Deployment Checklist: Difference between revisions
From Rise: The Vieneo Province
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==Vehicles== | ==Vehicles== | ||
===Before Deployment=== | ===Before Deployment=== | ||
Need to ensure the scaling of the textures is approximately correct if it is coming from third-party tooling | |||
====Exteriors==== | ====Exteriors==== | ||
#Before doing anything we need to do a reality check regarding the CG | #Before doing anything we need to do a reality check regarding the CG | ||
| Line 17: | Line 18: | ||
#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) | ||
#Bay doors | |||
#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) | ||
#Dynamic lights (navigation lights, anti-collision strobes, landing lights)[[Image:aircraftlighting.bmp|thumb|right]] | #Dynamic lights (navigation lights, anti-collision strobes, landing lights)[[Image:aircraftlighting.bmp|thumb|right]] | ||
##Including the correct normals! | ##Including the correct normals! | ||
#Nose art | #Nose art | ||
=====Ground Vehicles===== | =====Ground Vehicles===== | ||
#Brake lights | #Brake lights | ||
#Steering | #Steering wheels need to be "Landing Gear -> Nose Wheel" type, no deflections | ||
#Wheels (other than for steering) need to be "Landing Gear -> Main Wheel" type | |||
#License plates (front and rear) "dynamic" type (unless large signage) | #License plates (front and rear) "dynamic" type (unless large signage) | ||
#Windshield wipers | #Windshield wipers | ||
| Line 39: | Line 42: | ||
#Monitor source and instance assignment | #Monitor source and instance assignment | ||
#Master warning and caution buttons | #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 | #Windshield layout | ||
| Line 53: | Line 63: | ||
##Touchdown | ##Touchdown | ||
##Gear extension | ##Gear extension | ||
## Flap extension | |||
## Bay door operation | |||
#Simulator package | #Simulator package | ||
#Outside components visible from inside (i.e. [[W-6 Manx]] canards) | #Outside components visible from inside (i.e. [[W-6 Manx]] canards) | ||
| Line 58: | Line 70: | ||
====Other==== | ====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=== | ===After Deployment=== | ||
====Exteriors==== | ====Exteriors==== | ||
#Trim colored base maps must be exported as DXT3 even through VP loads as DXT1 to retain alpha layer data | #Trim colored base maps must be exported as DXT3 even through VP loads as DXT1 to retain alpha layer data | ||
#Need to align the | #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
- Make sure production warnings are turned on
- 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 or 4 sided polys only
- limited poly count
- no intersecting geometry
- where geometry meets the coordinates should be identical
- Production warnings (canvas size mismatches)
- 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
- 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
- Check gross extents (i.e. a license plate that flies away when extended or retracted)
- Bounding sphere analysis
- Headlights and/or landing lights
- Texture utilization (i.e. duplicate names, unnecessary "ambient" light maps)
- Bay doors
- Bay interiors
Aircraft and Aerospace Vehicles
- Lifting bodies "left wing" "right wing" "tail"
- Engines "left" "right" "center"
- Flight controls and their proper deflections
- Landing gear (nose gear, nose wheels, main gear, main wheels)
- Dynamic lights (navigation lights, anti-collision strobes, landing lights)

- Including the correct normals!
- Nose art
Ground Vehicles
- Brake lights
- Steering wheels need to be "Landing Gear -> Nose Wheel" type, no deflections
- 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
Interiors
- Eye location (0,0,0)
- 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
- Windshield layout
- Reentry
- St. Elmo's Fire
- Display package
- XML
- Overmonitor picture
- Sound effects package
- Start
- Ambient
- Engine
- Touchdown
- Gear extension
- 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 a small image for the Discord assets [1]
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 ARJs in the cargo bay
Docks
- Docking interfaces must be the first module in the ASM file (that is how VP knows which port is where!)