Tools for manipulating and compiling p3di
models
Use the Blender export addon.
- Up is +Z. This is converted to +Y during compilation.
- Forward is +Y. This is converted to +Z during compilation.
- One pixel is 0.1m (10cm).
- The name of the Object becomes the name of the submesh.
- All Objects must have their rotation and scale transformations applied (Ctrl+A, Rotation & Scale) before export.
- The origin of an Object becomes the rotation point of a submesh in a compiled model.
- Sockets are defined by adding Empties of type Arrows (Add, Empty, Arrows).
- The name of the Empty becomes the name of the socket.
- The axes as drawn directly correspond to the local coordinate space of the ingame object.
- Objects may use the scene hierarchy to define rotation-based parenting.
- This applies to both Empties (sockets) and Objects (submeshes).
Download the latest release and run P3diTools compile --help
P3diTools compile -mrs my_model.p3di
Generates the following output files in the working directory:
my_model.p3d
my_model.p3dr
- The
compile
tool - The option chain
-mrs
m
option generates a modelr
option generates a rigs
option snaps pixels to the grid using the default resolution of 128x and epsilon of 0.1 (RunP3diTools compile --help
for all options)
- The input file
my_model.p3di
P3diTools genmap -r 128 my_model.p3di map.png
- The
genmap
tool - The option chain
-r 128
r 128
option option sets a texture resolution of 128x128
- The input file
my_model.p3di
- The output file
map.png
UV vertex snapping is also available for genmap
. Run P3diTools genmap --help
for all options.