Deployment Checklist: Difference between revisions

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#Shading assessment (gouraud vs. lambertian)
#Shading assessment (gouraud vs. lambertian)
==Vehicles==
==Vehicles==
===Exteriors===
===Before Deployment===
Need to ensure the scaling of the textures is approximately correct if it is coming from third-party tooling
====Exteriors====
#Before doing anything we need to do a reality check regarding the CG
#Cockpit/cab windshield is "outside cockpit" type so that it it operates with dome light
#Cockpit/cab windshield is "outside cockpit" type so that it it operates with dome light
#Check gross extents (i.e. a license plate that flies away when extended or retracted)
#Check gross extents (i.e. a license plate that flies away when extended or retracted)
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#Headlights and/or landing lights
#Headlights and/or landing lights
#Texture utilization (i.e. duplicate names, unnecessary "ambient" light maps)
#Texture utilization (i.e. duplicate names, unnecessary "ambient" light maps)
#Trim colored base maps must be exported as DXT3 even through VP loads as DXT1 to retain alpha layer data
#Bay doors
#Need to align the pods in the cargo bay
#Bay interiors
====Aircraft and Aerospace Vehicles====
 
=====Aircraft and Aerospace Vehicles=====
#Lifting bodies "left wing" "right wing" "tail"
#Lifting bodies "left wing" "right wing" "tail"
#Engines "left" "right" "center"
#Engines "left" "right" "center"
#Flight controls and their proper deflections
#Flight controls and their proper deflections
#Landing gear
#Landing gear (nose gear, nose wheels, main gear, main wheels)
#Point lights (navigation red left, green right, white tail, anti-collision strobes)[[Image:aircraftlighting.bmp|thumb|right]]
#Dynamic lights (navigation lights, anti-collision strobes, landing lights)[[Image:aircraftlighting.bmp|thumb|right]]
##Including the correct normals!
#Nose art
#Nose art
#Bay doors
 
====Ground Vehicles====
=====Ground Vehicles=====
#Brake lights
#Brake lights
#Steering deflects to the right
#Steering wheels need to be "Landing Gear -> Nose Wheel" type, no deflections
#License plates (front and rear) "dynamic" type
#Wheels (other than for steering) need to be "Landing Gear -> Main Wheel" type
#License plates (front and rear) "dynamic" type (unless large signage)
#Windshield wipers
#Windshield wipers
===Interiors===
 
====Interiors====
#Eye location (0,0,0)
#Chair extent
#Chair extent
#Monitor source and instance assignment
#Master warning and caution buttons
#Controls assignment and motion
## Pitch
## Roll
## Yaw
## Steering
#Thrust controls assignment and motion
## Accelerator and brakes
## Thrust lever(s)
#Nameplate
#Nameplate
#Windshield layout
##Reentry
##St. Elmo's Fire
#Display package
#Display package
## XML
## XML
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##Touchdown
##Touchdown
##Gear extension
##Gear extension
===Other===
## Flap extension
## Bay door operation
#Simulator package
#Outside components visible from inside (i.e. [[W-6 Manx]] canards)
 
====Other====
#Need to add to the vehicles graph on admin view
#Need to add to the vehicles graph on admin view
#Need to add a small image for the Discord assets [https://discord.com/developers/applications/497844043951374357/rich-presence/assets]
===After Deployment===
====Exteriors====
#Trim colored base maps must be exported as DXT3 even through VP loads as DXT1 to retain alpha layer data
#Need to align the [[ARJ]]s in the cargo bay


==Docks==
==Docks==
#Docking interfaces must be the first module in the ASM file (that is how VP knows which port is where!)
#Docking interfaces must be the first module in the ASM file (that is how VP knows which port is where!)
[[Category:Development]]
[[Category:Development]]

Latest revision as of 21:19, 31 March 2025

Mesh and Texture Asset

  1. Make sure production warnings are turned on
  2. Potentially delete the type.dat from the root Ian's Folder for the type you are exporting (ships, docks, etc) depending on if you need to rebuild all assets to remove textures from sharing across modules or removing models altogether. If the file doesn't exist, all assets of that type must be run through the "Match Textures" routine.
  3. 3 or 4 sided polys only
  4. limited poly count
  5. no intersecting geometry
  6. where geometry meets the coordinates should be identical
  7. Production warnings (canvas size mismatches)
  8. Shading assessment (gouraud vs. lambertian)

Vehicles

Before Deployment

Need to ensure the scaling of the textures is approximately correct if it is coming from third-party tooling

Exteriors

  1. Before doing anything we need to do a reality check regarding the CG
  2. Cockpit/cab windshield is "outside cockpit" type so that it it operates with dome light
  3. Check gross extents (i.e. a license plate that flies away when extended or retracted)
  4. Bounding sphere analysis
  5. Headlights and/or landing lights
  6. Texture utilization (i.e. duplicate names, unnecessary "ambient" light maps)
  7. Bay doors
  8. Bay interiors
Aircraft and Aerospace Vehicles
  1. Lifting bodies "left wing" "right wing" "tail"
  2. Engines "left" "right" "center"
  3. Flight controls and their proper deflections
  4. Landing gear (nose gear, nose wheels, main gear, main wheels)
  5. Dynamic lights (navigation lights, anti-collision strobes, landing lights)
    1. Including the correct normals!
  6. Nose art
Ground Vehicles
  1. Brake lights
  2. Steering wheels need to be "Landing Gear -> Nose Wheel" type, no deflections
  3. Wheels (other than for steering) need to be "Landing Gear -> Main Wheel" type
  4. License plates (front and rear) "dynamic" type (unless large signage)
  5. Windshield wipers

Interiors

  1. Eye location (0,0,0)
  2. Chair extent
  3. Monitor source and instance assignment
  4. Master warning and caution buttons
  5. Controls assignment and motion
    1. Pitch
    2. Roll
    3. Yaw
    4. Steering
  6. Thrust controls assignment and motion
    1. Accelerator and brakes
    2. Thrust lever(s)
  7. Nameplate
  8. Windshield layout
    1. Reentry
    2. St. Elmo's Fire
  9. Display package
    1. XML
    2. Overmonitor picture
  10. Sound effects package
    1. Start
    2. Ambient
    3. Engine
    4. Touchdown
    5. Gear extension
    6. Flap extension
    7. Bay door operation
  11. Simulator package
  12. Outside components visible from inside (i.e. W-6 Manx canards)

Other

  1. Need to add to the vehicles graph on admin view
  2. Need to add a small image for the Discord assets [1]

After Deployment

Exteriors

  1. Trim colored base maps must be exported as DXT3 even through VP loads as DXT1 to retain alpha layer data
  2. Need to align the ARJs in the cargo bay

Docks

  1. Docking interfaces must be the first module in the ASM file (that is how VP knows which port is where!)