Clean-up the Scene: Difference between revisions

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(→‎Cleaning up unused materials: Fixed weird spam of non-breaking space that caused note to go off page.)
 
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#Press 8 to open up the Explorer.  
#Press 8 to open up the Explorer.  
#Press M to switch to Materials view.  
#Press M to switch to Materials view.  
#Select&nbsp;and&nbsp;delete&nbsp;(using&nbsp;the&nbsp;Delete&nbsp;key)&nbsp;any&nbsp;materials&nbsp;that&nbsp;you&nbsp;do&nbsp;not&nbsp;need.&nbsp;A&nbsp;“<Not&nbsp;used>”&nbsp;indicator&nbsp;refers&nbsp;to&nbsp;unwanted&nbsp;materials&nbsp;but&nbsp;if&nbsp;you&nbsp;are&nbsp;not&nbsp;sure,select&nbsp;the&nbsp;material&nbsp;and&nbsp;Press&nbsp;7&nbsp;to&nbsp;call&nbsp;up&nbsp;the&nbsp;Render&nbsp;Tree&nbsp;to&nbsp;help&nbsp;you&nbsp;decide&nbsp;whether&nbsp;it&nbsp;should&nbsp;be&nbsp;deleted&nbsp;or&nbsp;not,&nbsp;and&nbsp;whether&nbsp;you&nbsp;need&nbsp;to&nbsp;switch&nbsp;materials&nbsp;around&nbsp;(to&nbsp;apply&nbsp;a&nbsp;different&nbsp;material&nbsp;to&nbsp;the&nbsp;mesh,&nbsp;just&nbsp;drag&nbsp;that&nbsp;material&nbsp;from&nbsp;Explorer,&nbsp;onto&nbsp;the&nbsp;mesh in the&nbsp;viewport).  
#Select and delete (using the Delete key) any materials that you do not need. A “<Not used>” indicator refers to unwanted materials but if you are not sure,select the material and Press 7 to call up the Render Tree to help you decide whether it should be deleted or not, and whether you need to switch materials around (to apply a different material to the mesh, just drag that material from Explorer, onto the mesh in the viewport).  


''Note: When you are done, there shouldn’t be any unused materials, as these are going to be exported into the *.mesh file, needlessly bloating its file size.''
''Note: When you are done, there shouldn’t be any unused materials, as these are going to be exported into the *.mesh file, needlessly bloating its file size.''
&nbsp;


= Cleaning-up unused textures and texture clips =
= Cleaning-up unused textures and texture clips =

Latest revision as of 00:58, 12 September 2023

Freeze the model.

 

Freeze the mesh’s transform values. This is done so that the mesh does not end up being offset from all the meshpoints in-game. To do this, under the “Transform” Panel, go Transform > Freeze All Transforms. This should change all the Scaling values to 1 and all the Rotation and Translation values to 0, if they weren’t already at those values.

 

Cleaning up unused materials

  1. Press 8 to open up the Explorer.
  2. Press M to switch to Materials view.
  3. Select and delete (using the Delete key) any materials that you do not need. A “<Not used>” indicator refers to unwanted materials but if you are not sure,select the material and Press 7 to call up the Render Tree to help you decide whether it should be deleted or not, and whether you need to switch materials around (to apply a different material to the mesh, just drag that material from Explorer, onto the mesh in the viewport).

Note: When you are done, there shouldn’t be any unused materials, as these are going to be exported into the *.mesh file, needlessly bloating its file size.

Cleaning-up unused textures and texture clips

  1. Press 3 to switch to the Render Tool Bar
  2. under the “Get” section, go Clip > Delete Unused Image Sources and Clips.
  3. In the Explorer, Press O to switch to Sources view. Expand the Sources > Images folder and delete any unwanted texture references.
  4. Expand the Clips >Images folder and delete any unused image clips. Image clips are just texture instances.

Note: Any “noIcon_pic” clips/images are integrated into XSI and cannot actually be deleted.

 

Cleaning-up the Scene_Root

Go to the Scene_Root in Explorer and delete any extraneous objects from your scene. Nothing under the Scene_Root except:

  • the camera (XSI requires that you have at least one camera object)
  • the model’s mesh
  • the rootpoint null
  • and all the meshpoints nulls under the rootpoint