Difference between revisions of "Clean-up the Scene"

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1) Freeze the model.
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[[XSI_Freeze|Freeze]] the model.
  
 
 
 
 
  
2) 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 Scalingvalues to 1 and all the Rotation and Translation values to 0, if they weren’t already at those values.
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'''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.
  
 
 
 
 
  
3) Cleaning up unused materials:<br/> a) Press 8 to open up the Explorer.<br/> b) Press M to switch to Materials view.<br/> c) 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 &nbsp;be &nbsp;deleted &nbsp;or &nbsp;not, &nbsp;and &nbsp;whether &nbsp;you &nbsp;need &nbsp;to &nbsp;switch materials around (to apply a different material to the mesh, just &nbsp;drag &nbsp;that &nbsp;material &nbsp;from &nbsp;Explorer, &nbsp;onto &nbsp;the &nbsp;mesh &nbsp;in &nbsp;the viewport).
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= Cleaning up unused materials =
  
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.
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#Press 8 to open up the Explorer.
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#Press M to switch to Materials view.
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#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).
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''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;
 
&nbsp;
  
4) Cleaning-up unused textures and texture clips:
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= Cleaning-up unused textures and texture clips =
  
a) Press 3 to switch to the Render Tool Bar<br/> b) under the “Get” section, go Clip > Delete Unused Image Sources and Clips.<br/> c) In the Explorer, Press O to switch to Sources view. Expand the Sources > Images folder and delete any unwanted texture references.<br/> d) Expand the Clips&nbsp;>Images folder and delete any unused image clips. Image clips are just texture instances.
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#Press 3 to switch to the Render Tool Bar  
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#under the “Get” section, go Clip > Delete Unused Image Sources and Clips.  
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#In the Explorer, Press O to switch to Sources view. Expand the Sources > Images folder and delete any unwanted texture references.  
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#Expand the Clips&nbsp;>Images folder and delete any unused image clips. Image clips are just texture instances.  
  
Note: &nbsp;Any “noIcon_pic” clips/images are integrated &nbsp;into &nbsp;XSI and cannot actually be deleted.
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''Note:&nbsp;Any&nbsp;“noIcon_pic” clips/images are integrated&nbsp;into&nbsp;XSI and cannot actually be deleted.''
  
 
&nbsp;
 
&nbsp;
  
5) Cleaning-up&nbsp;the Scene_Root. Go&nbsp;to the&nbsp;Scene_Root in&nbsp;Explorer and delete any extraneous objects from your scene. Nothing under the Scene_Root except:
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= Cleaning-up&nbsp;the Scene_Root =
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Go&nbsp;to the&nbsp;Scene_Root in&nbsp;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 camera (XSI requires that you have at least one camera object)  

Latest revision as of 02:03, 1 October 2016

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