Designer: Difference between revisions
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All jigs create faces between the two walls that they penetrate, in order to give walls thickness and prevent you from seeing any back-faces. | All jigs create faces between the two walls that they penetrate, in order to give walls thickness and prevent you from seeing any back-faces. | ||
===Editing existing models=== | |||
If a quad or a face gets moved then it will distort the texture on it. For this reason triangles are preferred to be used if the model is going to be sculpted. When creating a triangle or quad, drawing it clockwise will have it face the camera. Building it counter clockwise will have it face away from the camera. | |||
Vertices that are at the same spot will stick together. If you want to pull off a face or a triangle then select the edit face and move that. Always be ready to press Ctrl Z to undo things if things go wrong. | |||
==Spacecraft Design== | ==Spacecraft Design== |
Revision as of 01:45, 29 December 2018
This section is in need of revision. Please help improve it or discuss these issues on the talk page. The reason given is: The new designer (See Spacecraft Update and Building Update) is already functional. This page has need more information about basic designer functions. Could use some help. |
Blueprints are designed inside a design studio.
Players may work together in the same studio to develop a spacecraft design. In this case, the first player to enter the vacant studio is registered as the architect and owner of the design.
To enter a studio, display the Building (F10
) window and click on the "Enter" button of a studio. When a studio is "Vacant", you may leave the password box blank or you may enter a password of your choice. The password you enter establishes that studio's password until the studio becomes vacant. To join an "Occupied" design studio, you must enter the password that was established by the first person to enter the studio.
Once inside a studio, display the Design (F6) window. Nearly every function and button has a usage tip that appears once clicked which describes what the function does. Use the exit button to return to the game environment.
Designer Interface
The new designer interface is accessible through both the offline launcher and in-game while online. Upon entering, you are inside a bounding box (yellow lines) that define the design area, with a grid underneath you that is split with two axis.
The interface is heavily based on menus as seen at the top of the screenshot. This means there are a lot less buttons immediately visible. The F6 hotkey or the designer button on the left toggles both the Parts list on the right of the image and the black bar with all the buttons seen at the top of the screenshot. However, it does not toggle the white menu buttons seen at the top above the black bar.
Note that the black bar is able to be moved by clicking the dots on the left edge of the bar, while the Parts list seen on the right can be docked and re-positioned normally.
The Parts list
The parts list contains every single part that is within the current design environment. This includes hull objects, imported meshes, rooms, berths, etc. This allows you to easily see everything within the design at once, and also provides buttons for toggling the visibility of each part, the lock state (whether or not you can make changes to the part), whether or not the part is included within the final design, and a seal (which allows other users to modify the design afterwards). The Parts list is also useful for deleting equipment and objects.
On | Off | Description | |
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Visibility Toggle | Toggles rather or not the part is visible in the design environment. | ||
Lock Toggle | |||
Omit Toggle | |||
Seal Toggle |
This section describes what each of the menu buttons generally contain at the top of the interface. Note that all of the buttons under these by default give a usage tip on click.
Menu Buttons |
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|
The buttons on the black bar are also very useful. Note that hovering over any of these buttons gives a tooltip for usage.
Black Bar buttons |
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General Design Process
There are several steps to creating a ship that can be finalised. In general, from the in-designer Usage Tip, the order is like this;
- Create an exterior hull.
- Create one or more rooms inside the hull.
- Cut out doors and windows.
- Create finer model details.
- Apply textures and other effects to finish the surfaces.
- Add details: control stations, berths, lights, display screens, etc.
- Add room voids.
Design -> Finalise Design performs checks to ensure that the ship has valid paths, rooms, hulls, and that specific elements are reachable. This is what is used to prepare a spacecraft design for manufacturing. This will list errors such as no fuel, no capacitor, no doors, missing hull, etc.
Most equipment from the old designer has been removed, however, elements such as lighting and console stations remain. This equipment is found under "Vehicles", "Details", "Paths", alongside "Stations". This equipment mostly functions the same, and is still required for a functioning spacecraft. A table below shows what each unit does.
Jigs
Jigs are found underneath the Design Menu button. There are many different types of Jigs, such as Door Jigs, Window Jigs, Launch Tube Jigs, Cutting Jigs, and Decal Jigs. They are created like any other hull or room objects, by selecting the Shape type (Extrusion, Sphere, Tubing, Spindle) and drawing the shape wanted. A physical object is then created and added to the Parts list as a Jig of the type selected.
Jigs are used by positioning the created Jig object between two rooms, or between a hull and room, ensuring that the Jig penetrates both walls. Once this is positioned correctly, select all 3 objects at once using the Parts panel, and then select "Jig Cut" under the Design Menu button. The jig then cuts the walls in the shape of the jig, allowing you to create tube hallways as an example. The cut walls are then converted to the object type of the jig, such as the walls being converted into transparent glass if using a Window Jig, or door objects if using a Door Jig.
Jigs can be used in order to create different types of objects, exits or walls between two rooms or the interior and exterior of a design. For example, the Door Jig creates a door between whatever rooms the Jig is placed between. The Window Jig creates a Window between the rooms, while the Launch Tube and Cutting jigs just create holes between the hull and room and cut the faces of each side, respectively.
All jigs create faces between the two walls that they penetrate, in order to give walls thickness and prevent you from seeing any back-faces.
Editing existing models
If a quad or a face gets moved then it will distort the texture on it. For this reason triangles are preferred to be used if the model is going to be sculpted. When creating a triangle or quad, drawing it clockwise will have it face the camera. Building it counter clockwise will have it face away from the camera.
Vertices that are at the same spot will stick together. If you want to pull off a face or a triangle then select the edit face and move that. Always be ready to press Ctrl Z to undo things if things go wrong.
Spacecraft Design
For spacecraft designer specific information, see the Spacecraft Design page.
Building Design
For building designer specific information, see the Building Design page.