145880564.1139915849.1496952913-1509211221.1496952913 '''Unity'''] to develop 3D combat: <br /> (There is a free version at the link) <br /> <br /> ....FBX 3d model format has the largest array of supported features in Unity and is also acceptable to Unreal Engine. Will use .fbx as the default file format.<br /> <br /> ..............Y = Vertical, Z = Forwards, X = Left - Right<br /> <br /> ..............(How to orient a model in Blender for import to Unity):<br /> <br /> ................1. In Blender / In object mode, set the model so it left side positive x, top is positive y, front faces positive z (up in blender)<br /> <br /> ................2. With cursor in the view window press control + A and apply rotation so transform rotation shows 0, 0, 0<br /> <br /> ................3. In blenders numeric window enter 90 degrees in the x rotation so the model is not facing negative y.<br /> <br /> ................4. Save the .blend model in the Dropbox / Supremacy / Models / (ship name folder)<br /> <br /> ................5. Copy the .blend file from the Models folder to the Dropbox / Unity / (game name) / Assets / Models folder<br /> <br /> ................6. Open Unity and it should now import the model on it's own with correct orientation by creating the .FBX model file and supporting files.<br /> <br /> ................7. To see your model in Unity, drag it from the Project View into the Scene View.<br /> <br /> ....................If you modify your .blend file, Unity will automatically update whenever you save in a assets file.<br /> <br /> <br /> ....''You can begin learning'' [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn<br /> <br /> <br /> <br /> ....''A patch for Visual Studio to keep it from objecting to line endings for Mac vs Windows with Unity C# code&quot;\''<br /> <br /> ...........http://www.grebulon.com/software/stripem.php<br /> <br /> <br /> <br /> ....''Code for Unity to help replace model meshes on game objects''<br /> <br /> ...........https://github.com/Arcturus-Studio/modelreplacetool<br /> <br /> .......'' . Getting Started:''<br /> <br /> .........•Copy repo contents, its folder system, into your Unity project's Assets directory (or any subdirectory).<br /> <br /> .........•Open the Model Replace Tool from the Window menu - Look in Windows / Model Replacer.<br /> <br /> .........•Assign your old hierarchy root( existing model with all it's parts in the scene) to the Source field.<br /> <br /> .........•Assign the baseline for your old hierarchy (the original form of the fbx model before all the parts in) to the Source <br /> <br /> .............Baseline field ◦The baseline is the asset the old hierarchy was before you changed it at all. e.g. What is imported from a 3d modelling program.<br /> <br /> .........Once the source and baseline have been assigned, a tree with all additions made to the hierarchy will appear.<br /> <br /> .........•Assign a destination root object, the new model you want to take over that is also in the scene) to the root node of the additions tree.<br /> <br /> .........•Assign targets in the additions tree for any additions you want copied over.<br /> <br /> .........•Assigning targets to non-addition nodes will not make them copy over, but helps the tool auto-fill the targets for other additions.<br /> <br /> .........•Press the &quot;Copy to Targets&quot; button.<br /> <br /> <br /> <br /> <br /> ....''C# coding for beginners in [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn/tutorials/s/scripting<br /> <br /> ..........http://catlikecoding.com/unity/tutorials/<br /> <br /> ..........https://www.youtube.com/user/AwfulMedia<br /> <br /> <br /> == Blender ==<br /> <br /> &gt;&gt; main page &gt;&gt; [[Blender]]<br /> <br /> * [https://www.blender.org/ '''Blender'''] is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ... <br /> <br /> ...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview<br /> <br /> ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.<br /> <br /> * Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/<br /> The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.<br /> <br /> *Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html<br /> <br /> *Importing Meshes: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/2/index.html <br /> <br /> *Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html<br /> <br /> .........See also creating and editing and applying materials at these links</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Embassy_Panel Embassy Panel 2019-08-01T21:32:35Z <p>KennethOfBorg: /* Overview */</p> <hr /> <div>you'll reach the Embassy Panel with F4-[[Hotkey]] or via [[Pop-up Panel Access Menu]]<br /> <br /> <br /> There are following options:<br /> *1 Embassy-Overview<br /> *2 Embassy-Agreements<br /> *3 Embassy-Inbox<br /> *4 Embassy-Outbox<br /> <br /> == Manual ==<br /> <br /> *&gt;&gt; see also [[Manual#Embassy Panel|Manual section]]<br /> <br /> == Major ==<br /> <br /> Available to other empires:<br /> *Declare War<br /> *New Message<br /> **Propose<br /> ***War Pact (after Open Borders accepted)<br /> ***Non-Aggression Pact<br /> ***Open Borders (&quot;friendly&quot;)<br /> ***Affiliation Treaty<br /> ***Defensive Alliance<br /> ***Full Alliance<br /> **Request<br /> ***Give Credits<br /> **Offer<br /> ***Give Credits<br /> <br /> == Minor ==<br /> <br /> To Minors is available:<br /> *Declare War<br /> *New Message<br /> **Propose<br /> ***War Pact (after Open Borders accepted)<br /> ***Non-Aggression Pact<br /> ***Open Borders<br /> ***Membership Treaty<br /> **Request<br /> ***Give Credits<br /> **Offer<br /> ***Give Credits<br /> <br /> === Open Borders ===<br /> <br /> *OpenBordersAcceptedDetailText: <br /> <br /> **The {$sender.ShortName} and the {$recipient.ShortName} have opened their borders for mutual travel and trade. Trade routes may be established, and ships from either side may travel freely through each other's space, but may not dock at military installations.<br /> <br /> == ForeignPowerStatus ==<br /> <br /> * 0 = NoContact = 0,<br /> * 1 = OwnerIsSubjugated,<br /> * 2 = CounterpartyIsSubjugated,<br /> * 3 = AtWar,<br /> * 4 = Neutral,<br /> * 5 = Peace,<br /> * 6 = Friendly,<br /> * 7 = Affiliated,<br /> * 8 = OwnerIsMember,<br /> * 9 = CounterpartyIsMember,<br /> * 10 = Allied,<br /> * 11 = Self,<br /> * 12 = OwnerIsUnreachable,<br /> * 13 = CounterpartyIsUnreachable<br /> <br /> == Regard ==<br /> *foreignPower.AddRegardEvent(new RegardEvent(10, RegardEventType.NoRegardEvent, value));<br /> <br /> == Trust==<br /> <br /> == Overview ( no longer used) ==<br /> <br /> &lt;img&gt;http://botf2.square7.ch/wiki-files/images/EmbassyPanel.png&lt;/img&gt;<br /> <br /> == Agreements ==<br /> <br /> *[[Diplomacy (Suggestion)]]<br /> <br /> == Inbox ==<br /> <br /> &lt;img&gt;http://botf2.square7.ch/wiki-files/images/_Screenshots/3-3-Embassy-Inbox/016oa_old-3-3-Embassy-Inbox.jpg&lt;/img&gt;<br /> <br /> == Outbox ==<br /> <br /> *Outbox is used at the moment to declare war to other empires before you can do [[System Assault]]s.<br /> <br /> *It also used to send Memberships and other offers to Minors.<br /> <br /> <br /> This trick can be used at [[MP]]:<br /> *if you click [[CHAT]]-Button you can select on the right side to whom you want to send a message:<br /> **to all (this might be easier via Skype Voice)<br /> **to one special player=empire -&gt; than select just this one as recipient for the chat message<br /> <br /> === Give Credits ===<br /> <br /> ==== Problem with minimum 250 ====<br /> *https://bitbucket.org/mstrobel/supremacy/issue/328/diplomacy-screen-credits-sliders (issue/328) and duplicate https://bitbucket.org/mstrobel/supremacy/issue/174/payment-exchanges (issue/174)<br /> **Workaround: press OK, than press CANCEL and re-start<br /> <br /> ==== recurring payment ====<br /> <br /> *https://bitbucket.org/mstrobel/supremacy/issue/327/cancel-payments (issue/327)<br /> <br /> *https://bitbucket.org/mstrobel/supremacy/issue/370/diplomacy-recurring-payment-regard (issue/370)<br /> <br /> <br /> === Request Credits ===<br /> <br /> === Envoy (no longer used) ===<br /> <br /> To assign an envoy (and there is one at AGENTS) just click on emtpy envoy field and select one. <br /> <br /> *https://bitbucket.org/mstrobel/supremacy/issue/279/assigning-envoy-to-eliminated-minor<br /> <br /> <br /> I don't found any implemented function for envoy - has been re-engineered to spy ships)<br /> <br /> === Bribe ===<br /> <br /> ==== BribeResistance ====<br /> <br /> *Buildings<br /> **BribeResistance + PercentBribeResistanceEmpireWide: [http://botf2.square7.ch/b2_db/BuildingsBribeResistance.php Database-List]<br /> <br /> <br /> *invalid: https://bitbucket.org/mstrobel/supremacy/issue/121/new-bonus-2 (issue/121) - no &quot;PercentBribeResistance (locally)&quot;<br /> <br /> <br /> *https://bitbucket.org/mstrobel/supremacy/issue/361/mp-minors-of-another-empire (issue/361) Minors membered by another empire cannot be interacted with - they're marked Unavailable, and no options are enabled. (to implement Bribes)<br /> <br /> == DiplomacyTables.txt ==<br /> <br /> DeclaredWarOnUs -30 5<br /> DeclaredWarOnFriend -10 5<br /> HiredWarAlly -20 5<br /> AttackedUs -10 5<br /> AttackedFriend -5 5<br /> BombardedUs -20 10<br /> BombardedFriend -10 5<br /> BombardedNeutral -2 5<br /> BombardedEnemy -1 5<br /> InvadedUs -30 5<br /> InvadedFriend -15 5<br /> SpiedOnUs -10 5<br /> SabotagedUs -20 5<br /> GaveHelp 15 5<br /> RefusedHelp -10 5<br /> AcceptedDemand 20 5<br /> RejectedDemand -10 5<br /> AcceptedTreaty 30 5<br /> RejectedTreaty -15 5<br /> AcceptedWarPact 20 5<br /> RejectedWarPact -20 5<br /> AcceptedStopTrading 15 5<br /> RejectedStopTrading -5 5<br /> StoppedTrading -30 5<br /> HiredTradeEmbargo -20 5<br /> MadeDemand -20 5<br /> CancelledOpenBorders -20 5<br /> TradedTechToUs 20 5<br /> ReceivedTechFromAny 0 0<br /> GaveGift 20 5<br /> <br /> [[category:GUI]]</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Embassy_Panel Embassy Panel 2019-08-01T21:32:06Z <p>KennethOfBorg: </p> <hr /> <div>you'll reach the Embassy Panel with F4-[[Hotkey]] or via [[Pop-up Panel Access Menu]]<br /> <br /> <br /> There are following options:<br /> *1 Embassy-Overview<br /> *2 Embassy-Agreements<br /> *3 Embassy-Inbox<br /> *4 Embassy-Outbox<br /> <br /> == Manual ==<br /> <br /> *&gt;&gt; see also [[Manual#Embassy Panel|Manual section]]<br /> <br /> == Major ==<br /> <br /> Available to other empires:<br /> *Declare War<br /> *New Message<br /> **Propose<br /> ***War Pact (after Open Borders accepted)<br /> ***Non-Aggression Pact<br /> ***Open Borders (&quot;friendly&quot;)<br /> ***Affiliation Treaty<br /> ***Defensive Alliance<br /> ***Full Alliance<br /> **Request<br /> ***Give Credits<br /> **Offer<br /> ***Give Credits<br /> <br /> == Minor ==<br /> <br /> To Minors is available:<br /> *Declare War<br /> *New Message<br /> **Propose<br /> ***War Pact (after Open Borders accepted)<br /> ***Non-Aggression Pact<br /> ***Open Borders<br /> ***Membership Treaty<br /> **Request<br /> ***Give Credits<br /> **Offer<br /> ***Give Credits<br /> <br /> === Open Borders ===<br /> <br /> *OpenBordersAcceptedDetailText: <br /> <br /> **The {$sender.ShortName} and the {$recipient.ShortName} have opened their borders for mutual travel and trade. Trade routes may be established, and ships from either side may travel freely through each other's space, but may not dock at military installations.<br /> <br /> == ForeignPowerStatus ==<br /> <br /> * 0 = NoContact = 0,<br /> * 1 = OwnerIsSubjugated,<br /> * 2 = CounterpartyIsSubjugated,<br /> * 3 = AtWar,<br /> * 4 = Neutral,<br /> * 5 = Peace,<br /> * 6 = Friendly,<br /> * 7 = Affiliated,<br /> * 8 = OwnerIsMember,<br /> * 9 = CounterpartyIsMember,<br /> * 10 = Allied,<br /> * 11 = Self,<br /> * 12 = OwnerIsUnreachable,<br /> * 13 = CounterpartyIsUnreachable<br /> <br /> == Regard ==<br /> *foreignPower.AddRegardEvent(new RegardEvent(10, RegardEventType.NoRegardEvent, value));<br /> <br /> == Trust==<br /> <br /> == Overview ==<br /> <br /> &lt;img&gt;http://botf2.square7.ch/wiki-files/images/EmbassyPanel.png&lt;/img&gt;<br /> <br /> == Agreements ==<br /> <br /> *[[Diplomacy (Suggestion)]]<br /> <br /> == Inbox ==<br /> <br /> &lt;img&gt;http://botf2.square7.ch/wiki-files/images/_Screenshots/3-3-Embassy-Inbox/016oa_old-3-3-Embassy-Inbox.jpg&lt;/img&gt;<br /> <br /> == Outbox ==<br /> <br /> *Outbox is used at the moment to declare war to other empires before you can do [[System Assault]]s.<br /> <br /> *It also used to send Memberships and other offers to Minors.<br /> <br /> <br /> This trick can be used at [[MP]]:<br /> *if you click [[CHAT]]-Button you can select on the right side to whom you want to send a message:<br /> **to all (this might be easier via Skype Voice)<br /> **to one special player=empire -&gt; than select just this one as recipient for the chat message<br /> <br /> === Give Credits ===<br /> <br /> ==== Problem with minimum 250 ====<br /> *https://bitbucket.org/mstrobel/supremacy/issue/328/diplomacy-screen-credits-sliders (issue/328) and duplicate https://bitbucket.org/mstrobel/supremacy/issue/174/payment-exchanges (issue/174)<br /> **Workaround: press OK, than press CANCEL and re-start<br /> <br /> ==== recurring payment ====<br /> <br /> *https://bitbucket.org/mstrobel/supremacy/issue/327/cancel-payments (issue/327)<br /> <br /> *https://bitbucket.org/mstrobel/supremacy/issue/370/diplomacy-recurring-payment-regard (issue/370)<br /> <br /> <br /> === Request Credits ===<br /> <br /> === Envoy (no longer used) ===<br /> <br /> To assign an envoy (and there is one at AGENTS) just click on emtpy envoy field and select one. <br /> <br /> *https://bitbucket.org/mstrobel/supremacy/issue/279/assigning-envoy-to-eliminated-minor<br /> <br /> <br /> I don't found any implemented function for envoy - has been re-engineered to spy ships)<br /> <br /> === Bribe ===<br /> <br /> ==== BribeResistance ====<br /> <br /> *Buildings<br /> **BribeResistance + PercentBribeResistanceEmpireWide: [http://botf2.square7.ch/b2_db/BuildingsBribeResistance.php Database-List]<br /> <br /> <br /> *invalid: https://bitbucket.org/mstrobel/supremacy/issue/121/new-bonus-2 (issue/121) - no &quot;PercentBribeResistance (locally)&quot;<br /> <br /> <br /> *https://bitbucket.org/mstrobel/supremacy/issue/361/mp-minors-of-another-empire (issue/361) Minors membered by another empire cannot be interacted with - they're marked Unavailable, and no options are enabled. (to implement Bribes)<br /> <br /> == DiplomacyTables.txt ==<br /> <br /> DeclaredWarOnUs -30 5<br /> DeclaredWarOnFriend -10 5<br /> HiredWarAlly -20 5<br /> AttackedUs -10 5<br /> AttackedFriend -5 5<br /> BombardedUs -20 10<br /> BombardedFriend -10 5<br /> BombardedNeutral -2 5<br /> BombardedEnemy -1 5<br /> InvadedUs -30 5<br /> InvadedFriend -15 5<br /> SpiedOnUs -10 5<br /> SabotagedUs -20 5<br /> GaveHelp 15 5<br /> RefusedHelp -10 5<br /> AcceptedDemand 20 5<br /> RejectedDemand -10 5<br /> AcceptedTreaty 30 5<br /> RejectedTreaty -15 5<br /> AcceptedWarPact 20 5<br /> RejectedWarPact -20 5<br /> AcceptedStopTrading 15 5<br /> RejectedStopTrading -5 5<br /> StoppedTrading -30 5<br /> HiredTradeEmbargo -20 5<br /> MadeDemand -20 5<br /> CancelledOpenBorders -20 5<br /> TradedTechToUs 20 5<br /> ReceivedTechFromAny 0 0<br /> GaveGift 20 5<br /> <br /> [[category:GUI]]</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Main_Page Main Page 2019-02-09T13:05:57Z <p>KennethOfBorg: </p> <hr /> <div>__NOTOC__<br /> {|- valign=&quot;top&quot;<br /> |bgcolor=&quot;#f0f0ff&quot; width=100% style=&quot;border:2px solid #afb1ee;padding:1em;padding-left:1em;&quot;|<br /> '''Star Trek: Birth of the Federation 2 (BotF2)''' is a STAR TREK FAN PRODUCTION, non-commercial, fan developed, game with no profit. It is an enhanced tribute to the popular 1999 PC game, “Birth of the Federation” by Microprose. Birth of the Federation, more commonly abbreviated 'BOTF', was a turn-based empire-building game played within a randomly generated galaxy. This ensured no two games would be exactly alike. Players could select from one of five major empires and compete with the other four for galactic domination. These empires were the United Federation of Planets, the Klingon Empire, the Romulan Star Empire, the Cardassian Union and the Ferengi Alliance. The game was set in the Next Generation era of the Star Trek Universe.<br /> The galaxy was laid out in numbered square sectors many of which contained solar systems inhabited by minor races and alien entities. The galaxy also contained other stellar bodies including nebulae and worm holes. Players could take a chance and enter a worm hole that would either jump them to a distant sector of the galaxy or destroy their ship.<br /> Empires expanded by the terraforming and colonization of planets combined with diplomatic annexation or military conquest of minor races. Planetary systems could also be forcibly captured from other major empires. Play involved exploration and diplomacy to establish strategic alliances, intelligence operations, technological development and turn based combat with vessels of rival empires. Exploration was aided by player-built outposts and star bases that supported expansion into distant space. Random events, such as Borg invasions, presented additional challenges for players.<br /> There was also a multiplayer option. In either single or multi player mode, unclaimed empires and minor races were handled by an artificial intelligence system within the program.<br /> {| align=&quot;center&quot;<br /> |align=&quot;center&quot;|[[Federation|&lt;span style=&quot;color:blue&quot;&gt;Federation&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Romulans|&lt;span style=&quot;color:Green&quot;&gt;Romulans&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Klingons|&lt;span style=&quot;color:darkred&quot;&gt;Klingons&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Cardassians|&lt;span style=&quot;color:brown&quot;&gt;Cardassians&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Dominion|&lt;span style=&quot;color:DarkMagenta&quot;&gt;Dominion&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Borg|&lt;span style=&quot;color:YellowGreen&quot;&gt;Borg&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Terran Empire|&lt;span style=&quot;color:#ffc125&quot;&gt;Terran Empire&lt;/span&gt;]]<br /> <br /> |- <br /> |style=&quot;border:5px solid blue;padding:0.1em;padding-left:0.1em;&quot;|&lt;img size=200&gt;http://botf2.square7.ch/wiki-files/images/Civilizations/federation.png&lt;/img&gt;<br /> |<br /> |style=&quot;border:5px solid green;padding:0.1em;padding-left:0.1em;&quot;|&lt;img size=200&gt;http://botf2.square7.ch/wiki-files/images/Civilizations/romulans.png&lt;/img&gt;<br /> |<br /> |style=&quot;border:5px solid Red;padding:0.1em;padding-left:0.1em;&quot;|&lt;img size=200&gt;http://botf2.square7.ch/wiki-files/images/Civilizations/klingons.png&lt;/img&gt;<br /> | <br /> |style=&quot;border:5px solid DarkGoldenrod;padding:0.1em;padding-left:0.1em;&quot;|&lt;img size=200&gt;http://botf2.square7.ch/wiki-files/images/Civilizations/cardassians.png&lt;/img&gt; <br /> | <br /> |style=&quot;border:5px solid Darkviolet;padding:0.1em;padding-left:0.1em;&quot;|&lt;img size=200&gt;http://botf2.square7.ch/wiki-files/images/Civilizations/dominion.png&lt;/img&gt;<br /> | <br /> |style=&quot;border:5px solid yellowgreen;padding:0.1em;padding-left:0.1em;&quot;|&lt;img size=200&gt;http://botf2.square7.ch/wiki-files/images/Civilizations/borgcollective.png&lt;/img&gt; <br /> |<br /> |style=&quot;border:5px solid gold;padding:0.1em;padding-left:0.1em;&quot;|&lt;img size=200&gt;http://botf2.square7.ch/wiki-files/images/Civilizations/terranempire.png&lt;/img&gt; <br /> <br /> |-<br /> |align=&quot;center&quot;|[[Federation|&lt;span style=&quot;color:blue&quot;&gt;Federation&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Romulans|&lt;span style=&quot;color:Green&quot;&gt;Romulans&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Klingons|&lt;span style=&quot;color:darkred&quot;&gt;Klingons&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Cardassians|&lt;span style=&quot;color:brown&quot;&gt;Cardassians&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Dominion|&lt;span style=&quot;color:DarkMagenta&quot;&gt;Dominion&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Borg|&lt;span style=&quot;color:YellowGreen&quot;&gt;Borg&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Terran Empire|&lt;span style=&quot;color:#ffc125&quot;&gt;Terran Empire&lt;/span&gt;]]<br /> <br /> |}<br /> |}<br /> <br /> {|- valign=&quot;top&quot;<br /> |width=&quot;50%&quot; bgcolor=&quot;#f0f0ff&quot; style=&quot;border:2px solid #afb1ee;padding:1em;padding-top:0.5em;&quot;|<br /> <br /> The game is a fan-based, non-commercial 2D retro remake of the original [http://en.wikipedia.org/wiki/Star_Trek:_The_Next_Generation:_Birth_of_the_Federation Star Trek: Birth of The Federation] .<br /> <br /> '''The game needs [[Problem#check your .Net-Version|Microsoft NET.Framework 4.5.1 or higher]].'''<br /> <br /> <br /> *[[Feature]]s<br /> <br /> <br /> *Community of BotF2: http://star-trek-supremacy.proboards.com/ newest chats and infos, [http://star-trek-supremacy.proboards.com/members?dir=desc&amp;sort=last_online members]<br /> <br /> *Facebook BotF2 (closed group - apply for it!): http://www.facebook.com/groups/29948496855/<br /> <br /> *Homepage: http://botf2.square7.ch/homepage/<br /> <br /> *[http://bote2.square7.ch/regwiki/index.php?title=Supremacy-BotF2 Progress] and [https://bitbucket.org/mstrobel/supremacy/overview Bitbucket]<br /> <br /> *BotF2-Consortium (old site): http://www.botf2.com/default.aspx<br /> <br /> *Community of BotF2-Consortium (old forum): http://botf2.square7.ch/oldforum/index.php <br /> <br /> <br /> STAR TREK and all related properties are © CBS Studios, Inc.<br /> <br /> <br /> This wiki has started at 23.01.2013 and was transferred at this place at 12.02.2014<br /> | valign=&quot;top&quot; bgcolor=&quot;#d5eaff&quot; style=&quot;border:2px solid #9bb6fc;padding:1em;padding-top:0.5em;&quot;|<br /> {{In_den_news}}<br /> |}</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Main_Page Main Page 2019-02-09T10:56:02Z <p>KennethOfBorg: </p> <hr /> <div>__NOTOC__<br /> {|- valign=&quot;top&quot;<br /> |bgcolor=&quot;#f0f0ff&quot; width=100% style=&quot;border:2px solid #afb1ee;padding:1em;padding-left:1em;&quot;|<br /> '''Star Trek: Birth of the Federation 2 (BotF2)''' is a STAR TREK FAN PRODUCTION, non-commercial, fan developed, game with no profit. It is an enhanced tribute to the popular 1999 PC game, “Birth of the Federation” by Microprose. Birth of the Federation, more commonly abbreviated 'BOTF', was a turn-based empire-building game played within a randomly generated galaxy. This ensured no two games would be exactly alike. Players could select from one of five major empires and compete with the other four for galactic domination. These empires were the United Federation of Planets, the Klingon Empire, the Romulan Star Empire, the Cardassian Union and the Ferengi Alliance. The game was set in the Next Generation era of the Star Trek Universe.<br /> The galaxy was laid out in numbered square sectors many of which contained solar systems inhabited by minor races and alien entities. The galaxy also contained other stellar bodies including nebulae and worm holes. Players could take a chance and enter a worm hole that would either jump them to a distant sector of the galaxy or destroy their ship.<br /> Empires expanded by the terraforming and colonization of planets combined with diplomatic annexation or military conquest of minor races. Planetary systems could also be forcibly captured from other major empires. Play involved exploration and diplomacy to establish strategic alliances, intelligence operations, technological development and turn based combat with vessels of rival empires. Exploration was aided by player-built outposts and star bases that supported expansion into distant space. Random events, such as Borg invasions, presented additional challenges for players.<br /> There was also a multiplayer option. In either single or multi player mode, unclaimed empires and minor races were handled by an artificial intelligence system within the program.<br /> {| align=&quot;center&quot;<br /> |align=&quot;center&quot;|[[Federation|&lt;span style=&quot;color:blue&quot;&gt;Federation&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Romulans|&lt;span style=&quot;color:Green&quot;&gt;Romulans&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Klingons|&lt;span style=&quot;color:darkred&quot;&gt;Klingons&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Cardassians|&lt;span style=&quot;color:brown&quot;&gt;Cardassians&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Dominion|&lt;span style=&quot;color:DarkMagenta&quot;&gt;Dominion&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Borg|&lt;span style=&quot;color:YellowGreen&quot;&gt;Borg&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Terran Empire|&lt;span style=&quot;color:#ffc125&quot;&gt;Terran Empire&lt;/span&gt;]]<br /> <br /> |- <br /> |style=&quot;border:5px solid blue;padding:0.1em;padding-left:0.1em;&quot;|&lt;img size=200&gt;http://botf2.square7.ch/wiki-files/images/Civilizations/federation.png&lt;/img&gt;<br /> |<br /> |style=&quot;border:5px solid green;padding:0.1em;padding-left:0.1em;&quot;|&lt;img size=200&gt;http://botf2.square7.ch/wiki-files/images/Civilizations/romulans.png&lt;/img&gt;<br /> |<br /> |style=&quot;border:5px solid Red;padding:0.1em;padding-left:0.1em;&quot;|&lt;img size=200&gt;http://botf2.square7.ch/wiki-files/images/Civilizations/klingons.png&lt;/img&gt;<br /> | <br /> |style=&quot;border:5px solid DarkGoldenrod;padding:0.1em;padding-left:0.1em;&quot;|&lt;img size=200&gt;http://botf2.square7.ch/wiki-files/images/Civilizations/cardassians.png&lt;/img&gt; <br /> | <br /> |style=&quot;border:5px solid Darkviolet;padding:0.1em;padding-left:0.1em;&quot;|&lt;img size=200&gt;http://botf2.square7.ch/wiki-files/images/Civilizations/dominion.png&lt;/img&gt;<br /> | <br /> |style=&quot;border:5px solid yellowgreen;padding:0.1em;padding-left:0.1em;&quot;|&lt;img size=200&gt;http://botf2.square7.ch/wiki-files/images/Civilizations/borgcollective.png&lt;/img&gt; <br /> |<br /> |style=&quot;border:5px solid gold;padding:0.1em;padding-left:0.1em;&quot;|&lt;img size=200&gt;http://botf2.square7.ch/wiki-files/images/Civilizations/terranempire.png&lt;/img&gt; <br /> <br /> |-<br /> |align=&quot;center&quot;|[[Federation|&lt;span style=&quot;color:blue&quot;&gt;Federation&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Romulans|&lt;span style=&quot;color:Green&quot;&gt;Romulans&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Klingons|&lt;span style=&quot;color:darkred&quot;&gt;Klingons&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Cardassians|&lt;span style=&quot;color:brown&quot;&gt;Cardassians&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Dominion|&lt;span style=&quot;color:DarkMagenta&quot;&gt;Dominion&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Borg|&lt;span style=&quot;color:YellowGreen&quot;&gt;Borg&lt;/span&gt;]]<br /> |<br /> |align=&quot;center&quot;|[[Terran Empire|&lt;span style=&quot;color:#ffc125&quot;&gt;Terran Empire&lt;/span&gt;]]<br /> <br /> |}<br /> |}<br /> <br /> {|- valign=&quot;top&quot;<br /> |width=&quot;50%&quot; bgcolor=&quot;#f0f0ff&quot; style=&quot;border:2px solid #afb1ee;padding:1em;padding-top:0.5em;&quot;|<br /> <br /> The game is a fan-based, non-commercial successor to the original [http://en.wikipedia.org/wiki/Star_Trek:_The_Next_Generation:_Birth_of_the_Federation Star Trek: Birth of The Federation] .<br /> <br /> '''The game needs [[Problem#check your .Net-Version|Microsoft NET.Framework 4.5.1 or higher]].'''<br /> <br /> <br /> *[[Feature]]s<br /> <br /> <br /> *Community of BotF2: http://star-trek-supremacy.proboards.com/ newest chats and infos, [http://star-trek-supremacy.proboards.com/members?dir=desc&amp;sort=last_online members]<br /> <br /> *Facebook BotF2 (closed group - apply for it!): http://www.facebook.com/groups/29948496855/<br /> <br /> *Homepage: http://botf2.square7.ch/homepage/<br /> <br /> *[http://bote2.square7.ch/regwiki/index.php?title=Supremacy-BotF2 Progress] and [https://bitbucket.org/mstrobel/supremacy/overview Bitbucket]<br /> <br /> *BotF2-Consortium (old site): http://www.botf2.com/default.aspx<br /> <br /> *Community of BotF2-Consortium (old forum): http://botf2.square7.ch/oldforum/index.php <br /> <br /> <br /> STAR TREK and all related properties are © CBS Studios, Inc.<br /> <br /> <br /> This wiki has started at 23.01.2013 and was transferred at this place at 12.02.2014<br /> | valign=&quot;top&quot; bgcolor=&quot;#d5eaff&quot; style=&quot;border:2px solid #9bb6fc;padding:1em;padding-top:0.5em;&quot;|<br /> {{In_den_news}}<br /> |}</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Source_Code Source Code 2018-11-23T18:37:17Z <p>KennethOfBorg: /* Version Number */</p> <hr /> <div>== Source Code ==<br /> <br /> http://guganeshan.com/blog/setting-up-git-and-tortoisegit-with-bitbucket-step-by-step.html<br /> <br /> === official ===<br /> <br /> *last source code https://bitbucket.org/mstrobel/supremacy/overview (it's in C#, also named CSharp. [[#Visual Studio]] is used for coding.)<br /> **Mike's Post: build in [http://www.microsoft.com/downloads/dlx/en-us/ThankYou.aspx?FamilyID=75568AA6-8107-475D-948A-EF22627E57A5 VS2010] with .NET 4.0. You may need the [http://en.csharp-online.net/Download_Free_Microsoft_Visual_CSharp_.NET#Download_Microsoft_Visual_Studio_Async_Community_Technology_Preview_.28CTP.29 C# Async CTP]. http://bote2.square7.ch/forum/viewtopic.php?p=70790#p70790<br /> **http://bote2.square7.ch/forum/viewtopic.php?p=70781#p70781 <br /> *** Supremacy.Game.GameEngine is where you'll find most of the game logic. That's where most of the turn processing happens.<br /> *** The SupremacyCore project is where you'll find the foundation of the game. <br /> *** SupremacyService is just the game server (all the important bits it interacts with are in SupremacyCore). <br /> *** SupremacyClientComponents is UI infrastructure. <br /> *** SupremacyUI and SupremacyWPF are older UI infrastructure stuff, much of which has been phased out and replaced by newer and better stuff in SupremacyClientComponents. The most interesting stuff in SupremacyUI is GalaxyGridPanel, which draws the galactic map. It also has the spinning planet views. <br /> *** Supremacy.Xna is where the XNA/3D stuff is located--it's not used heavily yet, but it has some effects for the invasion screen, a newer star renderer, a 3D spinning ship renderer, etc. <br /> *** Supremacy.Scripting is an expression language parser/compiler. <br /> *** SupremacyClient is the main graphical client and has most of the game screen implementations.<br /> <br /> *old source code can be taken from here: http://supremacy.codeplex.com/ (last upload from MStrobel at 03.01.2011)<br /> <br /> ==== ClientContext vs AppContext ====<br /> <br /> taken from https://bitbucket.org/kflanagan/supremacydev/commits/0d562ce676425cd5da19cfdbcf1b6c18c7d0d135<br /> <br /> *IClientContext is used by SupremacyCore to interface clients participating on a game, both local and over network. The IClientContext further includes an interface to IGameContext which gives access to the game data itself inside the '''SupremacyClient app''' <br /> *However there should be an option to also include local properties not known to the Core, which is why this is done alternatively another context would have to be introduced for local data, but then still all the client code would have to be updated to make use of it<br /> <br /> <br /> ==== .XAML files ====<br /> <br /> In Windows Presentation Foundation (WPF), a windows app framework used by Supremacy, XAML forms a user interface markup language to define UI elements, data binding, events, and other features.<br /> <br /> Info resources:<br /> <br /> *MS Article: [https://msdn.microsoft.com/en-us/library/ms745683(v=vs.110).aspx XAML Styling and Templating]<br /> <br /> *Youtube video: [https://www.youtube.com/watch?v=0qE5hyuU9hE Introduction to XAML] (26min)<br /> <br /> <br /> == Bitbucket ==<br /> <br /> *https://confluence.atlassian.com/display/BITBUCKET/Maintaining+a+Mercurial+Repository<br /> <br /> == Changes ==<br /> <br /> see [[ChangeLog|here]] or https://bitbucket.org/mstrobel/supremacy/commits/branch/default<br /> <br /> === 2016 ===<br /> <br /> ==== XAML ====<br /> <br /> *January 2016 [Planned]: Hope to get Major Race specific UI build through use of generic XAML files.<br /> * ClientApp.xaml.cs has the code to direct UI to race specific folders of xaml files in SupremacyClient/themes/{0}<br /> <br /> Looking at SystemScreen.xaml, Global.xaml and ClientModules.cs in Themes/SupremacyClient <br /> See also generic.xaml in SupremacyClientComponents/Themes/InfoCard Theme.xaml Default.xaml Icons.xaml ClientApp.xaml.cs SystemScreen.xaml<br /> <br /> <br /> 1/17/16: Found that Mikes code in ClientApp.xaml.cs will already select for Major race. Need new folders for each major race in SupremacyClient/themes/(major race), edit paths to Resources in the .xaml files found in each races set of .xaml files. File names in SupremacyClient/themes/(major race) are not unique but content in Resources is. Now you can edit files in Resources for unique UI.<br /> <br /> 2/13/16: <br /> <br /> &lt;Polygon<br /> Points=&quot;300,200 400,125 400,275 300,200&quot;<br /> Stroke=&quot;Purple&quot;<br /> StrokeThickness=&quot;2&quot;&gt;<br /> &lt;Polygon.Fill&gt;<br /> &lt;SolidColorBrush Color=&quot;Blue&quot; Opacity=&quot;0.4&quot;/&gt;<br /> &lt;/Polygon.Fill&gt;<br /> &lt;/Polygon&gt; <br /> <br /> Makes a left pointing triangle, purple outline and blue body<br /> <br /> === 2015 ===<br /> <br /> *'''Animation.cs''' (animation of opening screen): This is where we can set the number of images, frames, and the rate they play at, currently all images in 30 seconds. We may want that to run faster. The images you will make for the ship de-cloaking will be located in Resources / Images / Animation.<br /> * \supremacyclient\'''ClientModule.cs''': <br /> **Found a place to add the right mouse click instructions for the Panel Access Menu. A thing called the statusWindow held the text &quot;loading&quot; while you wait for a game to load. Added the information there for new players<br /> <br /> *FMOD is partly replace by AudioEngine.cs and others - just find it out<br /> <br /> === 2014 ===<br /> <br /> == some code ==<br /> <br /> for Theme and UI see &gt;&gt; '''[[Theme]]'''<br /> <br /> === miscellaneous ===<br /> <br /> *Mainline\SupremacyClient\GameContextMenu.cs<br /> <br /> *\Mainline\SupremacyUI\SystemProductionPanel.cs<br /> <br /> *\Mainline\SupremacyCore\Orbitals\FleetOrders.cs -&gt; all items inside a sector<br /> <br /> *Mainline\SupremacyClient\GameContextMenu.cs (Access Popup Menu - or use F1 to F5)<br /> <br /> *\Mainline\SupremacyClientComponents\Controls\InfoCard\InfoCard.cs (-&gt; Tooltips ??)<br /> **\Mainline\SupremacyClient\themes\Federation\InfoCard.xaml -&gt; &lt;Setter Property=&quot;Width&quot; Value=&quot;500&quot; /&gt; (BEFORE: 250)<br /> <br /> <br /> *\Mainline\SupremacyClient\Views\ColonyScreen\ColonyPlanetaryBuildQueueView.xaml - Colonies Screen Content<br /> <br /> *\Mainline\SupremacyCore\Universe\Colony.cs<br /> *\Mainline\SupremacyClient\Views\ColonyScreen\ColonyStructureListView.xaml<br /> **Size of this area: 720 x 240<br /> <br /> <br /> *\Mainline\SupremacyClient\Views\GalaxyScreen\TaskForceListView.xaml<br /> <br /> === Version Number ===<br /> <br /> Look for version number control in AssemblyInfo.cs<br /> <br /> your hard disk code folder BotF2\SupremacyClient\Properties\AssemblyInfo.cs<br /> <br /> ---<br /> example code: (put in your current star date)<br /> <br /> *[assembly: AssemblyVersion(&quot;2018.11.20.0&quot;)]<br /> *[assembly: AssemblyFileVersion(&quot;2018.11.20.0&quot;)]<br /> <br /> === Ships ===<br /> <br /> *\Fleets.cs<br /> *\FleetOrder.cs (without a &quot;s&quot; - beware of it)<br /> *\FleetOrders.cs<br /> <br /> *\mainline\supremacyclientcomponents\views\galaxyscreen\galaxyscreenpresenter.cs TaskForcesList<br /> <br /> <br /> ==== Building Ships ====<br /> <br /> *Cancelling -&gt; Breakpoint at Line 185 at OnShipyardBuildProjectsChanged() \Mainline\SupremacyClientComponents\Views\ColonyScreen\ColonyScreenPresentationModel.cs<br /> <br /> === Sounds ===<br /> <br /> *\Mainline\SupremacyClient\AudioEngine.cs (for Music), for Sounds &gt;&gt; SoundPlayerAction is used (search for \Resources\UI\Federation\SoundsButtonClick.wav) <br /> *and in \Mainline\SupremacyClientComponents\Views\SystemAssaultScreen\SystemAssaultScreenViewModel.cs -&gt; Uri is used (e.g. CombatLaser.wav)<br /> <br /> <br /> === Galaxy Generator ===<br /> <br /> *\Mainline\SupremacyCore\Universe\GalaxyGenerator.cs<br /> <br /> <br /> === Values ===<br /> *CivID: 0 = Federation...<br /> <br /> === TurnPhase ===<br /> <br /> WaitOnPlayers = 0,<br /> PreTurnOperations,<br /> ResetObjects,<br /> FleetMovement,<br /> Combat,<br /> PopulationGrowth,<br /> PersonnelTraining,<br /> Research,<br /> Scrapping,<br /> Maintenance,<br /> ShipProduction,<br /> Production,<br /> Trade,<br /> Morale,<br /> MapUpdates,<br /> PostTurnOperations,<br /> SendUpdates,<br /> Diplomacy,<br /> WaitOnAIPlayers<br /> <br /> === older list === <br /> <br /> {|class=&quot;wikitable sortable&quot; <br /> ! bgcolor=&quot;#dadada&quot; style=&quot;border:4px solid #999999;padding:0.2em;padding-top:0.2em;&quot; |where<br /> ! bgcolor=&quot;#dadada&quot; style=&quot;border:4px solid #999999;padding:0.2em;padding-top:0.2em;&quot; |Folder<br /> ! bgcolor=&quot;#dadada&quot; style=&quot;border:4px solid #999999;padding:0.2em;padding-top:0.2em;&quot; |File<br /> ! bgcolor=&quot;#dadada&quot; style=&quot;border:4px solid #999999;padding:0.2em;padding-top:0.2em;&quot; |Function<br /> ! bgcolor=&quot;#dadada&quot; style=&quot;border:4px solid #999999;padding:0.2em;padding-top:0.2em;&quot; |Date<br /> ! bgcolor=&quot;#dadada&quot; style=&quot;border:4px solid #999999;padding:0.2em;padding-top:0.2em;&quot; |Description<br /> ! bgcolor=&quot;#dadada&quot; style=&quot;border:4px solid #999999;padding:0.2em;padding-top:0.2em;&quot; |Custom1<br /> ! bgcolor=&quot;#dadada&quot; style=&quot;border:4px solid #999999;padding:0.2em;padding-top:0.2em;&quot; |Custom2<br /> <br /> <br /> |- <br /> |style=text-align:left|S-Core<br /> |style=text-align:center|Game<br /> |style=text-align:center|GameContext.cs<br /> |style=text-align:center|<br /> |style=text-align:center| <br /> |style=text-align:left|<br /> initialising game<br /> |style=text-align:left|<br /> |style=text-align:left|<br /> <br /> |- <br /> |style=text-align:left|S-Core<br /> |style=text-align:center|Game<br /> |style=text-align:center|GameEngine.cs<br /> |style=text-align:center|DoProduction(GameContext game)<br /> |style=text-align:center| <br /> |style=text-align:left|<br /> Raw Materials, Deuterium, Dilithium is collected cross over all colonies and used by all colonies<br /> |style=text-align:left|<br /> |style=text-align:left|<br /> <br /> |- <br /> |style=text-align:left|S-Core<br /> |style=text-align:center|Game<br /> |style=text-align:center|GameEngine.cs<br /> |style=text-align:center|DoShipProduction(GameContext game)<br /> |style=text-align:center| <br /> |style=text-align:left|<br /> <br /> |style=text-align:left|<br /> |style=text-align:left|<br /> <br /> |- <br /> |style=text-align:left|S-Core<br /> |style=text-align:center|Combat<br /> |style=text-align:center|InvasionArena.cs<br /> |style=text-align:center|<br /> |style=text-align:center| <br /> |style=text-align:left|<br /> SystemAssault<br /> |style=text-align:left|<br /> |style=text-align:left|<br /> <br /> |- <br /> |style=text-align:left|S-Core<br /> |style=text-align:center|Orbital<br /> |style=text-align:center|Shipyard.cs<br /> |style=text-align:center|GetBuildOutput(int slot)<br /> |style=text-align:center| [https://bitbucket.org/Bloodwurm/BotF2dev/commits/1aafc8f6e47e9e3b9c20de79f2d02f197c023d63 2014-01-15]<br /> |style=text-align:left|<br /> just selects output (active?) and bonus (BonusType.PercentShipBuilding), since 2014-01-15 also case PopulationRatio or IndustryRatio<br /> |style=text-align:left|<br /> |style=text-align:left|<br /> <br /> |- <br /> |style=text-align:left|S-Core<br /> |style=text-align:center|Universe<br /> |style=text-align:center|Colony.cs<br /> |style=text-align:center|GetProductionOutput(ProductionCategory category)<br /> |style=text-align:center| <br /> |style=text-align:left|<br /> see last line, too !<br /> *Food: minimum 10<br /> *Research: <br /> float moraleMod = _morale.CurrentValue / (0.5f * MoraleHelper.MaxValue);<br /> baseOutput = (int)(moraleMod * baseOutput);<br /> *Industry: '''minimum 10 !'''<br /> float moraleMod = _morale.CurrentValue / (0.5f * MoraleHelper.MaxValue);<br /> baseOutput = (int)(moraleMod * baseOutput);<br /> *last line: return ((int)(baseOutput + (baseOutput * modifier.Efficiency)) + modifier.Bonus);<br /> |style=text-align:left|<br /> |style=text-align:left|<br /> <br /> |- <br /> |style=text-align:left|S-Core<br /> |style=text-align:center|Universe<br /> |style=text-align:center|Colony.cs<br /> |style=text-align:center|planet.HasFoodBonus (OutputModifier)<br /> |style=text-align:center| <br /> |style=text-align:left|<br /> if (planet.HasFoodBonus)<br /> modifier.Efficiency += 0.15f;<br /> |style=text-align:left|<br /> |style=text-align:left|<br /> <br /> |- <br /> |style=text-align:left|S-Core<br /> |style=text-align:center|Universe<br /> |style=text-align:center|Colony.cs<br /> |style=text-align:center|planet.HasEnergyBonus (OutputModifier)<br /> |style=text-align:center| <br /> |style=text-align:left|<br /> if (planet.HasEnergyBonus)<br /> modifier.Efficiency += 0.15f;<br /> |style=text-align:left|<br /> |style=text-align:left|<br /> <br /> |- <br /> |style=text-align:left|S-ClientComp<br /> |style=text-align:center|Views\GalaxyScreen<br /> |style=text-align:center|GalaxyScreenView.cs<br /> |style=text-align:center|GalaxyScreenView()<br /> |style=text-align:center| <br /> |style=text-align:left|GalaxyView Hotkeys Definition (see [[Hotkey]]s)<br /> |style=text-align:left|<br /> |style=text-align:left|<br /> <br /> |}<br /> <br /> == Botf2-coding-practice ==<br /> <br /> *http://star-trek-supremacy.proboards.com/thread/349/botf2-coding-practice (intern)<br /> <br /> <br /> *prepare:<br /> **...we are using SourceTree, provided by bitbucket (another option: TortoiseHg with Mercurial - to access the supremacy code repository http://tortoisehg.bitbucket.org/)<br /> **PuTTYgen - to generate a ssh key to allow using ssh protocol instead of slow https http://www.chiark.greenend.org.uk/~sgtatham/putty/download.html<br /> ***or use C:\Program Files (x86)\Atlassian\SourceTree\tools\putty..puttygen.exe....generate a key (using a phrase is not neccessary)<br /> ***copy the public key (4-5 lines) into your bitbucket account/profile under SSH Keys, label it with any title and CopyPaste<br /> **we are using Visual Studio Community 2013 Update 4 (select the Community Version) https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx<br /> **we are not(!) using Visual Studio Community 2015 RC - to compile the code (ISO is recommend)....still need to check if Supremacy code compiles with it, so instead we might need to depend on VS2013 http://www.visualstudio.com/downloads/visual-studio-2015-downloads-vs....for VS 2015 we read to create a new project, import Supremacy and go through all the issues<br /> **you also need to have an account on http://bitbucket.org<br /> **and you should have Skype installed to participate in the meetings we have <br /> <br /> *when you attempt to clone by ssh instead of https, check the following tutorial: http://confluence.atlassian.com/display/BITBUCKET/Set+up+SSH+for+Mercurial<br /> <br /> <br /> *here some simple text editors useful to edit stuff like xml files, just pick the one you prefer they all are great:<br /> **http://www.sublimetext.com/<br /> **http://www.contexteditor.org/index.php<br /> **http://notepad-plus-plus.org/ (used by reg atm)<br /> <br /> == SourceTree ==<br /> <br /> *Download &gt;&gt; https://www.sourcetreeapp.com/?v=win (or while cloning...use the link below blue Clone Button)<br /> <br /> *Tools: 3rd point: OPTIONS<br /> <br /> *SSH Client Configuration:<br /> **SSH Key: c:\....\ReginaldPutty.ppk<br /> **SSH Client: (IMPORTANT) PuTTY/Link (not SSH !!)<br /> **automatically start: yes<br /> <br /> == Visual Studio ==<br /> <br /> It's possible (and standard) to compile the game with Visual Studio. No further stuff of programs is needed, except matching Resources folder. Mention that the compiled exe is then in \Mainline\bin\Debug (or \Release).<br /> <br /> === VS2017 ===<br /> <br /> In May 2017 we're trying to change to VS 2017 Community version https://www.visualstudio.com/downloads <br /> <br /> *you might want to change language at TOOLS &gt; OPTIONS &gt; ENVIROMENT &gt; INTERNATIONAL SETTINGS <br /> <br /> * first make a clean !!, maybe for each single project (10 of 10)<br /> <br /> * SOLUTION EXPLORER - right mouse click - retarget (in the middle) - select newest versions<br /> <br /> * (this should be only needed once and should be uploaded to Repository by one guy) SupremacyClient &gt; Set as start Project<br /> <br /> *after cleaning maybe use REBUILD<br /> <br /> for more see &gt;&gt; [[#Tools|here]]<br /> <br /> === VS2015 ===<br /> <br /> since April 2016 we're using VS 2015<br /> <br /> *Visual Studio '''Community''' 2015 RC - to compile the code (ISO is recommend) ... still need to check if Supremacy code compiles with it, so instead we might need VS2013. NEW: we try to go to VS 2015 now. <br /> https://www.visualstudio.com/downloads/visual-studio-2015-downloads-vs - you need the &quot;Community&quot; Version, currently (Apr 2016) version &quot;Update 2&quot;<br /> **IMPORTANT: As Microsoft no longer provides Visual C++ Library as standard installed component ...don't forget to select or install this manually! In VS 2015 you can recognize it if \Supremacy Native is unload (sign is greyed out a little bit)<br /> <br /> ==== VS 2015 Update 3 ====<br /> <br /> *says it does uninstall Update 2<br /> *needs update to 33 GB to install (only if every is selected) - seems to need some hours...<br /> <br /> === old VS ===<br /> <br /> *Visual Studio Community 2013 (Community version is free) http://www.visualstudio.com/downloads/download-visual-studio-vs#d-express-windows-desktop<br /> *Visual Studio Express 2012 (Express version is free) http://www.visualstudio.com/downloads/download-visual-studio-vs#d-express-windows-desktop<br /> *Visual Studio Express 2008 (German) http://www.microsoft.com/de-de/download/details.aspx?id=13276<br /> <br /> === Tools ===<br /> <br /> *Indent Guides https://visualstudiogallery.msdn.microsoft.com/e792686d-542b-474a-8c55-630980e72c30 Adds vertical lines at each indent level.<br /> <br /> * Vertical tabs https://marketplace.visualstudio.com/items?itemName=VisualStudioProductTeam.ProductivityPowerPack2017<br /> <br /> *PowerShell Tools für VS 2015<br /> <br /> === Tips ===<br /> *TOOLS &gt; OPTIONS &gt; ENVIRONMENT &gt; Color theme -&gt; Black<br /> <br /> *TOOLS &gt; OPTIONS &gt; ENVIRONMENT &gt; DOCUMENTS &gt; Detect when file is changed outside... -&gt; Yes<br /> **TOOLS &gt; OPTIONS &gt; ENVIRONMENT &gt; DOCUMENTS &gt; Reload modified files... -&gt; Yes<br /> <br /> *DEBUG &gt; OPTIONS &gt; PROJECTS... &gt; BUILD AND RUN &gt; when code=project is changed=&quot;out of date&quot; &gt; &quot;Always Build&quot; (checkbox &quot;only build ...on Run&quot; is marked)<br /> **https://www.vb-paradise.de/index.php/Thread/47935-Code-bei-Klick-auf-Debugging-starten-kompilieren-wenn-er-sich-ge%C3%A4ndert-hat/<br /> <br /> *TOOLS &gt; OPTIONS &gt; TEXT EDITOR &gt; ALL LANGUAGES &gt; Line Number (activate for all)<br /> <br /> *DEBUG &gt; SUPREMACY CLIENT PROPERTIES (last) &gt; DEBUG &gt; Start project &gt; Command line arguments: &quot;-aiexplore -SAVEDGAME:auto&quot; (if you save in Supremacy manually a game with name &quot;auto&quot; (independent from game's &quot;(autosave)&quot;, this manually saved game can be loaded at startup. <br /> **&quot;-aiexplore&quot; isn't necessary. For more see [[Command line parameter]]<br /> **if working for example on Cardassian UI just save Cardassian as &quot;auto&quot;. <br /> **when you want to change to Klingons, just retire and start Klingons. If you want to work steady on Klingons, save a Klingon's game with auto. <br /> **if you want to start a new game steady, just go Command line arguments (see above) and change the filename to an unused one like &quot;-SAVEDGAME:auto123&quot;<br /> <br /> *activate Toolbar BUILD by right mouse click on Toolbar line<br /> <br /> ==== Editor ====<br /> we're using some different editors<br /> *one option is to drag'n'drop files like xml to Visual Studio<br /> *sometimes we use Notepad++ https://notepad-plus-plus.org/download with Extension Compare (PLUGINS &gt; PLUGIN MANAGER &gt; SHOW P-Manager &gt; &quot;Compare&quot; ...install<br /> *for a black style we use Sublime http://www.sublimetext.com/2<br /> <br /> ==== Screenshot ====<br /> <br /> *reg likes Greenshot http://getgreenshot.org/ <br /> **puts an icon into task bar. There: &gt; PREFERENCES<br /> ***PREFERENCES &gt; GENERAL: reg uses for &quot;Capture region&quot; CRTL+PRNT (and no other hotkey)<br /> ***PREFERENCES &gt; OUTPUT: define a folder at &quot;Storage location&quot; and a standard file type (default is *.png)<br /> ***PREFERENCES &gt; DESTINATION: (reg's settings)<br /> ****- turn off &quot;Select destination dymnamically&quot;<br /> ****- open in image editor<br /> ****- copy to clipboard<br /> **Usage:<br /> ***press Hotkey and make Screenshot<br /> ***paste immediately anywhere OR<br /> ***work on it inside Greenshot (give red circles or mark up in any colour), give numbers, obfuscate and more<br /> ***save or save as jpg or print<br /> <br /> == Compiling ==<br /> <br /> if you have an error with &quot;Glyphs.xaml&quot;, than make sure you have copied \Resources MANUALLY into the output folders - this was changed in 2015. The output folder depends on compiling method &quot;Debug&quot; or &quot;Release&quot;, it is<br /> *for DEBUG _: (YourRepositoryFolder)\Mainline\bin\'''Debug\Resources''' or<br /> *for RELEASE: (YourRepositoryFolder)\Mainline\bin\'''Release\Resources'''<br /> <br /> == Visual C# ==<br /> <br /> build in Visual Studio<br /> <br /> &lt;img&gt;http://botf2.square7.ch/wiki-files/images/VS2015.jpg&lt;/img&gt;<br /> <br /> == SunBurn ==<br /> <br /> SunBurn is on hold for now. Kenneth was working sometimes with SunBurn...this might be a site for this http://channel9.msdn.com/coding4fun/blog/No-need-for-sunscreen-you-want-this-SunBurn-SunBurn-v2-RTMs-including-the-free-SunBurn-Framework-Edi<br /> <br /> *http://en.wikipedia.org/wiki/List_of_game_engines<br /> <br /> == .Net ==<br /> <br /> you should use latest [http://www.microsoft.com/net .Net-version] (2014: version 4.5.1)<br /> <br /> == XNA ==<br /> <br /> &quot;Could not load file or assembly 'Microsoft.Xna.Framework.dll' or one of its dependencies. The specified module could not be found.&quot;<br /> <br /> *suggestion by reg: go to \Resources\Models and rename the &quot;Models&quot;-folder to &quot;Models-SetOffline&quot; or something else (if building a ship no model is shown -as it is to most of the ships- but otherwise the game could work fine)<br /> <br /> <br /> This suggests the problem is with your XNA installation. The game uses XNA to display the 3D ship models in the shipyard. There's no way to disable the models so XNA wouldn't be needed. So to be able to play the game, i'd advise to uninstall XNA, then install the latest version. <br /> <br /> XNA 3.1 (this one you need in any case): http://www.microsoft.com/en-us/download/details.aspx?id=15163<br /> <br /> XNA 4.0 Download link: http://www.microsoft.com/en-gb/download/details.aspx?id=20914<br /> <br /> == Try ==<br /> <br /> (for boolean)<br /> <br /> try<br /> {<br /> return true;<br /> }<br /> catch (Exception e)<br /> {<br /> var errors = new System.Collections.Concurrent.ConcurrentStack&lt;Exception&gt;();<br /> errors.Push(e);<br /> return false;<br /> }<br /> finally<br /> {<br /> xxx;<br /> }<br /> ;<br /> <br /> == Contexts ==<br /> <br /> *AppContext (programm running)<br /> *GameContext.Current (Game started - so after StartScreen)<br /> *PlayerContext.Current<br /> <br /> == GameLog ==<br /> <br /> GameLog.Client.GameData.DebugFormat(&quot;Civilization.cs: isBorgPlayable={0}, _throwOutRace={1}, _civType before: {2}&quot;, isBorgPlayable, _throwOutRace, _civType);<br /> <br /> == MessageBox (Windows Style) ==<br /> <br /> MessageBox.Show(&quot;Borg turned into Expanded&quot;, &quot;WARNING&quot;, MessageBoxButton.OK);<br /> <br /> == MessageDialog (Supremacy Style) ==<br /> <br /> var result = MessageDialog.Show(&quot;Borg turned into Expanded&quot;, MessageDialogButtons.YesNo);<br /> <br /> == SoundPlaying ==<br /> <br /> * _soundPlayer.PlayFile(&quot;Resources/SoundFX/ChatMessage.wav&quot;);</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Source_Code Source Code 2018-11-10T14:35:36Z <p>KennethOfBorg: /* Ships */</p> <hr /> <div>== Source Code ==<br /> <br /> http://guganeshan.com/blog/setting-up-git-and-tortoisegit-with-bitbucket-step-by-step.html<br /> <br /> === official ===<br /> <br /> *last source code https://bitbucket.org/mstrobel/supremacy/overview (it's in C#, also named CSharp. [[#Visual Studio]] is used for coding.)<br /> **Mike's Post: build in [http://www.microsoft.com/downloads/dlx/en-us/ThankYou.aspx?FamilyID=75568AA6-8107-475D-948A-EF22627E57A5 VS2010] with .NET 4.0. You may need the [http://en.csharp-online.net/Download_Free_Microsoft_Visual_CSharp_.NET#Download_Microsoft_Visual_Studio_Async_Community_Technology_Preview_.28CTP.29 C# Async CTP]. http://bote2.square7.ch/forum/viewtopic.php?p=70790#p70790<br /> **http://bote2.square7.ch/forum/viewtopic.php?p=70781#p70781 <br /> *** Supremacy.Game.GameEngine is where you'll find most of the game logic. That's where most of the turn processing happens.<br /> *** The SupremacyCore project is where you'll find the foundation of the game. <br /> *** SupremacyService is just the game server (all the important bits it interacts with are in SupremacyCore). <br /> *** SupremacyClientComponents is UI infrastructure. <br /> *** SupremacyUI and SupremacyWPF are older UI infrastructure stuff, much of which has been phased out and replaced by newer and better stuff in SupremacyClientComponents. The most interesting stuff in SupremacyUI is GalaxyGridPanel, which draws the galactic map. It also has the spinning planet views. <br /> *** Supremacy.Xna is where the XNA/3D stuff is located--it's not used heavily yet, but it has some effects for the invasion screen, a newer star renderer, a 3D spinning ship renderer, etc. <br /> *** Supremacy.Scripting is an expression language parser/compiler. <br /> *** SupremacyClient is the main graphical client and has most of the game screen implementations.<br /> <br /> *old source code can be taken from here: http://supremacy.codeplex.com/ (last upload from MStrobel at 03.01.2011)<br /> <br /> ==== ClientContext vs AppContext ====<br /> <br /> taken from https://bitbucket.org/kflanagan/supremacydev/commits/0d562ce676425cd5da19cfdbcf1b6c18c7d0d135<br /> <br /> *IClientContext is used by SupremacyCore to interface clients participating on a game, both local and over network. The IClientContext further includes an interface to IGameContext which gives access to the game data itself inside the '''SupremacyClient app''' <br /> *However there should be an option to also include local properties not known to the Core, which is why this is done alternatively another context would have to be introduced for local data, but then still all the client code would have to be updated to make use of it<br /> <br /> <br /> ==== .XAML files ====<br /> <br /> In Windows Presentation Foundation (WPF), a windows app framework used by Supremacy, XAML forms a user interface markup language to define UI elements, data binding, events, and other features.<br /> <br /> Info resources:<br /> <br /> *MS Article: [https://msdn.microsoft.com/en-us/library/ms745683(v=vs.110).aspx XAML Styling and Templating]<br /> <br /> *Youtube video: [https://www.youtube.com/watch?v=0qE5hyuU9hE Introduction to XAML] (26min)<br /> <br /> <br /> == Bitbucket ==<br /> <br /> *https://confluence.atlassian.com/display/BITBUCKET/Maintaining+a+Mercurial+Repository<br /> <br /> == Changes ==<br /> <br /> see [[ChangeLog|here]] or https://bitbucket.org/mstrobel/supremacy/commits/branch/default<br /> <br /> === 2016 ===<br /> <br /> ==== XAML ====<br /> <br /> *January 2016 [Planned]: Hope to get Major Race specific UI build through use of generic XAML files.<br /> * ClientApp.xaml.cs has the code to direct UI to race specific folders of xaml files in SupremacyClient/themes/{0}<br /> <br /> Looking at SystemScreen.xaml, Global.xaml and ClientModules.cs in Themes/SupremacyClient <br /> See also generic.xaml in SupremacyClientComponents/Themes/InfoCard Theme.xaml Default.xaml Icons.xaml ClientApp.xaml.cs SystemScreen.xaml<br /> <br /> <br /> 1/17/16: Found that Mikes code in ClientApp.xaml.cs will already select for Major race. Need new folders for each major race in SupremacyClient/themes/(major race), edit paths to Resources in the .xaml files found in each races set of .xaml files. File names in SupremacyClient/themes/(major race) are not unique but content in Resources is. Now you can edit files in Resources for unique UI.<br /> <br /> 2/13/16: <br /> <br /> &lt;Polygon<br /> Points=&quot;300,200 400,125 400,275 300,200&quot;<br /> Stroke=&quot;Purple&quot;<br /> StrokeThickness=&quot;2&quot;&gt;<br /> &lt;Polygon.Fill&gt;<br /> &lt;SolidColorBrush Color=&quot;Blue&quot; Opacity=&quot;0.4&quot;/&gt;<br /> &lt;/Polygon.Fill&gt;<br /> &lt;/Polygon&gt; <br /> <br /> Makes a left pointing triangle, purple outline and blue body<br /> <br /> === 2015 ===<br /> <br /> *'''Animation.cs''' (animation of opening screen): This is where we can set the number of images, frames, and the rate they play at, currently all images in 30 seconds. We may want that to run faster. The images you will make for the ship de-cloaking will be located in Resources / Images / Animation.<br /> * \supremacyclient\'''ClientModule.cs''': <br /> **Found a place to add the right mouse click instructions for the Panel Access Menu. A thing called the statusWindow held the text &quot;loading&quot; while you wait for a game to load. Added the information there for new players<br /> <br /> *FMOD is partly replace by AudioEngine.cs and others - just find it out<br /> <br /> === 2014 ===<br /> <br /> == some code ==<br /> <br /> for Theme and UI see &gt;&gt; '''[[Theme]]'''<br /> <br /> === miscellaneous ===<br /> <br /> *Mainline\SupremacyClient\GameContextMenu.cs<br /> <br /> *\Mainline\SupremacyUI\SystemProductionPanel.cs<br /> <br /> *\Mainline\SupremacyCore\Orbitals\FleetOrders.cs -&gt; all items inside a sector<br /> <br /> *Mainline\SupremacyClient\GameContextMenu.cs (Access Popup Menu - or use F1 to F5)<br /> <br /> *\Mainline\SupremacyClientComponents\Controls\InfoCard\InfoCard.cs (-&gt; Tooltips ??)<br /> **\Mainline\SupremacyClient\themes\Federation\InfoCard.xaml -&gt; &lt;Setter Property=&quot;Width&quot; Value=&quot;500&quot; /&gt; (BEFORE: 250)<br /> <br /> <br /> *\Mainline\SupremacyClient\Views\ColonyScreen\ColonyPlanetaryBuildQueueView.xaml - Colonies Screen Content<br /> <br /> *\Mainline\SupremacyCore\Universe\Colony.cs<br /> *\Mainline\SupremacyClient\Views\ColonyScreen\ColonyStructureListView.xaml<br /> **Size of this area: 720 x 240<br /> <br /> <br /> *\Mainline\SupremacyClient\Views\GalaxyScreen\TaskForceListView.xaml<br /> <br /> === Version Number ===<br /> <br /> Look for version number control in AssemlyInfo.cs<br /> <br /> your hard disk code folder BotF2\SupremacyClient\Properties\AssemblyInfo.cs<br /> <br /> ---<br /> example code: (put in your current star date)<br /> <br /> *[assembly: AssemblyVersion(&quot;2018.11.20.0&quot;)]<br /> *[assembly: AssemblyFileVersion(&quot;2018.11.20.0&quot;)]<br /> <br /> <br /> === Ships ===<br /> <br /> *\Fleets.cs<br /> *\FleetOrder.cs (without a &quot;s&quot; - beware of it)<br /> *\FleetOrders.cs<br /> <br /> *\mainline\supremacyclientcomponents\views\galaxyscreen\galaxyscreenpresenter.cs TaskForcesList<br /> <br /> <br /> ==== Building Ships ====<br /> <br /> *Cancelling -&gt; Breakpoint at Line 185 at OnShipyardBuildProjectsChanged() \Mainline\SupremacyClientComponents\Views\ColonyScreen\ColonyScreenPresentationModel.cs<br /> <br /> === Sounds ===<br /> <br /> *\Mainline\SupremacyClient\AudioEngine.cs (for Music), for Sounds &gt;&gt; SoundPlayerAction is used (search for \Resources\UI\Federation\SoundsButtonClick.wav) <br /> *and in \Mainline\SupremacyClientComponents\Views\SystemAssaultScreen\SystemAssaultScreenViewModel.cs -&gt; Uri is used (e.g. CombatLaser.wav)<br /> <br /> <br /> === Galaxy Generator ===<br /> <br /> *\Mainline\SupremacyCore\Universe\GalaxyGenerator.cs<br /> <br /> <br /> === Values ===<br /> *CivID: 0 = Federation...<br /> <br /> === TurnPhase ===<br /> <br /> WaitOnPlayers = 0,<br /> PreTurnOperations,<br /> ResetObjects,<br /> FleetMovement,<br /> Combat,<br /> PopulationGrowth,<br /> PersonnelTraining,<br /> Research,<br /> Scrapping,<br /> Maintenance,<br /> ShipProduction,<br /> Production,<br /> Trade,<br /> Morale,<br /> MapUpdates,<br /> PostTurnOperations,<br /> SendUpdates,<br /> Diplomacy,<br /> WaitOnAIPlayers<br /> <br /> === older list === <br /> <br /> {|class=&quot;wikitable sortable&quot; <br /> ! bgcolor=&quot;#dadada&quot; style=&quot;border:4px solid #999999;padding:0.2em;padding-top:0.2em;&quot; |where<br /> ! bgcolor=&quot;#dadada&quot; style=&quot;border:4px solid #999999;padding:0.2em;padding-top:0.2em;&quot; |Folder<br /> ! bgcolor=&quot;#dadada&quot; style=&quot;border:4px solid #999999;padding:0.2em;padding-top:0.2em;&quot; |File<br /> ! bgcolor=&quot;#dadada&quot; style=&quot;border:4px solid #999999;padding:0.2em;padding-top:0.2em;&quot; |Function<br /> ! bgcolor=&quot;#dadada&quot; style=&quot;border:4px solid #999999;padding:0.2em;padding-top:0.2em;&quot; |Date<br /> ! bgcolor=&quot;#dadada&quot; style=&quot;border:4px solid #999999;padding:0.2em;padding-top:0.2em;&quot; |Description<br /> ! bgcolor=&quot;#dadada&quot; style=&quot;border:4px solid #999999;padding:0.2em;padding-top:0.2em;&quot; |Custom1<br /> ! bgcolor=&quot;#dadada&quot; style=&quot;border:4px solid #999999;padding:0.2em;padding-top:0.2em;&quot; |Custom2<br /> <br /> <br /> |- <br /> |style=text-align:left|S-Core<br /> |style=text-align:center|Game<br /> |style=text-align:center|GameContext.cs<br /> |style=text-align:center|<br /> |style=text-align:center| <br /> |style=text-align:left|<br /> initialising game<br /> |style=text-align:left|<br /> |style=text-align:left|<br /> <br /> |- <br /> |style=text-align:left|S-Core<br /> |style=text-align:center|Game<br /> |style=text-align:center|GameEngine.cs<br /> |style=text-align:center|DoProduction(GameContext game)<br /> |style=text-align:center| <br /> |style=text-align:left|<br /> Raw Materials, Deuterium, Dilithium is collected cross over all colonies and used by all colonies<br /> |style=text-align:left|<br /> |style=text-align:left|<br /> <br /> |- <br /> |style=text-align:left|S-Core<br /> |style=text-align:center|Game<br /> |style=text-align:center|GameEngine.cs<br /> |style=text-align:center|DoShipProduction(GameContext game)<br /> |style=text-align:center| <br /> |style=text-align:left|<br /> <br /> |style=text-align:left|<br /> |style=text-align:left|<br /> <br /> |- <br /> |style=text-align:left|S-Core<br /> |style=text-align:center|Combat<br /> |style=text-align:center|InvasionArena.cs<br /> |style=text-align:center|<br /> |style=text-align:center| <br /> |style=text-align:left|<br /> SystemAssault<br /> |style=text-align:left|<br /> |style=text-align:left|<br /> <br /> |- <br /> |style=text-align:left|S-Core<br /> |style=text-align:center|Orbital<br /> |style=text-align:center|Shipyard.cs<br /> |style=text-align:center|GetBuildOutput(int slot)<br /> |style=text-align:center| [https://bitbucket.org/Bloodwurm/BotF2dev/commits/1aafc8f6e47e9e3b9c20de79f2d02f197c023d63 2014-01-15]<br /> |style=text-align:left|<br /> just selects output (active?) and bonus (BonusType.PercentShipBuilding), since 2014-01-15 also case PopulationRatio or IndustryRatio<br /> |style=text-align:left|<br /> |style=text-align:left|<br /> <br /> |- <br /> |style=text-align:left|S-Core<br /> |style=text-align:center|Universe<br /> |style=text-align:center|Colony.cs<br /> |style=text-align:center|GetProductionOutput(ProductionCategory category)<br /> |style=text-align:center| <br /> |style=text-align:left|<br /> see last line, too !<br /> *Food: minimum 10<br /> *Research: <br /> float moraleMod = _morale.CurrentValue / (0.5f * MoraleHelper.MaxValue);<br /> baseOutput = (int)(moraleMod * baseOutput);<br /> *Industry: '''minimum 10 !'''<br /> float moraleMod = _morale.CurrentValue / (0.5f * MoraleHelper.MaxValue);<br /> baseOutput = (int)(moraleMod * baseOutput);<br /> *last line: return ((int)(baseOutput + (baseOutput * modifier.Efficiency)) + modifier.Bonus);<br /> |style=text-align:left|<br /> |style=text-align:left|<br /> <br /> |- <br /> |style=text-align:left|S-Core<br /> |style=text-align:center|Universe<br /> |style=text-align:center|Colony.cs<br /> |style=text-align:center|planet.HasFoodBonus (OutputModifier)<br /> |style=text-align:center| <br /> |style=text-align:left|<br /> if (planet.HasFoodBonus)<br /> modifier.Efficiency += 0.15f;<br /> |style=text-align:left|<br /> |style=text-align:left|<br /> <br /> |- <br /> |style=text-align:left|S-Core<br /> |style=text-align:center|Universe<br /> |style=text-align:center|Colony.cs<br /> |style=text-align:center|planet.HasEnergyBonus (OutputModifier)<br /> |style=text-align:center| <br /> |style=text-align:left|<br /> if (planet.HasEnergyBonus)<br /> modifier.Efficiency += 0.15f;<br /> |style=text-align:left|<br /> |style=text-align:left|<br /> <br /> |- <br /> |style=text-align:left|S-ClientComp<br /> |style=text-align:center|Views\GalaxyScreen<br /> |style=text-align:center|GalaxyScreenView.cs<br /> |style=text-align:center|GalaxyScreenView()<br /> |style=text-align:center| <br /> |style=text-align:left|GalaxyView Hotkeys Definition (see [[Hotkey]]s)<br /> |style=text-align:left|<br /> |style=text-align:left|<br /> <br /> |}<br /> <br /> == Botf2-coding-practice ==<br /> <br /> *http://star-trek-supremacy.proboards.com/thread/349/botf2-coding-practice (intern)<br /> <br /> <br /> *prepare:<br /> **...we are using SourceTree, provided by bitbucket (another option: TortoiseHg with Mercurial - to access the supremacy code repository http://tortoisehg.bitbucket.org/)<br /> **PuTTYgen - to generate a ssh key to allow using ssh protocol instead of slow https http://www.chiark.greenend.org.uk/~sgtatham/putty/download.html<br /> ***or use C:\Program Files (x86)\Atlassian\SourceTree\tools\putty..puttygen.exe....generate a key (using a phrase is not neccessary)<br /> ***copy the public key (4-5 lines) into your bitbucket account/profile under SSH Keys, label it with any title and CopyPaste<br /> **we are using Visual Studio Community 2013 Update 4 (select the Community Version) https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx<br /> **we are not(!) using Visual Studio Community 2015 RC - to compile the code (ISO is recommend)....still need to check if Supremacy code compiles with it, so instead we might need to depend on VS2013 http://www.visualstudio.com/downloads/visual-studio-2015-downloads-vs....for VS 2015 we read to create a new project, import Supremacy and go through all the issues<br /> **you also need to have an account on http://bitbucket.org<br /> **and you should have Skype installed to participate in the meetings we have <br /> <br /> *when you attempt to clone by ssh instead of https, check the following tutorial: http://confluence.atlassian.com/display/BITBUCKET/Set+up+SSH+for+Mercurial<br /> <br /> <br /> *here some simple text editors useful to edit stuff like xml files, just pick the one you prefer they all are great:<br /> **http://www.sublimetext.com/<br /> **http://www.contexteditor.org/index.php<br /> **http://notepad-plus-plus.org/ (used by reg atm)<br /> <br /> == SourceTree ==<br /> <br /> *Download &gt;&gt; https://www.sourcetreeapp.com/?v=win (or while cloning...use the link below blue Clone Button)<br /> <br /> *Tools: 3rd point: OPTIONS<br /> <br /> *SSH Client Configuration:<br /> **SSH Key: c:\....\ReginaldPutty.ppk<br /> **SSH Client: (IMPORTANT) PuTTY/Link (not SSH !!)<br /> **automatically start: yes<br /> <br /> == Visual Studio ==<br /> <br /> It's possible (and standard) to compile the game with Visual Studio. No further stuff of programs is needed, except matching Resources folder. Mention that the compiled exe is then in \Mainline\bin\Debug (or \Release).<br /> <br /> === VS2017 ===<br /> <br /> In May 2017 we're trying to change to VS 2017 Community version https://www.visualstudio.com/downloads <br /> <br /> *you might want to change language at TOOLS &gt; OPTIONS &gt; ENVIROMENT &gt; INTERNATIONAL SETTINGS <br /> <br /> * first make a clean !!, maybe for each single project (10 of 10)<br /> <br /> * SOLUTION EXPLORER - right mouse click - retarget (in the middle) - select newest versions<br /> <br /> * (this should be only needed once and should be uploaded to Repository by one guy) SupremacyClient &gt; Set as start Project<br /> <br /> *after cleaning maybe use REBUILD<br /> <br /> for more see &gt;&gt; [[#Tools|here]]<br /> <br /> === VS2015 ===<br /> <br /> since April 2016 we're using VS 2015<br /> <br /> *Visual Studio '''Community''' 2015 RC - to compile the code (ISO is recommend) ... still need to check if Supremacy code compiles with it, so instead we might need VS2013. NEW: we try to go to VS 2015 now. <br /> https://www.visualstudio.com/downloads/visual-studio-2015-downloads-vs - you need the &quot;Community&quot; Version, currently (Apr 2016) version &quot;Update 2&quot;<br /> **IMPORTANT: As Microsoft no longer provides Visual C++ Library as standard installed component ...don't forget to select or install this manually! In VS 2015 you can recognize it if \Supremacy Native is unload (sign is greyed out a little bit)<br /> <br /> ==== VS 2015 Update 3 ====<br /> <br /> *says it does uninstall Update 2<br /> *needs update to 33 GB to install (only if every is selected) - seems to need some hours...<br /> <br /> === old VS ===<br /> <br /> *Visual Studio Community 2013 (Community version is free) http://www.visualstudio.com/downloads/download-visual-studio-vs#d-express-windows-desktop<br /> *Visual Studio Express 2012 (Express version is free) http://www.visualstudio.com/downloads/download-visual-studio-vs#d-express-windows-desktop<br /> *Visual Studio Express 2008 (German) http://www.microsoft.com/de-de/download/details.aspx?id=13276<br /> <br /> === Tools ===<br /> <br /> *Indent Guides https://visualstudiogallery.msdn.microsoft.com/e792686d-542b-474a-8c55-630980e72c30 Adds vertical lines at each indent level.<br /> <br /> * Vertical tabs https://marketplace.visualstudio.com/items?itemName=VisualStudioProductTeam.ProductivityPowerPack2017<br /> <br /> *PowerShell Tools für VS 2015<br /> <br /> === Tips ===<br /> *TOOLS &gt; OPTIONS &gt; ENVIRONMENT &gt; Color theme -&gt; Black<br /> <br /> *TOOLS &gt; OPTIONS &gt; ENVIRONMENT &gt; DOCUMENTS &gt; Detect when file is changed outside... -&gt; Yes<br /> **TOOLS &gt; OPTIONS &gt; ENVIRONMENT &gt; DOCUMENTS &gt; Reload modified files... -&gt; Yes<br /> <br /> *DEBUG &gt; OPTIONS &gt; PROJECTS... &gt; BUILD AND RUN &gt; when code=project is changed=&quot;out of date&quot; &gt; &quot;Always Build&quot; (checkbox &quot;only build ...on Run&quot; is marked)<br /> **https://www.vb-paradise.de/index.php/Thread/47935-Code-bei-Klick-auf-Debugging-starten-kompilieren-wenn-er-sich-ge%C3%A4ndert-hat/<br /> <br /> *TOOLS &gt; OPTIONS &gt; TEXT EDITOR &gt; ALL LANGUAGES &gt; Line Number (activate for all)<br /> <br /> *DEBUG &gt; SUPREMACY CLIENT PROPERTIES (last) &gt; DEBUG &gt; Start project &gt; Command line arguments: &quot;-aiexplore -SAVEDGAME:auto&quot; (if you save in Supremacy manually a game with name &quot;auto&quot; (independent from game's &quot;(autosave)&quot;, this manually saved game can be loaded at startup. <br /> **&quot;-aiexplore&quot; isn't necessary. For more see [[Command line parameter]]<br /> **if working for example on Cardassian UI just save Cardassian as &quot;auto&quot;. <br /> **when you want to change to Klingons, just retire and start Klingons. If you want to work steady on Klingons, save a Klingon's game with auto. <br /> **if you want to start a new game steady, just go Command line arguments (see above) and change the filename to an unused one like &quot;-SAVEDGAME:auto123&quot;<br /> <br /> *activate Toolbar BUILD by right mouse click on Toolbar line<br /> <br /> ==== Editor ====<br /> we're using some different editors<br /> *one option is to drag'n'drop files like xml to Visual Studio<br /> *sometimes we use Notepad++ https://notepad-plus-plus.org/download with Extension Compare (PLUGINS &gt; PLUGIN MANAGER &gt; SHOW P-Manager &gt; &quot;Compare&quot; ...install<br /> *for a black style we use Sublime http://www.sublimetext.com/2<br /> <br /> ==== Screenshot ====<br /> <br /> *reg likes Greenshot http://getgreenshot.org/ <br /> **puts an icon into task bar. There: &gt; PREFERENCES<br /> ***PREFERENCES &gt; GENERAL: reg uses for &quot;Capture region&quot; CRTL+PRNT (and no other hotkey)<br /> ***PREFERENCES &gt; OUTPUT: define a folder at &quot;Storage location&quot; and a standard file type (default is *.png)<br /> ***PREFERENCES &gt; DESTINATION: (reg's settings)<br /> ****- turn off &quot;Select destination dymnamically&quot;<br /> ****- open in image editor<br /> ****- copy to clipboard<br /> **Usage:<br /> ***press Hotkey and make Screenshot<br /> ***paste immediately anywhere OR<br /> ***work on it inside Greenshot (give red circles or mark up in any colour), give numbers, obfuscate and more<br /> ***save or save as jpg or print<br /> <br /> == Compiling ==<br /> <br /> if you have an error with &quot;Glyphs.xaml&quot;, than make sure you have copied \Resources MANUALLY into the output folders - this was changed in 2015. The output folder depends on compiling method &quot;Debug&quot; or &quot;Release&quot;, it is<br /> *for DEBUG _: (YourRepositoryFolder)\Mainline\bin\'''Debug\Resources''' or<br /> *for RELEASE: (YourRepositoryFolder)\Mainline\bin\'''Release\Resources'''<br /> <br /> == Visual C# ==<br /> <br /> build in Visual Studio<br /> <br /> &lt;img&gt;http://botf2.square7.ch/wiki-files/images/VS2015.jpg&lt;/img&gt;<br /> <br /> == SunBurn ==<br /> <br /> SunBurn is on hold for now. Kenneth was working sometimes with SunBurn...this might be a site for this http://channel9.msdn.com/coding4fun/blog/No-need-for-sunscreen-you-want-this-SunBurn-SunBurn-v2-RTMs-including-the-free-SunBurn-Framework-Edi<br /> <br /> *http://en.wikipedia.org/wiki/List_of_game_engines<br /> <br /> == .Net ==<br /> <br /> you should use latest [http://www.microsoft.com/net .Net-version] (2014: version 4.5.1)<br /> <br /> == XNA ==<br /> <br /> &quot;Could not load file or assembly 'Microsoft.Xna.Framework.dll' or one of its dependencies. The specified module could not be found.&quot;<br /> <br /> *suggestion by reg: go to \Resources\Models and rename the &quot;Models&quot;-folder to &quot;Models-SetOffline&quot; or something else (if building a ship no model is shown -as it is to most of the ships- but otherwise the game could work fine)<br /> <br /> <br /> This suggests the problem is with your XNA installation. The game uses XNA to display the 3D ship models in the shipyard. There's no way to disable the models so XNA wouldn't be needed. So to be able to play the game, i'd advise to uninstall XNA, then install the latest version. <br /> <br /> XNA 3.1 (this one you need in any case): http://www.microsoft.com/en-us/download/details.aspx?id=15163<br /> <br /> XNA 4.0 Download link: http://www.microsoft.com/en-gb/download/details.aspx?id=20914<br /> <br /> == Try ==<br /> <br /> (for boolean)<br /> <br /> try<br /> {<br /> return true;<br /> }<br /> catch (Exception e)<br /> {<br /> var errors = new System.Collections.Concurrent.ConcurrentStack&lt;Exception&gt;();<br /> errors.Push(e);<br /> return false;<br /> }<br /> finally<br /> {<br /> xxx;<br /> }<br /> ;<br /> <br /> == Contexts ==<br /> <br /> *AppContext (programm running)<br /> *GameContext.Current (Game started - so after StartScreen)<br /> *PlayerContext.Current<br /> <br /> == GameLog ==<br /> <br /> GameLog.Client.GameData.DebugFormat(&quot;Civilization.cs: isBorgPlayable={0}, _throwOutRace={1}, _civType before: {2}&quot;, isBorgPlayable, _throwOutRace, _civType);<br /> <br /> == MessageBox (Windows Style) ==<br /> <br /> MessageBox.Show(&quot;Borg turned into Expanded&quot;, &quot;WARNING&quot;, MessageBoxButton.OK);<br /> <br /> == MessageDialog (Supremacy Style) ==<br /> <br /> var result = MessageDialog.Show(&quot;Borg turned into Expanded&quot;, MessageDialogButtons.YesNo);<br /> <br /> == SoundPlaying ==<br /> <br /> * _soundPlayer.PlayFile(&quot;Resources/SoundFX/ChatMessage.wav&quot;);</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=ShipBuilding ShipBuilding 2018-09-15T18:45:16Z <p>KennethOfBorg: /* TextDatabase.xml contains the list of ships for this queue. See for text with key */</p> <hr /> <div>&lt;img&gt;http://botf2.square7.ch/wiki-files/images/Shipbuilding.jpg&lt;/img&gt;<br /> <br /> = [[~2-4-System-Shipbuilding(Screenshots)|Screenshots]] =<br /> <br /> *&gt;&gt;[[~2-4-System-Shipbuilding(Screenshots)|Screenshots]]<br /> <br /> [[category:GUI]] [[category:Ships]]<br /> == '''TextDatabase.xml contains the list of ships (among other things) in this queue. See &lt;name&gt; for text with key''' ==</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=ShipBuilding ShipBuilding 2018-09-15T18:39:25Z <p>KennethOfBorg: /* Headline text */</p> <hr /> <div>&lt;img&gt;http://botf2.square7.ch/wiki-files/images/Shipbuilding.jpg&lt;/img&gt;<br /> <br /> = [[~2-4-System-Shipbuilding(Screenshots)|Screenshots]] =<br /> <br /> *&gt;&gt;[[~2-4-System-Shipbuilding(Screenshots)|Screenshots]]<br /> <br /> [[category:GUI]] [[category:Ships]]<br /> == '''TextDatabase.xml contains the list of ships for this queue. See &lt;name&gt; for text with key''' ==</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=ShipBuilding ShipBuilding 2018-09-15T18:38:45Z <p>KennethOfBorg: /* Screenshots */</p> <hr /> <div>&lt;img&gt;http://botf2.square7.ch/wiki-files/images/Shipbuilding.jpg&lt;/img&gt;<br /> <br /> = [[~2-4-System-Shipbuilding(Screenshots)|Screenshots]] =<br /> <br /> *&gt;&gt;[[~2-4-System-Shipbuilding(Screenshots)|Screenshots]]<br /> <br /> [[category:GUI]] [[category:Ships]]<br /> == Headline text ==<br /> <br /> '''TextDatabase.xml contains the list of ship for this queue. See &lt;name&gt; for text with key'''</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=ShipBuilding ShipBuilding 2018-09-15T18:37:24Z <p>KennethOfBorg: /* Screenshots */</p> <hr /> <div>&lt;img&gt;http://botf2.square7.ch/wiki-files/images/Shipbuilding.jpg&lt;/img&gt;<br /> <br /> = [[~2-4-System-Shipbuilding(Screenshots)|Screenshots]] =<br /> <br /> *&gt;&gt;[[~2-4-System-Shipbuilding(Screenshots)|Screenshots]]<br /> <br /> [[category:GUI]] [[category:Ships]]<br /> <br /> <br /> TextDatabase.xml contains the list of ship for this queue. See &lt;name&gt; for text with key</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:GUI Category:GUI 2018-09-08T13:26:53Z <p>KennethOfBorg: </p> <hr /> <div>at the moment there's only one GUI: Federation style, but see [[Romulan GUI]]<br /> ----<br /> Structure is (including prepended Hotkey)<br /> *(F1) '''[[Galaxy Panel]]'''<br /> *(F2) '''[[System Panel]]''': [[Production]] - [[Structure]]s - [[Build List]] - [[ShipBuilding]]<br /> *(F3) '''[[Embassy Panel]]''': [[Embassy Panel#Overview|Overview]] - [[Agreement]]s - [[Inbox]] - [[Outbox]]<br /> *(F4) '''[[Science Panel]]''': [[Research Matrix]] - [[Encyclopedia]]<br /> *(F5) '''[[Intel Panel]]''': [[Colonies]] - [[Agents]]<br /> *(ESC) '''[[Menue]]'''<br /> <br /> <br /> *(no Hotkey) '''[[Popup Menu]]''' **right click in the galaxy screen<br /> <br /> <br /> '''[[''SCRIPTED EVENTS'']]''': [[See: Resources / Data / ScriptedEvents.xaml]]<br /> <br /> * - '''[[IMAGES: Resources / images / ScriptedEvents]]'''<br /> * - '''[[TEXT: Resources / data / CivStringDatabase.xml]]'''<br /> - - - - filed under - &lt;CivString Key=&quot;ASTEROID_IMPACT_HEADER_TEXT&quot;&gt;, - &lt;CivString Key=&quot;ASTEROID_IMPACT_SUMMARY_TEXT&quot;&gt; - and - &lt;CivString Key=&quot;ASTEROID_IMPACT_DETAIL_TEXT&quot;&gt;<br /> * - '''[[CODE: SupremacyCore / Scripting / Events subfolders for individual .cs files]]'''</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:GUI Category:GUI 2018-09-08T13:25:15Z <p>KennethOfBorg: </p> <hr /> <div>at the moment there's only one GUI: Federation style, but see [[Romulan GUI]]<br /> ----<br /> Structure is (including prepended Hotkey)<br /> *(F1) '''[[Galaxy Panel]]'''<br /> *(F2) '''[[System Panel]]''': [[Production]] - [[Structure]]s - [[Build List]] - [[ShipBuilding]]<br /> *(F3) '''[[Embassy Panel]]''': [[Embassy Panel#Overview|Overview]] - [[Agreement]]s - [[Inbox]] - [[Outbox]]<br /> *(F4) '''[[Science Panel]]''': [[Research Matrix]] - [[Encyclopedia]]<br /> *(F5) '''[[Intel Panel]]''': [[Colonies]] - [[Agents]]<br /> *(ESC) '''[[Menue]]'''<br /> <br /> <br /> *(no Hotkey) '''[[Popup Menu]]''' **right click in the galaxy screen<br /> <br /> <br /> '''[[''SCRIPTED EVENTS'']]''': [[See: Resources / Data / ScriptedEvents.xaml]]<br /> <br /> * - '''[[IMAGES: Resources / images / ScriptedEvents]]'''<br /> * - '''[[TEXT: Resources / data / CivStringDatabase.xml]]'''<br /> - - - - filed under - &lt;CivString Key=&quot;ASTEROID_IMPACT_HEADER_TEXT&quot;&gt;, - &lt;CivString Key=&quot;ASTEROID_IMPACT_SUMMARY_TEXT&quot;&gt; - and - &lt;CivString Key=&quot;ASTEROID_IMPACT_DETAIL_TEXT&quot;&gt;]]'''<br /> * - '''[[CODE: SupremacyCore / Scripting / Events]]'''</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:GUI Category:GUI 2018-09-08T13:22:37Z <p>KennethOfBorg: </p> <hr /> <div>at the moment there's only one GUI: Federation style, but see [[Romulan GUI]]<br /> ----<br /> Structure is (including prepended Hotkey)<br /> *(F1) '''[[Galaxy Panel]]'''<br /> *(F2) '''[[System Panel]]''': [[Production]] - [[Structure]]s - [[Build List]] - [[ShipBuilding]]<br /> *(F3) '''[[Embassy Panel]]''': [[Embassy Panel#Overview|Overview]] - [[Agreement]]s - [[Inbox]] - [[Outbox]]<br /> *(F4) '''[[Science Panel]]''': [[Research Matrix]] - [[Encyclopedia]]<br /> *(F5) '''[[Intel Panel]]''': [[Colonies]] - [[Agents]]<br /> *(ESC) '''[[Menue]]'''<br /> <br /> <br /> *(no Hotkey) '''[[Popup Menu]]''' **right click in the galaxy screen<br /> <br /> <br /> '''[[''SCRIPTED EVENTS'']]''': [[See: Resources / Data / ScriptedEvents.xaml]]<br /> <br /> *'''[[IMAGES: Resources / images / ScriptedEvents]]'''<br /> *'''[[TEXT: Resources / data / CivStringDatabase.xml , see &lt;CivString Key=&quot;ASTEROID_IMPACT_HEADER_TEXT&quot;&gt;, &lt;CivString Key=&quot;ASTEROID_IMPACT_SUMMARY_TEXT&quot;&gt; and &lt;CivString Key=&quot;ASTEROID_IMPACT_DETAIL_TEXT&quot;&gt;]]'''<br /> *'''[[CODE: SupremacyCore / Scripting / Events]]'''</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:GUI Category:GUI 2018-09-08T13:13:40Z <p>KennethOfBorg: </p> <hr /> <div>at the moment there's only one GUI: Federation style, but see [[Romulan GUI]]<br /> ----<br /> Structure is (including prepended Hotkey)<br /> *(F1) '''[[Galaxy Panel]]'''<br /> *(F2) '''[[System Panel]]''': [[Production]] - [[Structure]]s - [[Build List]] - [[ShipBuilding]]<br /> *(F3) '''[[Embassy Panel]]''': [[Embassy Panel#Overview|Overview]] - [[Agreement]]s - [[Inbox]] - [[Outbox]]<br /> *(F4) '''[[Science Panel]]''': [[Research Matrix]] - [[Encyclopedia]]<br /> *(F5) '''[[Intel Panel]]''': [[Colonies]] - [[Agents]]<br /> *(ESC) '''[[Menue]]'''<br /> <br /> <br /> *(no Hotkey) '''[[Popup Menu]]''' **right click in the galaxy screen<br /> <br /> <br /> '''[[Scripted Events]]''': [[See: Resources / Data / ScriptedEvents.xaml]] - [[Images: Resources / images / ScriptedEvents]]</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=System_Production System Production 2018-08-26T19:06:18Z <p>KennethOfBorg: </p> <hr /> <div>= Intro =<br /> <br /> is part of [[System Panel]]<br /> <br /> *&gt;&gt; see [[Manual#Production_Option|Manual section]]<br /> <br /> <br /> <br /> &lt;img&gt;http://botf2.square7.ch/wiki-files/images/manual/SystemProductionDescripted.png&lt;/img&gt;<br /> <br /> = Base Values =<br /> <br /> Base Value 0 (zero) is<br /> * Energy<br /> * Research<br /> <br /> <br /> Base Value 10 is<br /> * Food<br /> * Industry<br /> * Intelligence<br /> <br /> <br /> [[category:GUI]]<br /> <br /> Industrial Production is a base value of system output along with food, energy, research and intel. <br /> * to get a log.txt of the turn by turn industrial production activate gamelog in colony.cs<br /> * industrial production is driven by the number and output of each industrial unit in a system and the total population (the later part is hard to understand why but there it is)<br /> * industrial production values help reduce the build time of items in build queues (structures, ships)</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:3D_Combat_Engine Category:3D Combat Engine 2017-08-12T14:13:25Z <p>KennethOfBorg: /* Intro */</p> <hr /> <div>___TOC__<br /> == Intro ==<br /> <br /> All about 3D combat engine<br /> <br /> ...Source Control:<br /> <br /> ......BitBucket / SourceTree: Putting code into a BitBucket Repo.<br /> <br /> ........a. Login to your BitBucket account and create a new Repo. <br /> <br /> ........b. In SourceTree open a new Tab at the top of the UI and switch from Local to Remote in the top left to find your new Repo.<br /> <br /> ........c From your web browser Clone the new empty Repo to your local computer creating a new empty folder. (Not the folder with your project code in it)<br /> <br /> ........d. Copy your project code folder into your new local folder created by SourceTree.<br /> <br /> ........e. In SourceTree select all the new files and Commit + Push them to Bitbutcket.<br /> <br /> ........f. Go to the new folder subfolders ' Assets' and open the .unity file(s) with the Unity program.<br /> <br /> ......BitBucket / SourceTree: Putting code from BitBucket onto your local PC<br /> <br /> ........a. In our browser log into BitBucket and open your project<br /> <br /> ........b. On the right click the &quot;+&quot; sign and take clone from the new menu and copy the URL https address<br /> <br /> ........c. In SourceTree create a new tab and from the menu bar at the top take clone<br /> <br /> ........d. Past the source URL in and the select / create a local folder for it (fill in rest) and click clone<br /> <br /> ........e. Us unity to open the project ('select the folder')<br /> <br /> == Unity ==<br /> <br /> We are looking at [https://store.unity.com/products/unity-personal?_ga=2.145880564.1139915849.1496952913-1509211221.1496952913 '''Unity'''] to develop 3D combat: <br /> (There is a free version at the link) <br /> <br /> ....FBX 3d model format has the largest array of supported features in Unity and is also acceptable to Unreal Engine. Will use .fbx as the default file format.<br /> <br /> ..............Y = Vertical, Z = Forwards, X = Left - Right<br /> <br /> ..............(How to orient a model in Blender for import to Unity):<br /> <br /> ................1. In Blender / In object mode, set the model so it left side positive x, top is positive y, front faces positive z (up in blender)<br /> <br /> ................2. With cursor in the view window press control + A and apply rotation so transform rotation shows 0, 0, 0<br /> <br /> ................3. In blenders numeric window enter 90 degrees in the x rotation so the model is not facing negative y.<br /> <br /> ................4. Save the .blend model in the Dropbox / Supremacy / Models / (ship name folder)<br /> <br /> ................5. Copy the .blend file from the Models folder to the Dropbox / Unity / (game name) / Assets / Models folder<br /> <br /> ................6. Open Unity and it should now import the model on it's own with correct orientation by creating the .FBX model file and supporting files.<br /> <br /> ................7. To see your model in Unity, drag it from the Project View into the Scene View.<br /> <br /> ....................If you modify your .blend file, Unity will automatically update whenever you save in a assets file.<br /> <br /> <br /> ....''You can begin learning'' [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn<br /> <br /> <br /> <br /> ....''A patch for Visual Studio to keep it from objecting to line endings for Mac vs Windows with Unity C# code&quot;\''<br /> <br /> ...........http://www.grebulon.com/software/stripem.php<br /> <br /> <br /> <br /> ....''Code for Unity to help replace model meshes on game objects''<br /> <br /> ...........https://github.com/Arcturus-Studio/modelreplacetool<br /> <br /> .......'' . Getting Started:''<br /> <br /> .........•Copy repo contents, its folder system, into your Unity project's Assets directory (or any subdirectory).<br /> <br /> .........•Open the Model Replace Tool from the Window menu - Look in Windows / Model Replacer.<br /> <br /> .........•Assign your old hierarchy root( existing model with all it's parts in the scene) to the Source field.<br /> <br /> .........•Assign the baseline for your old hierarchy (the original form of the fbx model before all the parts in) to the Source <br /> <br /> .............Baseline field ◦The baseline is the asset the old hierarchy was before you changed it at all. e.g. What is imported from a 3d modelling program.<br /> <br /> .........Once the source and baseline have been assigned, a tree with all additions made to the hierarchy will appear.<br /> <br /> .........•Assign a destination root object, the new model you want to take over that is also in the scene) to the root node of the additions tree.<br /> <br /> .........•Assign targets in the additions tree for any additions you want copied over.<br /> <br /> .........•Assigning targets to non-addition nodes will not make them copy over, but helps the tool auto-fill the targets for other additions.<br /> <br /> .........•Press the &quot;Copy to Targets&quot; button.<br /> <br /> <br /> <br /> <br /> ....''C# coding for beginners in [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn/tutorials/s/scripting<br /> <br /> ..........http://catlikecoding.com/unity/tutorials/<br /> <br /> ..........https://www.youtube.com/user/AwfulMedia<br /> <br /> == Unreal == <br /> <br /> &gt;&gt; main page &gt;&gt; [[Unreal]]<br /> <br /> We had done some work with [https://www.unrealengine.com/what-is-unreal-engine-4 '''Unreal Engine'''] to develop 3D combat: <br /> (It is free for non commercial use) <br /> <br /> .... ''You can begin learning'' [[Unreal]] Engine ''for space combat here:'' <br /> <br /> ......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA<br /> <br /> ......https://www.youtube.com/watch?v=ZtdeLyrSOdo<br /> <br /> <br /> *Convert Unreal Engine 4 blueprints to C++ : [https://www.youtube.com/watch?v=ykrrXMQ3RqM ''' Blueprints to C++]<br /> <br /> ....In your Blueprints folder hover over content to find the (Blueprint Class) items and look for the &quot;Native Parent Class&quot; such as an Actor or Pawn.<br /> <br /> ....Can right click on the blueprint and take &quot;Copy Reference&quot; to grab the name<br /> <br /> ....Go to File&gt;New C++ Class&gt;(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.)<br /> <br /> ....Click on &quot;Public&quot; button and Next. This should open Visual Studio with your public .h and private .cpp files.<br /> <br /> ....Open the .h header file and between the [include &quot;FileName.generated.h&quot;]line and the [CLASS()]line enter new lines like this:<br /> USTRUCT(BlueprintType)<br /> struct F(name of file hear) work in progress..........<br /> <br /> <br /> <br /> *Blueprints \ A hack to improved performance : [https://forums.unrealengine.com/showthread.php?109069-Blueprint-Nativization-(C-converter)''' Blueprint Nativization'''] <br /> <br /> <br /> <br /> <br /> == Blender ==<br /> <br /> &gt;&gt; main page &gt;&gt; [[Blender]]<br /> <br /> * [https://www.blender.org/ '''Blender'''] is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ... <br /> <br /> ...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview<br /> <br /> ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.<br /> <br /> * Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/<br /> The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.<br /> <br /> *Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html<br /> <br /> *Importing Meshes: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/2/index.html <br /> <br /> *Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html<br /> <br /> .........See also creating and editing and applying materials at these links</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:3D_Combat_Engine Category:3D Combat Engine 2017-07-16T23:39:20Z <p>KennethOfBorg: /* Intro */</p> <hr /> <div>___TOC__<br /> == Intro ==<br /> <br /> All about 3D combat engine<br /> <br /> ...Source Control:<br /> <br /> ......BitBucket / SourceTree: Putting code into a BitBucket Repo.<br /> <br /> ........a. Login to your BitBucket account and create a new Repo. <br /> <br /> ........b. In SourceTree open a new Tab at the top of the UI and switch from Local to Remote in the top left to find your new Repo.<br /> <br /> ........c, Clone the Repo to your local computer creating a new empty folder. (Not the folder with your project code in it)<br /> <br /> ........d. Copy your project code folder into your new local folder created by SourceTree.<br /> <br /> ........e. In SourceTree select all the new files and Commit + Push them to Bitbutcket.<br /> <br /> ........f. Go to the new folder subfolders ' Assets' and open the .unity file(s) with the Unity program.<br /> <br /> == Unity ==<br /> <br /> We are looking at [https://store.unity.com/products/unity-personal?_ga=2.145880564.1139915849.1496952913-1509211221.1496952913 '''Unity'''] to develop 3D combat: <br /> (There is a free version at the link) <br /> <br /> ....FBX 3d model format has the largest array of supported features in Unity and is also acceptable to Unreal Engine. Will use .fbx as the default file format.<br /> <br /> ..............Y = Vertical, Z = Forwards, X = Left - Right<br /> <br /> ..............(How to orient a model in Blender for import to Unity):<br /> <br /> ................1. In Blender / In object mode, set the model so it left side positive x, top is positive y, front faces positive z (up in blender)<br /> <br /> ................2. With cursor in the view window press control + A and apply rotation so transform rotation shows 0, 0, 0<br /> <br /> ................3. In blenders numeric window enter 90 degrees in the x rotation so the model is not facing negative y.<br /> <br /> ................4. Save the .blend model in the Dropbox / Supremacy / Models / (ship name folder)<br /> <br /> ................5. Copy the .blend file from the Models folder to the Dropbox / Unity / (game name) / Assets / Models folder<br /> <br /> ................6. Open Unity and it should now import the model on it's own with correct orientation by creating the .FBX model file and supporting files.<br /> <br /> ................7. To see your model in Unity, drag it from the Project View into the Scene View.<br /> <br /> ....................If you modify your .blend file, Unity will automatically update whenever you save in a assets file.<br /> <br /> <br /> ....''You can begin learning'' [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn<br /> <br /> <br /> <br /> ....''A patch for Visual Studio to keep it from objecting to line endings for Mac vs Windows with Unity C# code&quot;\''<br /> <br /> ...........http://www.grebulon.com/software/stripem.php<br /> <br /> <br /> <br /> ....''Code for Unity to help replace model meshes on game objects''<br /> <br /> ...........https://github.com/Arcturus-Studio/modelreplacetool<br /> <br /> .......'' . Getting Started:''<br /> <br /> .........•Copy repo contents, its folder system, into your Unity project's Assets directory (or any subdirectory).<br /> <br /> .........•Open the Model Replace Tool from the Window menu - Look in Windows / Model Replacer.<br /> <br /> .........•Assign your old hierarchy root( existing model with all it's parts in the scene) to the Source field.<br /> <br /> .........•Assign the baseline for your old hierarchy (the original form of the fbx model before all the parts in) to the Source <br /> <br /> .............Baseline field ◦The baseline is the asset the old hierarchy was before you changed it at all. e.g. What is imported from a 3d modelling program.<br /> <br /> .........Once the source and baseline have been assigned, a tree with all additions made to the hierarchy will appear.<br /> <br /> .........•Assign a destination root object, the new model you want to take over that is also in the scene) to the root node of the additions tree.<br /> <br /> .........•Assign targets in the additions tree for any additions you want copied over.<br /> <br /> .........•Assigning targets to non-addition nodes will not make them copy over, but helps the tool auto-fill the targets for other additions.<br /> <br /> .........•Press the &quot;Copy to Targets&quot; button.<br /> <br /> <br /> <br /> <br /> ....''C# coding for beginners in [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn/tutorials/s/scripting<br /> <br /> ..........http://catlikecoding.com/unity/tutorials/<br /> <br /> ..........https://www.youtube.com/user/AwfulMedia<br /> <br /> == Unreal == <br /> <br /> &gt;&gt; main page &gt;&gt; [[Unreal]]<br /> <br /> We had done some work with [https://www.unrealengine.com/what-is-unreal-engine-4 '''Unreal Engine'''] to develop 3D combat: <br /> (It is free for non commercial use) <br /> <br /> .... ''You can begin learning'' [[Unreal]] Engine ''for space combat here:'' <br /> <br /> ......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA<br /> <br /> ......https://www.youtube.com/watch?v=ZtdeLyrSOdo<br /> <br /> <br /> *Convert Unreal Engine 4 blueprints to C++ : [https://www.youtube.com/watch?v=ykrrXMQ3RqM ''' Blueprints to C++]<br /> <br /> ....In your Blueprints folder hover over content to find the (Blueprint Class) items and look for the &quot;Native Parent Class&quot; such as an Actor or Pawn.<br /> <br /> ....Can right click on the blueprint and take &quot;Copy Reference&quot; to grab the name<br /> <br /> ....Go to File&gt;New C++ Class&gt;(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.)<br /> <br /> ....Click on &quot;Public&quot; button and Next. This should open Visual Studio with your public .h and private .cpp files.<br /> <br /> ....Open the .h header file and between the [include &quot;FileName.generated.h&quot;]line and the [CLASS()]line enter new lines like this:<br /> USTRUCT(BlueprintType)<br /> struct F(name of file hear) work in progress..........<br /> <br /> <br /> <br /> *Blueprints \ A hack to improved performance : [https://forums.unrealengine.com/showthread.php?109069-Blueprint-Nativization-(C-converter)''' Blueprint Nativization'''] <br /> <br /> <br /> <br /> <br /> == Blender ==<br /> <br /> &gt;&gt; main page &gt;&gt; [[Blender]]<br /> <br /> * [https://www.blender.org/ '''Blender'''] is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ... <br /> <br /> ...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview<br /> <br /> ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.<br /> <br /> * Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/<br /> The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.<br /> <br /> *Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html<br /> <br /> *Importing Meshes: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/2/index.html <br /> <br /> *Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html<br /> <br /> .........See also creating and editing and applying materials at these links</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:3D_Combat_Engine Category:3D Combat Engine 2017-07-04T20:29:05Z <p>KennethOfBorg: /* Unity */</p> <hr /> <div>___TOC__<br /> == Intro ==<br /> <br /> All about 3D combat engine<br /> <br /> ...Source Control:<br /> <br /> ......BitBucket / SourceTree: Putting code into a BitBucket Repo.<br /> <br /> ........a. Login to your BitBucket account and create a new Repo. <br /> <br /> ........b. In SourceTree open a new Tab at the top of the UI and switch from Local to Remote in the top left to find your new Repo.<br /> <br /> ........c, Clone the Repo to your local computer creating a new empty folder. (Not the folder with your project code in it)<br /> <br /> ........d. Copy your project code folder into your new local folder created by SourceTree.<br /> <br /> ........e. In SourceTree select all the new files and Commit + Push them to Bitbutcket.<br /> <br /> ........f. Go to the new folder subfolders and open the .unity file(s) with the Unity program.<br /> <br /> == Unity ==<br /> <br /> We are looking at [https://store.unity.com/products/unity-personal?_ga=2.145880564.1139915849.1496952913-1509211221.1496952913 '''Unity'''] to develop 3D combat: <br /> (There is a free version at the link) <br /> <br /> ....FBX 3d model format has the largest array of supported features in Unity and is also acceptable to Unreal Engine. Will use .fbx as the default file format.<br /> <br /> ..............Y = Vertical, Z = Forwards, X = Left - Right<br /> <br /> ..............(How to orient a model in Blender for import to Unity):<br /> <br /> ................1. In Blender / In object mode, set the model so it left side positive x, top is positive y, front faces positive z (up in blender)<br /> <br /> ................2. With cursor in the view window press control + A and apply rotation so transform rotation shows 0, 0, 0<br /> <br /> ................3. In blenders numeric window enter 90 degrees in the x rotation so the model is not facing negative y.<br /> <br /> ................4. Save the .blend model in the Dropbox / Supremacy / Models / (ship name folder)<br /> <br /> ................5. Copy the .blend file from the Models folder to the Dropbox / Unity / (game name) / Assets / Models folder<br /> <br /> ................6. Open Unity and it should now import the model on it's own with correct orientation by creating the .FBX model file and supporting files.<br /> <br /> ................7. To see your model in Unity, drag it from the Project View into the Scene View.<br /> <br /> ....................If you modify your .blend file, Unity will automatically update whenever you save in a assets file.<br /> <br /> <br /> ....''You can begin learning'' [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn<br /> <br /> <br /> <br /> ....''A patch for Visual Studio to keep it from objecting to line endings for Mac vs Windows with Unity C# code&quot;\''<br /> <br /> ...........http://www.grebulon.com/software/stripem.php<br /> <br /> <br /> <br /> ....''Code for Unity to help replace model meshes on game objects''<br /> <br /> ...........https://github.com/Arcturus-Studio/modelreplacetool<br /> <br /> .......'' . Getting Started:''<br /> <br /> .........•Copy repo contents, its folder system, into your Unity project's Assets directory (or any subdirectory).<br /> <br /> .........•Open the Model Replace Tool from the Window menu - Look in Windows / Model Replacer.<br /> <br /> .........•Assign your old hierarchy root( existing model with all it's parts in the scene) to the Source field.<br /> <br /> .........•Assign the baseline for your old hierarchy (the original form of the fbx model before all the parts in) to the Source <br /> <br /> .............Baseline field ◦The baseline is the asset the old hierarchy was before you changed it at all. e.g. What is imported from a 3d modelling program.<br /> <br /> .........Once the source and baseline have been assigned, a tree with all additions made to the hierarchy will appear.<br /> <br /> .........•Assign a destination root object, the new model you want to take over that is also in the scene) to the root node of the additions tree.<br /> <br /> .........•Assign targets in the additions tree for any additions you want copied over.<br /> <br /> .........•Assigning targets to non-addition nodes will not make them copy over, but helps the tool auto-fill the targets for other additions.<br /> <br /> .........•Press the &quot;Copy to Targets&quot; button.<br /> <br /> <br /> <br /> <br /> ....''C# coding for beginners in [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn/tutorials/s/scripting<br /> <br /> ..........http://catlikecoding.com/unity/tutorials/<br /> <br /> ..........https://www.youtube.com/user/AwfulMedia<br /> <br /> == Unreal == <br /> <br /> &gt;&gt; main page &gt;&gt; [[Unreal]]<br /> <br /> We had done some work with [https://www.unrealengine.com/what-is-unreal-engine-4 '''Unreal Engine'''] to develop 3D combat: <br /> (It is free for non commercial use) <br /> <br /> .... ''You can begin learning'' [[Unreal]] Engine ''for space combat here:'' <br /> <br /> ......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA<br /> <br /> ......https://www.youtube.com/watch?v=ZtdeLyrSOdo<br /> <br /> <br /> *Convert Unreal Engine 4 blueprints to C++ : [https://www.youtube.com/watch?v=ykrrXMQ3RqM ''' Blueprints to C++]<br /> <br /> ....In your Blueprints folder hover over content to find the (Blueprint Class) items and look for the &quot;Native Parent Class&quot; such as an Actor or Pawn.<br /> <br /> ....Can right click on the blueprint and take &quot;Copy Reference&quot; to grab the name<br /> <br /> ....Go to File&gt;New C++ Class&gt;(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.)<br /> <br /> ....Click on &quot;Public&quot; button and Next. This should open Visual Studio with your public .h and private .cpp files.<br /> <br /> ....Open the .h header file and between the [include &quot;FileName.generated.h&quot;]line and the [CLASS()]line enter new lines like this:<br /> USTRUCT(BlueprintType)<br /> struct F(name of file hear) work in progress..........<br /> <br /> <br /> <br /> *Blueprints \ A hack to improved performance : [https://forums.unrealengine.com/showthread.php?109069-Blueprint-Nativization-(C-converter)''' Blueprint Nativization'''] <br /> <br /> <br /> <br /> <br /> == Blender ==<br /> <br /> &gt;&gt; main page &gt;&gt; [[Blender]]<br /> <br /> * [https://www.blender.org/ '''Blender'''] is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ... <br /> <br /> ...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview<br /> <br /> ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.<br /> <br /> * Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/<br /> The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.<br /> <br /> *Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html<br /> <br /> *Importing Meshes: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/2/index.html <br /> <br /> *Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html<br /> <br /> .........See also creating and editing and applying materials at these links</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:3D_Combat_Engine Category:3D Combat Engine 2017-07-04T20:24:47Z <p>KennethOfBorg: /* Unity */</p> <hr /> <div>___TOC__<br /> == Intro ==<br /> <br /> All about 3D combat engine<br /> <br /> ...Source Control:<br /> <br /> ......BitBucket / SourceTree: Putting code into a BitBucket Repo.<br /> <br /> ........a. Login to your BitBucket account and create a new Repo. <br /> <br /> ........b. In SourceTree open a new Tab at the top of the UI and switch from Local to Remote in the top left to find your new Repo.<br /> <br /> ........c, Clone the Repo to your local computer creating a new empty folder. (Not the folder with your project code in it)<br /> <br /> ........d. Copy your project code folder into your new local folder created by SourceTree.<br /> <br /> ........e. In SourceTree select all the new files and Commit + Push them to Bitbutcket.<br /> <br /> ........f. Go to the new folder subfolders and open the .unity file(s) with the Unity program.<br /> <br /> == Unity ==<br /> <br /> We are looking at [https://store.unity.com/products/unity-personal?_ga=2.145880564.1139915849.1496952913-1509211221.1496952913 '''Unity'''] to develop 3D combat: <br /> (There is a free version at the link) <br /> <br /> ....FBX 3d model format has the largest array of supported features in Unity and is also acceptable to Unreal Engine. Will use .fbx as the default file format.<br /> <br /> ..............Y = Vertical, Z = Forwards, X = Left - Right<br /> <br /> ..............(How to orient a model in Blender for import to Unity):<br /> <br /> ................1. In Blender / In object mode, set the model so it left side positive x, top is positive y, front faces positive z (up in blender)<br /> <br /> ................2. With cursor in the view window press control + A and apply rotation so transform rotation shows 0, 0, 0<br /> <br /> ................3. In blenders numeric window enter 90 degrees in the x rotation so the model is not facing negative y.<br /> <br /> ................4. Save the .blend model in the Dropbox / Supremacy / Models / (ship name folder)<br /> <br /> ................5. Copy the .blend file from the Models folder to the Dropbox / Unity / (game name) / Assets / Models folder<br /> <br /> ................6. Open Unity and it should now import the model on it's own with correct orientation by creating the .FBX model file and supporting files.<br /> <br /> ................7. To see your model in Unity, drag it from the Project View into the Scene View.<br /> <br /> ....................If you modify your .blend file, Unity will automatically update whenever you save in a assets file.<br /> <br /> <br /> ....''You can begin learning'' [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn<br /> <br /> <br /> <br /> ....''A patch for Visual Studio to keep it from objecting to line endings for Mac vs Windows with Unity C# code&quot;\''<br /> <br /> ...........http://www.grebulon.com/software/stripem.php<br /> <br /> <br /> <br /> ....''Code for Unity to help replace model meshes on game objects''<br /> <br /> ...........https://github.com/Arcturus-Studio/modelreplacetool<br /> <br /> .......'' . Getting Started:''<br /> <br /> .........•Copy repo contents, its folder system, into your Unity project's Assets directory (or any subdirectory).<br /> <br /> .........•Open the Model Replace Tool from the Window menu - Look in Windows / Model Replacer.<br /> <br /> .........•Assign your old hierarchy root (in the scene) to the Source field.<br /> <br /> .........•Assign the baseline for your old hierarchy (scene object or asset) to the Source <br /> <br /> .............Baseline field ◦The baseline is the asset the old hierarchy was before you changed it at all. e.g. What is imported from a 3d modelling program.<br /> <br /> .........Once the source and baseline have been assigned, a tree with all additions made to the hierarchy will appear.<br /> <br /> .........•Assign a destination root object (also in the scene) to the root node of the additions tree.<br /> <br /> .........•Assign targets in the additions tree for any additions you want copied over.<br /> <br /> .........•Assigning targets to non-addition nodes will not make them copy over, but helps the tool auto-fill the targets for other additions.<br /> <br /> .........•Press the &quot;Copy to Targets&quot; button.<br /> <br /> <br /> <br /> <br /> ....''C# coding for beginners in [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn/tutorials/s/scripting<br /> <br /> ..........http://catlikecoding.com/unity/tutorials/<br /> <br /> ..........https://www.youtube.com/user/AwfulMedia<br /> <br /> == Unreal == <br /> <br /> &gt;&gt; main page &gt;&gt; [[Unreal]]<br /> <br /> We had done some work with [https://www.unrealengine.com/what-is-unreal-engine-4 '''Unreal Engine'''] to develop 3D combat: <br /> (It is free for non commercial use) <br /> <br /> .... ''You can begin learning'' [[Unreal]] Engine ''for space combat here:'' <br /> <br /> ......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA<br /> <br /> ......https://www.youtube.com/watch?v=ZtdeLyrSOdo<br /> <br /> <br /> *Convert Unreal Engine 4 blueprints to C++ : [https://www.youtube.com/watch?v=ykrrXMQ3RqM ''' Blueprints to C++]<br /> <br /> ....In your Blueprints folder hover over content to find the (Blueprint Class) items and look for the &quot;Native Parent Class&quot; such as an Actor or Pawn.<br /> <br /> ....Can right click on the blueprint and take &quot;Copy Reference&quot; to grab the name<br /> <br /> ....Go to File&gt;New C++ Class&gt;(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.)<br /> <br /> ....Click on &quot;Public&quot; button and Next. This should open Visual Studio with your public .h and private .cpp files.<br /> <br /> ....Open the .h header file and between the [include &quot;FileName.generated.h&quot;]line and the [CLASS()]line enter new lines like this:<br /> USTRUCT(BlueprintType)<br /> struct F(name of file hear) work in progress..........<br /> <br /> <br /> <br /> *Blueprints \ A hack to improved performance : [https://forums.unrealengine.com/showthread.php?109069-Blueprint-Nativization-(C-converter)''' Blueprint Nativization'''] <br /> <br /> <br /> <br /> <br /> == Blender ==<br /> <br /> &gt;&gt; main page &gt;&gt; [[Blender]]<br /> <br /> * [https://www.blender.org/ '''Blender'''] is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ... <br /> <br /> ...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview<br /> <br /> ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.<br /> <br /> * Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/<br /> The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.<br /> <br /> *Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html<br /> <br /> *Importing Meshes: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/2/index.html <br /> <br /> *Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html<br /> <br /> .........See also creating and editing and applying materials at these links</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:3D_Combat_Engine Category:3D Combat Engine 2017-07-04T20:24:01Z <p>KennethOfBorg: /* Unity */</p> <hr /> <div>___TOC__<br /> == Intro ==<br /> <br /> All about 3D combat engine<br /> <br /> ...Source Control:<br /> <br /> ......BitBucket / SourceTree: Putting code into a BitBucket Repo.<br /> <br /> ........a. Login to your BitBucket account and create a new Repo. <br /> <br /> ........b. In SourceTree open a new Tab at the top of the UI and switch from Local to Remote in the top left to find your new Repo.<br /> <br /> ........c, Clone the Repo to your local computer creating a new empty folder. (Not the folder with your project code in it)<br /> <br /> ........d. Copy your project code folder into your new local folder created by SourceTree.<br /> <br /> ........e. In SourceTree select all the new files and Commit + Push them to Bitbutcket.<br /> <br /> ........f. Go to the new folder subfolders and open the .unity file(s) with the Unity program.<br /> <br /> == Unity ==<br /> <br /> We are looking at [https://store.unity.com/products/unity-personal?_ga=2.145880564.1139915849.1496952913-1509211221.1496952913 '''Unity'''] to develop 3D combat: <br /> (There is a free version at the link) <br /> <br /> ....FBX 3d model format has the largest array of supported features in Unity and is also acceptable to Unreal Engine. Will use .fbx as the default file format.<br /> <br /> ..............Y = Vertical, Z = Forwards, X = Left - Right<br /> <br /> ..............(How to orient a model in Blender for import to Unity):<br /> <br /> ................1. In Blender / In object mode, set the model so it left side positive x, top is positive y, front faces positive z (up in blender)<br /> <br /> ................2. With cursor in the view window press control + A and apply rotation so transform rotation shows 0, 0, 0<br /> <br /> ................3. In blenders numeric window enter 90 degrees in the x rotation so the model is not facing negative y.<br /> <br /> ................4. Save the .blend model in the Dropbox / Supremacy / Models / (ship name folder)<br /> <br /> ................5. Copy the .blend file from the Models folder to the Dropbox / Unity / (game name) / Assets / Models folder<br /> <br /> ................6. Open Unity and it should now import the model on it's own with correct orientation by creating the .FBX model file and supporting files.<br /> <br /> ................7. To see your model in Unity, drag it from the Project View into the Scene View.<br /> <br /> ....................If you modify your .blend file, Unity will automatically update whenever you save in a assets file.<br /> <br /> <br /> ....''You can begin learning'' [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn<br /> <br /> ....''A patch for Visual Studio to keep it from objecting to line endings for Mac vs Windows with Unity C# code&quot;\''<br /> <br /> ...........http://www.grebulon.com/software/stripem.php<br /> <br /> <br /> <br /> ....''Code for Unity to help replace model meshes on game objects''<br /> <br /> ...........https://github.com/Arcturus-Studio/modelreplacetool<br /> <br /> .......'' . Getting Started:''<br /> <br /> .........•Copy repo contents, its folder system, into your Unity project's Assets directory (or any subdirectory).<br /> <br /> .........•Open the Model Replace Tool from the Window menu - Look in Windows / Model Replacer.<br /> <br /> .........•Assign your old hierarchy root (in the scene) to the Source field.<br /> <br /> .........•Assign the baseline for your old hierarchy (scene object or asset) to the Source <br /> <br /> .............Baseline field ◦The baseline is the asset the old hierarchy was before you changed it at all. e.g. What is imported from a 3d modelling program.<br /> <br /> <br /> .........Once the source and baseline have been assigned, a tree with all additions made to the hierarchy will appear.<br /> <br /> .........•Assign a destination root object (also in the scene) to the root node of the additions tree.<br /> <br /> .........•Assign targets in the additions tree for any additions you want copied over.<br /> <br /> .........•Assigning targets to non-addition nodes will not make them copy over, but helps the tool auto-fill the targets for other additions.<br /> <br /> .........•Press the &quot;Copy to Targets&quot; button.<br /> <br /> <br /> <br /> <br /> ....''C# coding for beginners in [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn/tutorials/s/scripting<br /> <br /> ..........http://catlikecoding.com/unity/tutorials/<br /> <br /> ..........https://www.youtube.com/user/AwfulMedia<br /> <br /> == Unreal == <br /> <br /> &gt;&gt; main page &gt;&gt; [[Unreal]]<br /> <br /> We had done some work with [https://www.unrealengine.com/what-is-unreal-engine-4 '''Unreal Engine'''] to develop 3D combat: <br /> (It is free for non commercial use) <br /> <br /> .... ''You can begin learning'' [[Unreal]] Engine ''for space combat here:'' <br /> <br /> ......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA<br /> <br /> ......https://www.youtube.com/watch?v=ZtdeLyrSOdo<br /> <br /> <br /> *Convert Unreal Engine 4 blueprints to C++ : [https://www.youtube.com/watch?v=ykrrXMQ3RqM ''' Blueprints to C++]<br /> <br /> ....In your Blueprints folder hover over content to find the (Blueprint Class) items and look for the &quot;Native Parent Class&quot; such as an Actor or Pawn.<br /> <br /> ....Can right click on the blueprint and take &quot;Copy Reference&quot; to grab the name<br /> <br /> ....Go to File&gt;New C++ Class&gt;(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.)<br /> <br /> ....Click on &quot;Public&quot; button and Next. This should open Visual Studio with your public .h and private .cpp files.<br /> <br /> ....Open the .h header file and between the [include &quot;FileName.generated.h&quot;]line and the [CLASS()]line enter new lines like this:<br /> USTRUCT(BlueprintType)<br /> struct F(name of file hear) work in progress..........<br /> <br /> <br /> <br /> *Blueprints \ A hack to improved performance : [https://forums.unrealengine.com/showthread.php?109069-Blueprint-Nativization-(C-converter)''' Blueprint Nativization'''] <br /> <br /> <br /> <br /> <br /> == Blender ==<br /> <br /> &gt;&gt; main page &gt;&gt; [[Blender]]<br /> <br /> * [https://www.blender.org/ '''Blender'''] is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ... <br /> <br /> ...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview<br /> <br /> ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.<br /> <br /> * Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/<br /> The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.<br /> <br /> *Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html<br /> <br /> *Importing Meshes: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/2/index.html <br /> <br /> *Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html<br /> <br /> .........See also creating and editing and applying materials at these links</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:3D_Combat_Engine Category:3D Combat Engine 2017-07-04T18:43:10Z <p>KennethOfBorg: /* Unity */</p> <hr /> <div>___TOC__<br /> == Intro ==<br /> <br /> All about 3D combat engine<br /> <br /> ...Source Control:<br /> <br /> ......BitBucket / SourceTree: Putting code into a BitBucket Repo.<br /> <br /> ........a. Login to your BitBucket account and create a new Repo. <br /> <br /> ........b. In SourceTree open a new Tab at the top of the UI and switch from Local to Remote in the top left to find your new Repo.<br /> <br /> ........c, Clone the Repo to your local computer creating a new empty folder. (Not the folder with your project code in it)<br /> <br /> ........d. Copy your project code folder into your new local folder created by SourceTree.<br /> <br /> ........e. In SourceTree select all the new files and Commit + Push them to Bitbutcket.<br /> <br /> ........f. Go to the new folder subfolders and open the .unity file(s) with the Unity program.<br /> <br /> == Unity ==<br /> <br /> We are looking at [https://store.unity.com/products/unity-personal?_ga=2.145880564.1139915849.1496952913-1509211221.1496952913 '''Unity'''] to develop 3D combat: <br /> (There is a free version at the link) <br /> <br /> ....FBX 3d model format has the largest array of supported features in Unity and is also acceptable to Unreal Engine. Will use .fbx as the default file format.<br /> <br /> ..............Y = Vertical, Z = Forwards, X = Left - Right<br /> <br /> ..............(How to orient a model in Blender for import to Unity):<br /> <br /> ................1. In Blender / In object mode, set the model so it left side positive x, top is positive y, front faces positive z (up in blender)<br /> <br /> ................2. With cursor in the view window press control + A and apply rotation so transform rotation shows 0, 0, 0<br /> <br /> ................3. In blenders numeric window enter 90 degrees in the x rotation so the model is not facing negative y.<br /> <br /> ................4. Save the .blend model in the Dropbox / Supremacy / Models / (ship name folder)<br /> <br /> ................5. Copy the .blend file from the Models folder to the Dropbox / Unity / (game name) / Assets / Models folder<br /> <br /> ................6. Open Unity and it should now import the model on it's own with correct orientation by creating the .FBX model file and supporting files.<br /> <br /> ................7. To see your model in Unity, drag it from the Project View into the Scene View.<br /> <br /> ....................If you modify your .blend file, Unity will automatically update whenever you save in a assets file.<br /> <br /> <br /> ....''You can begin learning'' [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn<br /> <br /> ....''A patch for Visual Studio to keep it from objecting to line endings for Mac vs Windows with Unity C# code&quot;\''<br /> <br /> ...........http://www.grebulon.com/software/stripem.php<br /> <br /> ....''Code for Unity to help replace model meshes on game objects''<br /> <br /> .......''Download the code in its folder system and place that in the Assets Folder of your Unity Project.''<br /> <br /> .......'' Look in Windows / Model Replacer. Instructions at the link''<br /> <br /> ...........https://github.com/Arcturus-Studio/modelreplacetool<br /> <br /> ....''C# coding for beginners in [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn/tutorials/s/scripting<br /> <br /> ..........http://catlikecoding.com/unity/tutorials/<br /> <br /> ..........https://www.youtube.com/user/AwfulMedia<br /> <br /> == Unreal == <br /> <br /> &gt;&gt; main page &gt;&gt; [[Unreal]]<br /> <br /> We had done some work with [https://www.unrealengine.com/what-is-unreal-engine-4 '''Unreal Engine'''] to develop 3D combat: <br /> (It is free for non commercial use) <br /> <br /> .... ''You can begin learning'' [[Unreal]] Engine ''for space combat here:'' <br /> <br /> ......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA<br /> <br /> ......https://www.youtube.com/watch?v=ZtdeLyrSOdo<br /> <br /> <br /> *Convert Unreal Engine 4 blueprints to C++ : [https://www.youtube.com/watch?v=ykrrXMQ3RqM ''' Blueprints to C++]<br /> <br /> ....In your Blueprints folder hover over content to find the (Blueprint Class) items and look for the &quot;Native Parent Class&quot; such as an Actor or Pawn.<br /> <br /> ....Can right click on the blueprint and take &quot;Copy Reference&quot; to grab the name<br /> <br /> ....Go to File&gt;New C++ Class&gt;(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.)<br /> <br /> ....Click on &quot;Public&quot; button and Next. This should open Visual Studio with your public .h and private .cpp files.<br /> <br /> ....Open the .h header file and between the [include &quot;FileName.generated.h&quot;]line and the [CLASS()]line enter new lines like this:<br /> USTRUCT(BlueprintType)<br /> struct F(name of file hear) work in progress..........<br /> <br /> <br /> <br /> *Blueprints \ A hack to improved performance : [https://forums.unrealengine.com/showthread.php?109069-Blueprint-Nativization-(C-converter)''' Blueprint Nativization'''] <br /> <br /> <br /> <br /> <br /> == Blender ==<br /> <br /> &gt;&gt; main page &gt;&gt; [[Blender]]<br /> <br /> * [https://www.blender.org/ '''Blender'''] is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ... <br /> <br /> ...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview<br /> <br /> ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.<br /> <br /> * Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/<br /> The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.<br /> <br /> *Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html<br /> <br /> *Importing Meshes: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/2/index.html <br /> <br /> *Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html<br /> <br /> .........See also creating and editing and applying materials at these links</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:3D_Combat_Engine Category:3D Combat Engine 2017-07-04T16:04:42Z <p>KennethOfBorg: /* Intro */</p> <hr /> <div>___TOC__<br /> == Intro ==<br /> <br /> All about 3D combat engine<br /> <br /> ...Source Control:<br /> <br /> ......BitBucket / SourceTree: Putting code into a BitBucket Repo.<br /> <br /> ........a. Login to your BitBucket account and create a new Repo. <br /> <br /> ........b. In SourceTree open a new Tab at the top of the UI and switch from Local to Remote in the top left to find your new Repo.<br /> <br /> ........c, Clone the Repo to your local computer creating a new empty folder. (Not the folder with your project code in it)<br /> <br /> ........d. Copy your project code folder into your new local folder created by SourceTree.<br /> <br /> ........e. In SourceTree select all the new files and Commit + Push them to Bitbutcket.<br /> <br /> ........f. Go to the new folder subfolders and open the .unity file(s) with the Unity program.<br /> <br /> == Unity ==<br /> <br /> We are looking at [https://store.unity.com/products/unity-personal?_ga=2.145880564.1139915849.1496952913-1509211221.1496952913 '''Unity'''] to develop 3D combat: <br /> (There is a free version at the link) <br /> <br /> ....FBX 3d model format has the largest array of supported features in Unity and is also acceptable to Unreal Engine. Will use .fbx as the default file format.<br /> <br /> ..............Y = Vertical, Z = Forwards, X = Left - Right<br /> <br /> ..............(How to orient a model in Blender for import to Unity):<br /> <br /> ................1. In Blender / In object mode, set the model so it left side positive x, top is positive y, front faces positive z (up in blender)<br /> <br /> ................2. With cursor in the view window press control + A and apply rotation so transform rotation shows 0, 0, 0<br /> <br /> ................3. In blenders numeric window enter 90 degrees in the x rotation so the model is not facing negative y.<br /> <br /> ................4. Save the .blend model in the Dropbox / Supremacy / Models / (ship name folder)<br /> <br /> ................5. Copy the .blend file from the Models folder to the Dropbox / Unity / (game name) / Assets / Models folder<br /> <br /> ................6. Open Unity and it should now import the model on it's own with correct orientation by creating the .FBX model file and supporting files.<br /> <br /> ................7. To see your model in Unity, drag it from the Project View into the Scene View.<br /> <br /> ....................If you modify your .blend file, Unity will automatically update whenever you save in a assets file.<br /> <br /> <br /> ....''You can begin learning'' [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn<br /> <br /> ....''A patch for Visual Studio to keep it from objecting to line endings for Mac vs Windows with Unity C# code&quot;<br /> <br /> ...........http://www.grebulon.com/software/stripem.php<br /> <br /> ....''C# coding for beginners in [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn/tutorials/s/scripting<br /> <br /> ..........http://catlikecoding.com/unity/tutorials/<br /> <br /> ..........https://www.youtube.com/user/AwfulMedia<br /> <br /> == Unreal == <br /> <br /> &gt;&gt; main page &gt;&gt; [[Unreal]]<br /> <br /> We had done some work with [https://www.unrealengine.com/what-is-unreal-engine-4 '''Unreal Engine'''] to develop 3D combat: <br /> (It is free for non commercial use) <br /> <br /> .... ''You can begin learning'' [[Unreal]] Engine ''for space combat here:'' <br /> <br /> ......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA<br /> <br /> ......https://www.youtube.com/watch?v=ZtdeLyrSOdo<br /> <br /> <br /> *Convert Unreal Engine 4 blueprints to C++ : [https://www.youtube.com/watch?v=ykrrXMQ3RqM ''' Blueprints to C++]<br /> <br /> ....In your Blueprints folder hover over content to find the (Blueprint Class) items and look for the &quot;Native Parent Class&quot; such as an Actor or Pawn.<br /> <br /> ....Can right click on the blueprint and take &quot;Copy Reference&quot; to grab the name<br /> <br /> ....Go to File&gt;New C++ Class&gt;(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.)<br /> <br /> ....Click on &quot;Public&quot; button and Next. This should open Visual Studio with your public .h and private .cpp files.<br /> <br /> ....Open the .h header file and between the [include &quot;FileName.generated.h&quot;]line and the [CLASS()]line enter new lines like this:<br /> USTRUCT(BlueprintType)<br /> struct F(name of file hear) work in progress..........<br /> <br /> <br /> <br /> *Blueprints \ A hack to improved performance : [https://forums.unrealengine.com/showthread.php?109069-Blueprint-Nativization-(C-converter)''' Blueprint Nativization'''] <br /> <br /> <br /> <br /> <br /> == Blender ==<br /> <br /> &gt;&gt; main page &gt;&gt; [[Blender]]<br /> <br /> * [https://www.blender.org/ '''Blender'''] is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ... <br /> <br /> ...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview<br /> <br /> ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.<br /> <br /> * Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/<br /> The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.<br /> <br /> *Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html<br /> <br /> *Importing Meshes: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/2/index.html <br /> <br /> *Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html<br /> <br /> .........See also creating and editing and applying materials at these links</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:3D_Combat_Engine Category:3D Combat Engine 2017-07-04T15:16:34Z <p>KennethOfBorg: /* Intro */</p> <hr /> <div>___TOC__<br /> == Intro ==<br /> <br /> All about 3D combat engine<br /> <br /> ...Source Control:<br /> <br /> ......BitBucket / SourceTree: Putting code into a BitBucket Repo.<br /> <br /> ........a. Login to your BitBucket account and create a new Repo. <br /> <br /> ........b. In SourceTree open a new Tab at the top of the UI and switch from Local to Remote in the top left to find your new Repo.<br /> <br /> ........c, Clone the Repo to your local computer creating a new empty folder. (Not the folder with your project code in it)<br /> <br /> ........d. Copy your project code folder into your new local folder created by SourceTree.<br /> <br /> ........e. In SourceTree select all the new files and Commit + Push them to Bitbutcket.<br /> <br /> == Unity ==<br /> <br /> We are looking at [https://store.unity.com/products/unity-personal?_ga=2.145880564.1139915849.1496952913-1509211221.1496952913 '''Unity'''] to develop 3D combat: <br /> (There is a free version at the link) <br /> <br /> ....FBX 3d model format has the largest array of supported features in Unity and is also acceptable to Unreal Engine. Will use .fbx as the default file format.<br /> <br /> ..............Y = Vertical, Z = Forwards, X = Left - Right<br /> <br /> ..............(How to orient a model in Blender for import to Unity):<br /> <br /> ................1. In Blender / In object mode, set the model so it left side positive x, top is positive y, front faces positive z (up in blender)<br /> <br /> ................2. With cursor in the view window press control + A and apply rotation so transform rotation shows 0, 0, 0<br /> <br /> ................3. In blenders numeric window enter 90 degrees in the x rotation so the model is not facing negative y.<br /> <br /> ................4. Save the .blend model in the Dropbox / Supremacy / Models / (ship name folder)<br /> <br /> ................5. Copy the .blend file from the Models folder to the Dropbox / Unity / (game name) / Assets / Models folder<br /> <br /> ................6. Open Unity and it should now import the model on it's own with correct orientation by creating the .FBX model file and supporting files.<br /> <br /> ................7. To see your model in Unity, drag it from the Project View into the Scene View.<br /> <br /> ....................If you modify your .blend file, Unity will automatically update whenever you save in a assets file.<br /> <br /> <br /> ....''You can begin learning'' [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn<br /> <br /> ....''A patch for Visual Studio to keep it from objecting to line endings for Mac vs Windows with Unity C# code&quot;<br /> <br /> ...........http://www.grebulon.com/software/stripem.php<br /> <br /> ....''C# coding for beginners in [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn/tutorials/s/scripting<br /> <br /> ..........http://catlikecoding.com/unity/tutorials/<br /> <br /> ..........https://www.youtube.com/user/AwfulMedia<br /> <br /> == Unreal == <br /> <br /> &gt;&gt; main page &gt;&gt; [[Unreal]]<br /> <br /> We had done some work with [https://www.unrealengine.com/what-is-unreal-engine-4 '''Unreal Engine'''] to develop 3D combat: <br /> (It is free for non commercial use) <br /> <br /> .... ''You can begin learning'' [[Unreal]] Engine ''for space combat here:'' <br /> <br /> ......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA<br /> <br /> ......https://www.youtube.com/watch?v=ZtdeLyrSOdo<br /> <br /> <br /> *Convert Unreal Engine 4 blueprints to C++ : [https://www.youtube.com/watch?v=ykrrXMQ3RqM ''' Blueprints to C++]<br /> <br /> ....In your Blueprints folder hover over content to find the (Blueprint Class) items and look for the &quot;Native Parent Class&quot; such as an Actor or Pawn.<br /> <br /> ....Can right click on the blueprint and take &quot;Copy Reference&quot; to grab the name<br /> <br /> ....Go to File&gt;New C++ Class&gt;(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.)<br /> <br /> ....Click on &quot;Public&quot; button and Next. This should open Visual Studio with your public .h and private .cpp files.<br /> <br /> ....Open the .h header file and between the [include &quot;FileName.generated.h&quot;]line and the [CLASS()]line enter new lines like this:<br /> USTRUCT(BlueprintType)<br /> struct F(name of file hear) work in progress..........<br /> <br /> <br /> <br /> *Blueprints \ A hack to improved performance : [https://forums.unrealengine.com/showthread.php?109069-Blueprint-Nativization-(C-converter)''' Blueprint Nativization'''] <br /> <br /> <br /> <br /> <br /> == Blender ==<br /> <br /> &gt;&gt; main page &gt;&gt; [[Blender]]<br /> <br /> * [https://www.blender.org/ '''Blender'''] is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ... <br /> <br /> ...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview<br /> <br /> ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.<br /> <br /> * Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/<br /> The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.<br /> <br /> *Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html<br /> <br /> *Importing Meshes: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/2/index.html <br /> <br /> *Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html<br /> <br /> .........See also creating and editing and applying materials at these links</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:3D_Combat_Engine Category:3D Combat Engine 2017-06-25T21:56:41Z <p>KennethOfBorg: </p> <hr /> <div>___TOC__<br /> == Intro ==<br /> <br /> All about 3D combat engine<br /> <br /> == Unity ==<br /> <br /> We are looking at [https://store.unity.com/products/unity-personal?_ga=2.145880564.1139915849.1496952913-1509211221.1496952913 '''Unity'''] to develop 3D combat: <br /> (There is a free version at the link) <br /> <br /> ....FBX 3d model format has the largest array of supported features in Unity and is also acceptable to Unreal Engine. Will use .fbx as the default file format.<br /> <br /> ..............Y = Vertical, Z = Forwards, X = Left - Right<br /> <br /> ..............(How to orient a model in Blender for import to Unity):<br /> <br /> ................1. In Blender / In object mode, set the model so it left side positive x, top is positive y, front faces positive z (up in blender)<br /> <br /> ................2. With cursor in the view window press control + A and apply rotation so transform rotation shows 0, 0, 0<br /> <br /> ................3. In blenders numeric window enter 90 degrees in the x rotation so the model is not facing negative y.<br /> <br /> ................4. Save the .blend model in the Dropbox / Supremacy / Models / (ship name folder)<br /> <br /> ................5. Copy the .blend file from the Models folder to the Dropbox / Unity / (game name) / Assets / Models folder<br /> <br /> ................6. Open Unity and it should now import the model on it's own with correct orientation by creating the .FBX model file and supporting files.<br /> <br /> ................7. To see your model in Unity, drag it from the Project View into the Scene View.<br /> <br /> ....................If you modify your .blend file, Unity will automatically update whenever you save in a assets file.<br /> <br /> <br /> ....''You can begin learning'' [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn<br /> <br /> ....''A patch for Visual Studio to keep it from objecting to line endings for Mac vs Windows with Unity C# code&quot;<br /> <br /> ...........http://www.grebulon.com/software/stripem.php<br /> <br /> ....''C# coding for beginners in [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn/tutorials/s/scripting<br /> <br /> ..........http://catlikecoding.com/unity/tutorials/<br /> <br /> ..........https://www.youtube.com/user/AwfulMedia<br /> <br /> == Unreal == <br /> <br /> &gt;&gt; main page &gt;&gt; [[Unreal]]<br /> <br /> We had done some work with [https://www.unrealengine.com/what-is-unreal-engine-4 '''Unreal Engine'''] to develop 3D combat: <br /> (It is free for non commercial use) <br /> <br /> .... ''You can begin learning'' [[Unreal]] Engine ''for space combat here:'' <br /> <br /> ......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA<br /> <br /> ......https://www.youtube.com/watch?v=ZtdeLyrSOdo<br /> <br /> <br /> *Convert Unreal Engine 4 blueprints to C++ : [https://www.youtube.com/watch?v=ykrrXMQ3RqM ''' Blueprints to C++]<br /> <br /> ....In your Blueprints folder hover over content to find the (Blueprint Class) items and look for the &quot;Native Parent Class&quot; such as an Actor or Pawn.<br /> <br /> ....Can right click on the blueprint and take &quot;Copy Reference&quot; to grab the name<br /> <br /> ....Go to File&gt;New C++ Class&gt;(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.)<br /> <br /> ....Click on &quot;Public&quot; button and Next. This should open Visual Studio with your public .h and private .cpp files.<br /> <br /> ....Open the .h header file and between the [include &quot;FileName.generated.h&quot;]line and the [CLASS()]line enter new lines like this:<br /> USTRUCT(BlueprintType)<br /> struct F(name of file hear) work in progress..........<br /> <br /> <br /> <br /> *Blueprints \ A hack to improved performance : [https://forums.unrealengine.com/showthread.php?109069-Blueprint-Nativization-(C-converter)''' Blueprint Nativization'''] <br /> <br /> <br /> <br /> <br /> == Blender ==<br /> <br /> &gt;&gt; main page &gt;&gt; [[Blender]]<br /> <br /> * [https://www.blender.org/ '''Blender'''] is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ... <br /> <br /> ...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview<br /> <br /> ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.<br /> <br /> * Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/<br /> The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.<br /> <br /> *Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html<br /> <br /> *Importing Meshes: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/2/index.html <br /> <br /> *Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html<br /> <br /> .........See also creating and editing and applying materials at these links</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:3D_Combat_Engine Category:3D Combat Engine 2017-06-21T19:07:04Z <p>KennethOfBorg: </p> <hr /> <div>___TOC__<br /> == Intro ==<br /> <br /> All about 3D combat engine<br /> <br /> == Unity ==<br /> <br /> We are looking at [https://store.unity.com/products/unity-personal?_ga=2.145880564.1139915849.1496952913-1509211221.1496952913 '''Unity'''] to develop 3D combat: <br /> (There is a free version at the link) <br /> <br /> ....FBX 3d model format has the largest array of supported features in Unity and is also acceptable to Unreal Engine. Will use .fbx as the default file format.<br /> <br /> ..............Y = Vertical, Z = Forwards, X = Left - Right<br /> <br /> ..............(How to orient a model in Blender for import to Unity):<br /> <br /> ................1. In Blender / In object mode, set the model so it left side positive x, top is positive y, front faces positive z (up in blender)<br /> <br /> ................2. With cursor in the view window press control + A and apply rotation so transform rotation shows 0, 0, 0<br /> <br /> ................3. In blenders numeric window enter 90 degrees in the x rotation so the model is not facing negative y.<br /> <br /> ................4. Save the .blend model in the Dropbox / Supremacy / Models / (ship name folder)<br /> <br /> ................5. Copy the .blend file from the Models folder to the Dropbox / Unity / (game name) / Assets / Models folder<br /> <br /> ................6. Open Unity and it should now import the model on it's own with correct orientation by creating the .FBX model file and supporting files.<br /> <br /> ................7. To see your model in Unity, drag it from the Project View into the Scene View.<br /> <br /> ....................If you modify your .blend file, Unity will automatically update whenever you save in a assets file.<br /> <br /> <br /> ....''You can begin learning'' [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn<br /> <br /> ....''C# coding for beginners in [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn/tutorials/s/scripting<br /> <br /> ..........http://catlikecoding.com/unity/tutorials/<br /> <br /> ..........https://www.youtube.com/user/AwfulMedia<br /> <br /> == Unreal == <br /> <br /> &gt;&gt; main page &gt;&gt; [[Unreal]]<br /> <br /> We had done some work with [https://www.unrealengine.com/what-is-unreal-engine-4 '''Unreal Engine'''] to develop 3D combat: <br /> (It is free for non commercial use) <br /> <br /> .... ''You can begin learning'' [[Unreal]] Engine ''for space combat here:'' <br /> <br /> ......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA<br /> <br /> ......https://www.youtube.com/watch?v=ZtdeLyrSOdo<br /> <br /> <br /> *Convert Unreal Engine 4 blueprints to C++ : [https://www.youtube.com/watch?v=ykrrXMQ3RqM ''' Blueprints to C++]<br /> <br /> ....In your Blueprints folder hover over content to find the (Blueprint Class) items and look for the &quot;Native Parent Class&quot; such as an Actor or Pawn.<br /> <br /> ....Can right click on the blueprint and take &quot;Copy Reference&quot; to grab the name<br /> <br /> ....Go to File&gt;New C++ Class&gt;(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.)<br /> <br /> ....Click on &quot;Public&quot; button and Next. This should open Visual Studio with your public .h and private .cpp files.<br /> <br /> ....Open the .h header file and between the [include &quot;FileName.generated.h&quot;]line and the [CLASS()]line enter new lines like this:<br /> USTRUCT(BlueprintType)<br /> struct F(name of file hear) work in progress..........<br /> <br /> <br /> <br /> *Blueprints \ A hack to improved performance : [https://forums.unrealengine.com/showthread.php?109069-Blueprint-Nativization-(C-converter)''' Blueprint Nativization'''] <br /> <br /> <br /> <br /> <br /> == Blender ==<br /> <br /> &gt;&gt; main page &gt;&gt; [[Blender]]<br /> <br /> * [https://www.blender.org/ '''Blender'''] is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ... <br /> <br /> ...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview<br /> <br /> ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.<br /> <br /> * Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/<br /> The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.<br /> <br /> *Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html<br /> <br /> *Importing Meshes: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/2/index.html <br /> <br /> *Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html<br /> <br /> .........See also creating and editing and applying materials at these links</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:3D_Combat_Engine Category:3D Combat Engine 2017-06-21T19:06:45Z <p>KennethOfBorg: </p> <hr /> <div>___TOC__<br /> == Intro ==<br /> <br /> All about 3D combat engine<br /> <br /> == Unity ==<br /> <br /> We are looking at [https://store.unity.com/products/unity-personal?_ga=2.145880564.1139915849.1496952913-1509211221.1496952913 '''Unity'''] to develop 3D combat: <br /> (There is a free version at the link) <br /> <br /> ....FBX 3d model format has the largest array of supported features in Unity and is also acceptable to Unreal Engine. Will use .fbx as the default file format.<br /> <br /> ..............Y = Vertical, Z = Forwards, X = Left - Right<br /> <br /> ..............(How to orient a model in Blender for import to Unity):<br /> <br /> ................1. In Blender / In object mode, set the model so it left side positive x, top is positive y, front faces positive z (up in blender)<br /> <br /> ................2. With cursor in the view window press control + A and apply rotation so transform rotation shows 0, 0, 0<br /> <br /> ................3. In blenders numeric window enter 90 degrees in the x rotation so the model is not facing negative y.<br /> <br /> ................4. Save the .blend model in the Dropbox / Supremacy / Models / (ship name folder)<br /> <br /> ................5. Copy the .blend file from the Models folder to the Dropbox / Unity / (game name) / Assets / Models folder<br /> <br /> ................5. Open Unity and it should now import the model on it's own with correct orientation by creating the .FBX model file and supporting files.<br /> <br /> ................6. To see your model in Unity, drag it from the Project View into the Scene View.<br /> <br /> ....................If you modify your .blend file, Unity will automatically update whenever you save in a assets file.<br /> <br /> <br /> ....''You can begin learning'' [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn<br /> <br /> ....''C# coding for beginners in [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn/tutorials/s/scripting<br /> <br /> ..........http://catlikecoding.com/unity/tutorials/<br /> <br /> ..........https://www.youtube.com/user/AwfulMedia<br /> <br /> == Unreal == <br /> <br /> &gt;&gt; main page &gt;&gt; [[Unreal]]<br /> <br /> We had done some work with [https://www.unrealengine.com/what-is-unreal-engine-4 '''Unreal Engine'''] to develop 3D combat: <br /> (It is free for non commercial use) <br /> <br /> .... ''You can begin learning'' [[Unreal]] Engine ''for space combat here:'' <br /> <br /> ......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA<br /> <br /> ......https://www.youtube.com/watch?v=ZtdeLyrSOdo<br /> <br /> <br /> *Convert Unreal Engine 4 blueprints to C++ : [https://www.youtube.com/watch?v=ykrrXMQ3RqM ''' Blueprints to C++]<br /> <br /> ....In your Blueprints folder hover over content to find the (Blueprint Class) items and look for the &quot;Native Parent Class&quot; such as an Actor or Pawn.<br /> <br /> ....Can right click on the blueprint and take &quot;Copy Reference&quot; to grab the name<br /> <br /> ....Go to File&gt;New C++ Class&gt;(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.)<br /> <br /> ....Click on &quot;Public&quot; button and Next. This should open Visual Studio with your public .h and private .cpp files.<br /> <br /> ....Open the .h header file and between the [include &quot;FileName.generated.h&quot;]line and the [CLASS()]line enter new lines like this:<br /> USTRUCT(BlueprintType)<br /> struct F(name of file hear) work in progress..........<br /> <br /> <br /> <br /> *Blueprints \ A hack to improved performance : [https://forums.unrealengine.com/showthread.php?109069-Blueprint-Nativization-(C-converter)''' Blueprint Nativization'''] <br /> <br /> <br /> <br /> <br /> == Blender ==<br /> <br /> &gt;&gt; main page &gt;&gt; [[Blender]]<br /> <br /> * [https://www.blender.org/ '''Blender'''] is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ... <br /> <br /> ...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview<br /> <br /> ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.<br /> <br /> * Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/<br /> The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.<br /> <br /> *Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html<br /> <br /> *Importing Meshes: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/2/index.html <br /> <br /> *Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html<br /> <br /> .........See also creating and editing and applying materials at these links</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:3D_Combat_Engine Category:3D Combat Engine 2017-06-21T15:17:19Z <p>KennethOfBorg: </p> <hr /> <div>___TOC__<br /> == Intro ==<br /> <br /> All about 3D combat engine<br /> <br /> == Unity ==<br /> <br /> We are looking at [https://store.unity.com/products/unity-personal?_ga=2.145880564.1139915849.1496952913-1509211221.1496952913 '''Unity'''] to develop 3D combat: <br /> (There is a free version at the link) <br /> <br /> ....FBX 3d model format has the largest array of supported features in Unity and is also acceptable to Unreal Engine. Will use .fbx as the default file format.<br /> <br /> ..............Y = Vertical, Z = Forwards, X = Left - Right<br /> <br /> ..............(How to orient a model in Blender for import to Unity):<br /> <br /> ................1. In Blender / In object mode, set the model so it faces negative y, up positive z and left positive x.<br /> <br /> ................2. With cursor in the view window press control + A and apply rotation so transform rotation shows 0, 0, 0<br /> <br /> ................3. Save the .blend model in the Dropbox / Supremacy / Models / (ship name folder)<br /> <br /> ................4. Copy the .blend file from the Models folder to the Dropbox / Unity / (game name) / Assets / Models folder<br /> <br /> ................5. Open Unity and it should now import the model on it's own with correct orientation by creating the .FBX model file and supporting files.<br /> <br /> ................6. To see your model in Unity, drag it from the Project View into the Scene View.<br /> <br /> ....................If you modify your .blend file, Unity will automatically update whenever you save.<br /> <br /> <br /> ....''You can begin learning'' [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn<br /> <br /> ....''C# coding for beginners in [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn/tutorials/s/scripting<br /> <br /> ..........http://catlikecoding.com/unity/tutorials/<br /> <br /> ..........https://www.youtube.com/user/AwfulMedia<br /> <br /> == Unreal == <br /> <br /> &gt;&gt; main page &gt;&gt; [[Unreal]]<br /> <br /> We had done some work with [https://www.unrealengine.com/what-is-unreal-engine-4 '''Unreal Engine'''] to develop 3D combat: <br /> (It is free for non commercial use) <br /> <br /> .... ''You can begin learning'' [[Unreal]] Engine ''for space combat here:'' <br /> <br /> ......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA<br /> <br /> ......https://www.youtube.com/watch?v=ZtdeLyrSOdo<br /> <br /> <br /> *Convert Unreal Engine 4 blueprints to C++ : [https://www.youtube.com/watch?v=ykrrXMQ3RqM ''' Blueprints to C++]<br /> <br /> ....In your Blueprints folder hover over content to find the (Blueprint Class) items and look for the &quot;Native Parent Class&quot; such as an Actor or Pawn.<br /> <br /> ....Can right click on the blueprint and take &quot;Copy Reference&quot; to grab the name<br /> <br /> ....Go to File&gt;New C++ Class&gt;(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.)<br /> <br /> ....Click on &quot;Public&quot; button and Next. This should open Visual Studio with your public .h and private .cpp files.<br /> <br /> ....Open the .h header file and between the [include &quot;FileName.generated.h&quot;]line and the [CLASS()]line enter new lines like this:<br /> USTRUCT(BlueprintType)<br /> struct F(name of file hear) work in progress..........<br /> <br /> <br /> <br /> *Blueprints \ A hack to improved performance : [https://forums.unrealengine.com/showthread.php?109069-Blueprint-Nativization-(C-converter)''' Blueprint Nativization'''] <br /> <br /> <br /> <br /> <br /> == Blender ==<br /> <br /> &gt;&gt; main page &gt;&gt; [[Blender]]<br /> <br /> * [https://www.blender.org/ '''Blender'''] is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ... <br /> <br /> ...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview<br /> <br /> ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.<br /> <br /> * Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/<br /> The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.<br /> <br /> *Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html<br /> <br /> *Importing Meshes: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/2/index.html <br /> <br /> *Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html<br /> <br /> .........See also creating and editing and applying materials at these links</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:3D_Combat_Engine Category:3D Combat Engine 2017-06-21T14:19:13Z <p>KennethOfBorg: </p> <hr /> <div>___TOC__<br /> == Intro ==<br /> <br /> All about 3D combat engine<br /> <br /> == Unity ==<br /> <br /> We are looking at [https://store.unity.com/products/unity-personal?_ga=2.145880564.1139915849.1496952913-1509211221.1496952913 '''Unity'''] to develop 3D combat: <br /> (There is a free version at the link) <br /> <br /> ....FBX 3d model format has the largest array of supported features in Unity and is also acceptable to Unreal Engine. Will use .fbx as the default file format.<br /> <br /> ..............Y = Vertical, Z = Forwards, X = Left - Right<br /> <br /> ................1. In Blender / In object mode, set the model so it faces negative y, up positive z and left positive x.<br /> <br /> ................2. With cursor in the view window press control + A and apply rotation so transform rotation shows 0, 0, 0<br /> <br /> ................3. Save the .blend model in the Dropbox / Supremacy / Models / (ship name folder)<br /> <br /> ................4. Copy the .blend file from the Models folder to the Dropbox / Unity / (game name) / Assets / Models folder<br /> <br /> ................5. Open Unity and it should now import the model on it's own with correct orientation by creating the .FBX model file and supporting files.<br /> <br /> ................6. To see your model in Unity, drag it from the Project View into the Scene View.<br /> <br /> ....................If you modify your .blend file, Unity will automatically update whenever you save.<br /> <br /> <br /> ....''You can begin learning'' [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn<br /> <br /> ....''C# coding for beginners in [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn/tutorials/s/scripting<br /> <br /> ..........http://catlikecoding.com/unity/tutorials/<br /> <br /> ..........https://www.youtube.com/user/AwfulMedia<br /> <br /> == Unreal == <br /> <br /> &gt;&gt; main page &gt;&gt; [[Unreal]]<br /> <br /> We had done some work with [https://www.unrealengine.com/what-is-unreal-engine-4 '''Unreal Engine'''] to develop 3D combat: <br /> (It is free for non commercial use) <br /> <br /> .... ''You can begin learning'' [[Unreal]] Engine ''for space combat here:'' <br /> <br /> ......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA<br /> <br /> ......https://www.youtube.com/watch?v=ZtdeLyrSOdo<br /> <br /> <br /> *Convert Unreal Engine 4 blueprints to C++ : [https://www.youtube.com/watch?v=ykrrXMQ3RqM ''' Blueprints to C++]<br /> <br /> ....In your Blueprints folder hover over content to find the (Blueprint Class) items and look for the &quot;Native Parent Class&quot; such as an Actor or Pawn.<br /> <br /> ....Can right click on the blueprint and take &quot;Copy Reference&quot; to grab the name<br /> <br /> ....Go to File&gt;New C++ Class&gt;(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.)<br /> <br /> ....Click on &quot;Public&quot; button and Next. This should open Visual Studio with your public .h and private .cpp files.<br /> <br /> ....Open the .h header file and between the [include &quot;FileName.generated.h&quot;]line and the [CLASS()]line enter new lines like this:<br /> USTRUCT(BlueprintType)<br /> struct F(name of file hear) work in progress..........<br /> <br /> <br /> <br /> *Blueprints \ A hack to improved performance : [https://forums.unrealengine.com/showthread.php?109069-Blueprint-Nativization-(C-converter)''' Blueprint Nativization'''] <br /> <br /> <br /> <br /> <br /> == Blender ==<br /> <br /> &gt;&gt; main page &gt;&gt; [[Blender]]<br /> <br /> * [https://www.blender.org/ '''Blender'''] is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ... <br /> <br /> ...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview<br /> <br /> ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.<br /> <br /> * Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/<br /> The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.<br /> <br /> *Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html<br /> <br /> *Importing Meshes: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/2/index.html <br /> <br /> *Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html<br /> <br /> .........See also creating and editing and applying materials at these links</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:3D_Combat_Engine Category:3D Combat Engine 2017-06-21T14:17:30Z <p>KennethOfBorg: </p> <hr /> <div>___TOC__<br /> == Intro ==<br /> <br /> All about 3D combat engine<br /> <br /> == Unity ==<br /> <br /> We are looking at [https://store.unity.com/products/unity-personal?_ga=2.145880564.1139915849.1496952913-1509211221.1496952913 '''Unity'''] to develop 3D combat: <br /> (There is a free version at the link) <br /> <br /> ....FBX 3d model format has the largest array of supported features in Unity and is also acceptable to Unreal Engine. Will use .fbx as the default file format.<br /> <br /> ..............Y = Vertical, Z = Forwards, X = Left - Right<br /> <br /> ................1. In Blender / In object mode, set the model so it faces negative y, up positive z and left positive x.<br /> <br /> ................2. With cursor in the view window press control + A and apply rotation so transform rotation shows 0, 0, 0<br /> <br /> ................3. Same the .blend model in the Dropbox / Supremacy / Models / (ship name folder)<br /> <br /> ................4. Copy the .blend file from the Models folder to the Dropbox / Unity / (game name) / Assets / Models folder<br /> <br /> ................5. Open Unity and it should now import the model on it's own with correct orientation creating the .FBX model file and supporting files.<br /> <br /> ................6. To see your model in Unity, drag it from the Project View into the Scene View.<br /> <br /> ....................If you modify your .blend file, Unity will automatically update whenever you save.<br /> <br /> <br /> ....''You can begin learning'' [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn<br /> <br /> ....''C# coding for beginners in [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn/tutorials/s/scripting<br /> <br /> ..........http://catlikecoding.com/unity/tutorials/<br /> <br /> ..........https://www.youtube.com/user/AwfulMedia<br /> <br /> == Unreal == <br /> <br /> &gt;&gt; main page &gt;&gt; [[Unreal]]<br /> <br /> We had done some work with [https://www.unrealengine.com/what-is-unreal-engine-4 '''Unreal Engine'''] to develop 3D combat: <br /> (It is free for non commercial use) <br /> <br /> .... ''You can begin learning'' [[Unreal]] Engine ''for space combat here:'' <br /> <br /> ......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA<br /> <br /> ......https://www.youtube.com/watch?v=ZtdeLyrSOdo<br /> <br /> <br /> *Convert Unreal Engine 4 blueprints to C++ : [https://www.youtube.com/watch?v=ykrrXMQ3RqM ''' Blueprints to C++]<br /> <br /> ....In your Blueprints folder hover over content to find the (Blueprint Class) items and look for the &quot;Native Parent Class&quot; such as an Actor or Pawn.<br /> <br /> ....Can right click on the blueprint and take &quot;Copy Reference&quot; to grab the name<br /> <br /> ....Go to File&gt;New C++ Class&gt;(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.)<br /> <br /> ....Click on &quot;Public&quot; button and Next. This should open Visual Studio with your public .h and private .cpp files.<br /> <br /> ....Open the .h header file and between the [include &quot;FileName.generated.h&quot;]line and the [CLASS()]line enter new lines like this:<br /> USTRUCT(BlueprintType)<br /> struct F(name of file hear) work in progress..........<br /> <br /> <br /> <br /> *Blueprints \ A hack to improved performance : [https://forums.unrealengine.com/showthread.php?109069-Blueprint-Nativization-(C-converter)''' Blueprint Nativization'''] <br /> <br /> <br /> <br /> <br /> == Blender ==<br /> <br /> &gt;&gt; main page &gt;&gt; [[Blender]]<br /> <br /> * [https://www.blender.org/ '''Blender'''] is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ... <br /> <br /> ...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview<br /> <br /> ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.<br /> <br /> * Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/<br /> The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.<br /> <br /> *Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html<br /> <br /> *Importing Meshes: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/2/index.html <br /> <br /> *Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html<br /> <br /> .........See also creating and editing and applying materials at these links</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:3D_Combat_Engine Category:3D Combat Engine 2017-06-21T13:49:18Z <p>KennethOfBorg: </p> <hr /> <div>___TOC__<br /> == Intro ==<br /> <br /> All about 3D combat engine<br /> <br /> == Unity ==<br /> <br /> We are looking at [https://store.unity.com/products/unity-personal?_ga=2.145880564.1139915849.1496952913-1509211221.1496952913 '''Unity'''] to develop 3D combat: <br /> (There is a free version at the link) <br /> <br /> ....FBX 3d model format has the largest array of supported features in Unity and is also acceptable to Unreal Engine. Will use .fbx as the default file format.<br /> <br /> ..............Y = Vertical, Z = Forwards, X = Left - Right<br /> <br /> ................(In Blender / In object mode, set the X rotation of your model to -90. Press Ctrl + A and apply rotation, <br /> <br /> .................X rotation appears to be 0 now in Blender, set it to 90 and save/export it. You'll see that it will appear both correct and at 0 rotations now.) <br /> <br /> ..........Unity natively imports Blender files. This works under the hood by using the Blender FBX exporter.&quot;<br /> <br /> ..........1) To get started, save your .blend file in your project’s Assets folder.<br /> <br /> ..........2) When you switch back into Unity, the file is imported automatically and will show up in the Project View.<br /> <br /> ..........3)To see your model in Unity, drag it from the Project View into the Scene View.<br /> <br /> ..............If you modify your .blend file, Unity will automatically update whenever you save.<br /> <br /> <br /> ....''You can begin learning'' [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn<br /> <br /> ....''C# coding for beginners in [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn/tutorials/s/scripting<br /> <br /> ..........http://catlikecoding.com/unity/tutorials/<br /> <br /> ..........https://www.youtube.com/user/AwfulMedia<br /> <br /> == Unreal == <br /> <br /> &gt;&gt; main page &gt;&gt; [[Unreal]]<br /> <br /> We had done some work with [https://www.unrealengine.com/what-is-unreal-engine-4 '''Unreal Engine'''] to develop 3D combat: <br /> (It is free for non commercial use) <br /> <br /> .... ''You can begin learning'' [[Unreal]] Engine ''for space combat here:'' <br /> <br /> ......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA<br /> <br /> ......https://www.youtube.com/watch?v=ZtdeLyrSOdo<br /> <br /> <br /> *Convert Unreal Engine 4 blueprints to C++ : [https://www.youtube.com/watch?v=ykrrXMQ3RqM ''' Blueprints to C++]<br /> <br /> ....In your Blueprints folder hover over content to find the (Blueprint Class) items and look for the &quot;Native Parent Class&quot; such as an Actor or Pawn.<br /> <br /> ....Can right click on the blueprint and take &quot;Copy Reference&quot; to grab the name<br /> <br /> ....Go to File&gt;New C++ Class&gt;(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.)<br /> <br /> ....Click on &quot;Public&quot; button and Next. This should open Visual Studio with your public .h and private .cpp files.<br /> <br /> ....Open the .h header file and between the [include &quot;FileName.generated.h&quot;]line and the [CLASS()]line enter new lines like this:<br /> USTRUCT(BlueprintType)<br /> struct F(name of file hear) work in progress..........<br /> <br /> <br /> <br /> *Blueprints \ A hack to improved performance : [https://forums.unrealengine.com/showthread.php?109069-Blueprint-Nativization-(C-converter)''' Blueprint Nativization'''] <br /> <br /> <br /> <br /> <br /> == Blender ==<br /> <br /> &gt;&gt; main page &gt;&gt; [[Blender]]<br /> <br /> * [https://www.blender.org/ '''Blender'''] is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ... <br /> <br /> ...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview<br /> <br /> ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.<br /> <br /> * Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/<br /> The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.<br /> <br /> *Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html<br /> <br /> *Importing Meshes: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/2/index.html <br /> <br /> *Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html<br /> <br /> .........See also creating and editing and applying materials at these links</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:3D_Combat_Engine Category:3D Combat Engine 2017-06-19T16:51:14Z <p>KennethOfBorg: </p> <hr /> <div>___TOC__<br /> == Intro ==<br /> <br /> All about 3D combat engine<br /> <br /> == Unity ==<br /> <br /> We are looking at [https://store.unity.com/products/unity-personal?_ga=2.145880564.1139915849.1496952913-1509211221.1496952913 '''Unity'''] to develop 3D combat: <br /> (There is a free version at the link) <br /> <br /> ....FBX 3d model format has the largest array of supported features in Unity and is also acceptable to Unreal Engine. Will use .fbx as the default file format.<br /> <br /> ..............Y = Vertical, Z = Forwards, X = Left - Right<br /> <br /> ..........Unity natively imports Blender files. This works under the hood by using the Blender FBX exporter.&quot;<br /> <br /> ..........1) To get started, save your .blend file in your project’s Assets folder.<br /> <br /> ..........2) When you switch back into Unity, the file is imported automatically and will show up in the Project View.<br /> <br /> ..........3)To see your model in Unity, drag it from the Project View into the Scene View.<br /> <br /> ..............If you modify your .blend file, Unity will automatically update whenever you save.<br /> <br /> <br /> ....''You can begin learning'' [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn<br /> <br /> ....''C# coding for beginners in [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn/tutorials/s/scripting<br /> <br /> ..........http://catlikecoding.com/unity/tutorials/<br /> <br /> ..........https://www.youtube.com/user/AwfulMedia<br /> <br /> == Unreal == <br /> <br /> &gt;&gt; main page &gt;&gt; [[Unreal]]<br /> <br /> We had done some work with [https://www.unrealengine.com/what-is-unreal-engine-4 '''Unreal Engine'''] to develop 3D combat: <br /> (It is free for non commercial use) <br /> <br /> .... ''You can begin learning'' [[Unreal]] Engine ''for space combat here:'' <br /> <br /> ......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA<br /> <br /> ......https://www.youtube.com/watch?v=ZtdeLyrSOdo<br /> <br /> <br /> *Convert Unreal Engine 4 blueprints to C++ : [https://www.youtube.com/watch?v=ykrrXMQ3RqM ''' Blueprints to C++]<br /> <br /> ....In your Blueprints folder hover over content to find the (Blueprint Class) items and look for the &quot;Native Parent Class&quot; such as an Actor or Pawn.<br /> <br /> ....Can right click on the blueprint and take &quot;Copy Reference&quot; to grab the name<br /> <br /> ....Go to File&gt;New C++ Class&gt;(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.)<br /> <br /> ....Click on &quot;Public&quot; button and Next. This should open Visual Studio with your public .h and private .cpp files.<br /> <br /> ....Open the .h header file and between the [include &quot;FileName.generated.h&quot;]line and the [CLASS()]line enter new lines like this:<br /> USTRUCT(BlueprintType)<br /> struct F(name of file hear) work in progress..........<br /> <br /> <br /> <br /> *Blueprints \ A hack to improved performance : [https://forums.unrealengine.com/showthread.php?109069-Blueprint-Nativization-(C-converter)''' Blueprint Nativization'''] <br /> <br /> <br /> <br /> <br /> == Blender ==<br /> <br /> &gt;&gt; main page &gt;&gt; [[Blender]]<br /> <br /> * [https://www.blender.org/ '''Blender'''] is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ... <br /> <br /> ...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview<br /> <br /> ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.<br /> <br /> * Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/<br /> The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.<br /> <br /> *Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html<br /> <br /> *Importing Meshes: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/2/index.html <br /> <br /> *Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html<br /> <br /> .........See also creating and editing and applying materials at these links</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:3D_Combat_Engine Category:3D Combat Engine 2017-06-19T15:33:50Z <p>KennethOfBorg: </p> <hr /> <div>___TOC__<br /> == Intro ==<br /> <br /> All about 3D combat engine<br /> <br /> == Unity ==<br /> <br /> We are looking at [https://store.unity.com/products/unity-personal?_ga=2.145880564.1139915849.1496952913-1509211221.1496952913 '''Unity'''] to develop 3D combat: <br /> (There is a free version at the link) <br /> <br /> ....FBX 3d model format has the largest array of supported features in Unity and is also acceptable to Unreal Engine. Will use .fbx as the default file format.<br /> <br /> ..........Unity natively imports Blender files. This works under the hood by using the Blender FBX exporter.&quot;<br /> <br /> ..........1) To get started, save your .blend file in your project’s Assets folder.<br /> <br /> ..........2) When you switch back into Unity, the file is imported automatically and will show up in the Project View.<br /> <br /> ..........3)To see your model in Unity, drag it from the Project View into the Scene View.<br /> <br /> ..............If you modify your .blend file, Unity will automatically update whenever you save.<br /> <br /> <br /> ....''You can begin learning'' [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn<br /> <br /> ....''C# coding for beginners in [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn/tutorials/s/scripting<br /> <br /> ..........http://catlikecoding.com/unity/tutorials/<br /> <br /> ..........https://www.youtube.com/user/AwfulMedia<br /> <br /> == Unreal == <br /> <br /> &gt;&gt; main page &gt;&gt; [[Unreal]]<br /> <br /> We had done some work with [https://www.unrealengine.com/what-is-unreal-engine-4 '''Unreal Engine'''] to develop 3D combat: <br /> (It is free for non commercial use) <br /> <br /> .... ''You can begin learning'' [[Unreal]] Engine ''for space combat here:'' <br /> <br /> ......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA<br /> <br /> ......https://www.youtube.com/watch?v=ZtdeLyrSOdo<br /> <br /> <br /> *Convert Unreal Engine 4 blueprints to C++ : [https://www.youtube.com/watch?v=ykrrXMQ3RqM ''' Blueprints to C++]<br /> <br /> ....In your Blueprints folder hover over content to find the (Blueprint Class) items and look for the &quot;Native Parent Class&quot; such as an Actor or Pawn.<br /> <br /> ....Can right click on the blueprint and take &quot;Copy Reference&quot; to grab the name<br /> <br /> ....Go to File&gt;New C++ Class&gt;(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.)<br /> <br /> ....Click on &quot;Public&quot; button and Next. This should open Visual Studio with your public .h and private .cpp files.<br /> <br /> ....Open the .h header file and between the [include &quot;FileName.generated.h&quot;]line and the [CLASS()]line enter new lines like this:<br /> USTRUCT(BlueprintType)<br /> struct F(name of file hear) work in progress..........<br /> <br /> <br /> <br /> *Blueprints \ A hack to improved performance : [https://forums.unrealengine.com/showthread.php?109069-Blueprint-Nativization-(C-converter)''' Blueprint Nativization'''] <br /> <br /> <br /> <br /> <br /> == Blender ==<br /> <br /> &gt;&gt; main page &gt;&gt; [[Blender]]<br /> <br /> * [https://www.blender.org/ '''Blender'''] is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ... <br /> <br /> ...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview<br /> <br /> ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.<br /> <br /> * Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/<br /> The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.<br /> <br /> *Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html<br /> <br /> *Importing Meshes: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/2/index.html <br /> <br /> *Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html<br /> <br /> .........See also creating and editing and applying materials at these links</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:3D_Combat_Engine Category:3D Combat Engine 2017-06-19T15:30:40Z <p>KennethOfBorg: /* Unity */</p> <hr /> <div>___TOC__<br /> == Intro ==<br /> <br /> All about 3D combat engine<br /> <br /> == Unity ==<br /> <br /> We are looking at [https://store.unity.com/products/unity-personal?_ga=2.145880564.1139915849.1496952913-1509211221.1496952913 '''Unity'''] to develop 3D combat: <br /> (There is a free version at the link) <br /> <br /> ....FBX 3d model format has the largest array of supported features in Unity and is also acceptable to Unreal Engine. Will use .fbx as the default file format.<br /> <br /> ..........&quot;Unity natively imports Blender files. This works under the hood by using the Blender FBX exporter.&quot;<br /> ..........&quot;To get started, save your .blend file in your project’s Assets folder.&quot;<br /> ..........&quot; When you switch back into Unity, the file is imported automatically and will show up in the Project View.&quot;<br /> <br /> To see your model in Unity, drag it from the Project View into the Scene View.<br /> <br /> If you modify your .blend file, Unity will automatically update whenever you save.<br /> <br /> <br /> ....''You can begin learning'' [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn<br /> <br /> ....''C# coding for beginners in [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn/tutorials/s/scripting<br /> <br /> ..........http://catlikecoding.com/unity/tutorials/<br /> <br /> ..........https://www.youtube.com/user/AwfulMedia<br /> <br /> == Unreal == <br /> <br /> &gt;&gt; main page &gt;&gt; [[Unreal]]<br /> <br /> We had done some work with [https://www.unrealengine.com/what-is-unreal-engine-4 '''Unreal Engine'''] to develop 3D combat: <br /> (It is free for non commercial use) <br /> <br /> .... ''You can begin learning'' [[Unreal]] Engine ''for space combat here:'' <br /> <br /> ......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA<br /> <br /> ......https://www.youtube.com/watch?v=ZtdeLyrSOdo<br /> <br /> <br /> *Convert Unreal Engine 4 blueprints to C++ : [https://www.youtube.com/watch?v=ykrrXMQ3RqM ''' Blueprints to C++]<br /> <br /> ....In your Blueprints folder hover over content to find the (Blueprint Class) items and look for the &quot;Native Parent Class&quot; such as an Actor or Pawn.<br /> <br /> ....Can right click on the blueprint and take &quot;Copy Reference&quot; to grab the name<br /> <br /> ....Go to File&gt;New C++ Class&gt;(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.)<br /> <br /> ....Click on &quot;Public&quot; button and Next. This should open Visual Studio with your public .h and private .cpp files.<br /> <br /> ....Open the .h header file and between the [include &quot;FileName.generated.h&quot;]line and the [CLASS()]line enter new lines like this:<br /> USTRUCT(BlueprintType)<br /> struct F(name of file hear) work in progress..........<br /> <br /> <br /> <br /> *Blueprints \ A hack to improved performance : [https://forums.unrealengine.com/showthread.php?109069-Blueprint-Nativization-(C-converter)''' Blueprint Nativization'''] <br /> <br /> <br /> <br /> <br /> == Blender ==<br /> <br /> &gt;&gt; main page &gt;&gt; [[Blender]]<br /> <br /> * [https://www.blender.org/ '''Blender'''] is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ... <br /> <br /> ...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview<br /> <br /> ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.<br /> <br /> * Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/<br /> The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.<br /> <br /> *Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html<br /> <br /> *Importing Meshes: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/2/index.html <br /> <br /> *Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html<br /> <br /> .........See also creating and editing and applying materials at these links</div> KennethOfBorg http://botf2.square7.ch/wiki/index.php?title=Category:3D_Combat_Engine Category:3D Combat Engine 2017-06-09T16:37:13Z <p>KennethOfBorg: </p> <hr /> <div>___TOC__<br /> == Intro ==<br /> <br /> All about 3D combat engine<br /> <br /> == Unity ==<br /> <br /> We are looking at [https://store.unity.com/products/unity-personal?_ga=2.145880564.1139915849.1496952913-1509211221.1496952913 '''Unity'''] to develop 3D combat: <br /> (There is a free version at the link) <br /> <br /> ....FBX 3d model format has the largest array of supported features in Unity and is also acceptable to Unreal Engine. Will use .fbx as the default file format.<br /> <br /> ....''You can begin learning'' [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn<br /> <br /> ....''C# coding for beginners in [[Unity]] ''here:''<br /> <br /> ..........https://unity3d.com/learn/tutorials/s/scripting<br /> <br /> ..........http://catlikecoding.com/unity/tutorials/<br /> <br /> ..........https://www.youtube.com/user/AwfulMedia<br /> <br /> == Unreal == <br /> <br /> &gt;&gt; main page &gt;&gt; [[Unreal]]<br /> <br /> We had done some work with [https://www.unrealengine.com/what-is-unreal-engine-4 '''Unreal Engine'''] to develop 3D combat: <br /> (It is free for non commercial use) <br /> <br /> .... ''You can begin learning'' [[Unreal]] Engine ''for space combat here:'' <br /> <br /> ......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA<br /> <br /> ......https://www.youtube.com/watch?v=ZtdeLyrSOdo<br /> <br /> <br /> *Convert Unreal Engine 4 blueprints to C++ : [https://www.youtube.com/watch?v=ykrrXMQ3RqM ''' Blueprints to C++]<br /> <br /> ....In your Blueprints folder hover over content to find the (Blueprint Class) items and look for the &quot;Native Parent Class&quot; such as an Actor or Pawn.<br /> <br /> ....Can right click on the blueprint and take &quot;Copy Reference&quot; to grab the name<br /> <br /> ....Go to File&gt;New C++ Class&gt;(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.)<br /> <br /> ....Click on &quot;Public&quot; button and Next. This should open Visual Studio with your public .h and private .cpp files.<br /> <br /> ....Open the .h header file and between the [include &quot;FileName.generated.h&quot;]line and the [CLASS()]line enter new lines like this:<br /> USTRUCT(BlueprintType)<br /> struct F(name of file hear) work in progress..........<br /> <br /> <br /> <br /> *Blueprints \ A hack to improved performance : [https://forums.unrealengine.com/showthread.php?109069-Blueprint-Nativization-(C-converter)''' Blueprint Nativization'''] <br /> <br /> <br /> <br /> <br /> == Blender ==<br /> <br /> &gt;&gt; main page &gt;&gt; [[Blender]]<br /> <br /> * [https://www.blender.org/ '''Blender'''] is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ... <br /> <br /> ...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview<br /> <br /> ...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: ''metric'' and unit scale: ''0.01'' (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.<br /> <br /> * Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/<br /> The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.<br /> <br /> *Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html<br /> <br /> *Importing Meshes: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/2/index.html <br /> <br /> *Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html<br /> <br /> .........See also creating and editing and applying materials at these links</div> KennethOfBorg
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