en:games:star_trek_armada_1:modding:sod_files
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en:games:star_trek_armada_1:modding:sod_files [2025-03-23-15-12] – [Animation References] 7saturn | en:games:star_trek_armada_1:modding:sod_files [2025-04-23-20-19] (current) – [File Header] 7saturn | ||
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Every SOD starts with the ASCII string '' | Every SOD starts with the ASCII string '' | ||
+ | **Note**: There are two stock game files, // | ||
==== Lighting Materials ==== | ==== Lighting Materials ==== | ||
The second section of an SOD contains the characteristics of the vertex lighting materials. To understand this, we need some more definitions. | The second section of an SOD contains the characteristics of the vertex lighting materials. To understand this, we need some more definitions. | ||
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- LIGHTING_MATERIAL ARRAY(//< | - LIGHTING_MATERIAL ARRAY(//< | ||
+ | Note: Lighting materials are usually not unique to a specific SOD but used by multiple SODs. As this is the case, loading can be expedited considerably by not loading lighting materials anew for each SOD, but looking for already loaded materials from previously loaded SODs. One implication of that is, that the materials are consistent across SODs. One special aspect about this is the file // | ||
+ | |||
+ | **Note**: While the above definitions work just fine with colors, one thing that is not immediately obvious is how team colors are created. Any material whose name starts with //team_// will be colored with the team color. This means, there can be multiple, different materials, that will exhibit the team color. Applying such a material to a mesh will make it glow in the color of the team. | ||
==== Nodes ==== | ==== Nodes ==== | ||
- | Nodes have various implications on the behavior of a unit or station, including things like firing direction, damage indicators or LODs used. They come in five different types. | + | The third section in an SOD are the nodes, which have various implications on the behavior of a unit or station, including things like firing direction, damage indicators, mesh referencing |
NODE_TYPE: | NODE_TYPE: | ||
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TYPE_SPECIFIC_DATA< | TYPE_SPECIFIC_DATA< | ||
^ Data Type ^ Meaning | ^ Data Type ^ Meaning | ||
- | | IDENTIFIER | Texture material name, can be an empty string for default. See also TEXTURE_MATERIAL in [[#animation_references|Animation References]]. | | + | | IDENTIFIER | Texture material name, can be an empty string for default. See also section |
| IDENTIFIER | Texture (can be an empty string, of none is applied) | | | IDENTIFIER | Texture (can be an empty string, of none is applied) | | ||
| UINT16 | Number of vertices | | | UINT16 | Number of vertices | | ||
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| UINT8 | Cull type (0 = no culling, all faces' textures are drawn. 1 = back face culling, faces seen from the >> | | UINT8 | Cull type (0 = no culling, all faces' textures are drawn. 1 = back face culling, faces seen from the >> | ||
| UINT16 | Always 0 | | | UINT16 | Always 0 | | ||
- | |||
==== Animation Channels ==== | ==== Animation Channels ==== | ||
- | An animation is basically the model altered in form and texture for each point in time, allowing for a series of meshes to be shown one after another, like in a movie, making up the animation/ | + | The fourth section of an SOD contains the animation channels. |
Animation channels are basically the animation of the mesh itself. If the textures on the faces are supposed to change as well, those would be the [[# | Animation channels are basically the animation of the mesh itself. If the textures on the faces are supposed to change as well, those would be the [[# | ||
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==== Animation References ==== | ==== Animation References ==== | ||
- | In contrast to the [[# | + | The fifth and last section contains the animation references. |
The animation is made up as a list of animation references of this form: | The animation is made up as a list of animation references of this form: | ||
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| ANIMATION_REFERENCE ARRAY | The list of all animation references. | | | ANIMATION_REFERENCE ARRAY | The list of all animation references. | | ||
+ | ==== Texture Materials ==== | ||
+ | A texture material defines characteristics of a polygon rasterizer used to render the polygons of a given mesh. In case of //Star Trek: Armada//, there is a fixed set (hard coded) of allowed values: | ||
+ | ^ Material | ||
+ | | default | Standard material | | ||
+ | | additive | Utilize additive blending | | ||
+ | | translucent | Semi transparent | | ||
+ | | alphathreshold | Cut outs in objects can be realized with alpha channels. They have hard edges but are drawn faster. | | ||
+ | | alpha | Makes use of an alpha channel. In contrast to // | ||
+ | | wireframe | Uses only wireframe graphics | | ||
===== Web Links ===== | ===== Web Links ===== | ||
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* [[https:// | * [[https:// | ||
* [[https:// | * [[https:// | ||
+ | |||
+ | ===== See Also ===== | ||
+ | * [[en: | ||
{{page> | {{page> |
en/games/star_trek_armada_1/modding/sod_files.1742742765.txt.gz · Last modified: 2025-03-23-15-12 by 7saturn