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	<id>https://www.fightorder.net/wiki/index.php?action=history&amp;feed=atom&amp;title=3DModels%3AAssimpMetadata</id>
	<title>3DModels:AssimpMetadata - Revision history</title>
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	<updated>2026-04-21T04:12:33Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=3DModels:AssimpMetadata&amp;diff=660&amp;oldid=prev</id>
		<title>Qrow: 1 revision imported</title>
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		<updated>2025-11-14T05:21:31Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:21, 13 November 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Qrow</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=3DModels:AssimpMetadata&amp;diff=659&amp;oldid=prev</id>
		<title>Interwiki&gt;Maddox: Added specific assimp metadata wiki entry</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=3DModels:AssimpMetadata&amp;diff=659&amp;oldid=prev"/>
		<updated>2019-03-27T19:07:57Z</updated>

		<summary type="html">&lt;p&gt;Added specific assimp metadata wiki entry&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Assimp mesh Meta Reference =&lt;br /&gt;
You may add additional, Spring-specific information to .dae, .lwo and other assimp-supported files in this extra lua file. It&amp;#039;s usually named after the models extension and placed at the /objects folder, next to it. For instance, for testobject.dae you&amp;#039;d use testobject.dae.lua.&lt;br /&gt;
&lt;br /&gt;
Variables are organised as such:&lt;br /&gt;
{{tag|name=VariableName|type=type|range=[valid range]|special=Required|default=value&lt;br /&gt;
|description=Description}}&lt;br /&gt;
&lt;br /&gt;
==Source==&lt;br /&gt;
The engine source code which reads this file is viewable here:&lt;br /&gt;
&lt;br /&gt;
* {{sourcelink|file=rts/Rendering/Models/AssParser.cpp}}&lt;br /&gt;
&lt;br /&gt;
= General Formatting =&lt;br /&gt;
check [http://www.lua.org/docs.html Lua Documentation].&lt;br /&gt;
&lt;br /&gt;
=Data Types=&lt;br /&gt;
{{DataTypes}}&lt;br /&gt;
&lt;br /&gt;
= Notes =&lt;br /&gt;
* the script MUST return exactly one model-table (which may be named arbitrarily)&lt;br /&gt;
* the tree must reference ONLY object names defined in the assimp file&lt;br /&gt;
* a piece-table key may NOT be &amp;quot;name&amp;quot; or &amp;quot;offset&amp;quot; (these are reserved keywords)&lt;br /&gt;
= Sections =&lt;br /&gt;
== modelfilename.lua ==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;model = {&lt;br /&gt;
    pieces = {&lt;br /&gt;
       ...&lt;br /&gt;
    },&lt;br /&gt;
    radius = 0,&lt;br /&gt;
    midpos = { 0, 0, 0 },&lt;br /&gt;
    tex1 = &amp;quot;&amp;quot;,&lt;br /&gt;
    --tex2 = &amp;quot;&amp;quot;,&lt;br /&gt;
    numpieces = 1,&lt;br /&gt;
&lt;br /&gt;
    globalvertexoffset = true,&lt;br /&gt;
    localpieceoffset = true,&lt;br /&gt;
}&lt;br /&gt;
return model&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== meshname =====&lt;br /&gt;
name of your mesh...&lt;br /&gt;
&lt;br /&gt;
{{tag|name=midpos|type=float3|special=Required&lt;br /&gt;
|description=the local of the median point of the mesh from the origin}}&lt;br /&gt;
&lt;br /&gt;
{{tag|name=radius|type=float|special=Required&lt;br /&gt;
|description=from the midpos the radius of the mesh, used for occlusion culling}}&lt;br /&gt;
&lt;br /&gt;
{{tag|name=tex1|type=string&lt;br /&gt;
|description=filename of the texture image to use for diffuse and teamcolor}}&lt;br /&gt;
&lt;br /&gt;
{{tag|name=tex2|type=string&lt;br /&gt;
|description=filename of the texture image to use for ambient, specular and transparency}}&lt;br /&gt;
&lt;br /&gt;
{{tag|name=globalvertexoffsets|type=bool&lt;br /&gt;
|description=whether the vertex coordinates are relative to the global origin, or the local origin}}&lt;br /&gt;
&lt;br /&gt;
{{tag|name=localpieceoffsets|type=bool&lt;br /&gt;
|description=whether the piece offsets are relative to the global origin, or the parent offset}}&lt;br /&gt;
&lt;br /&gt;
{{tag|name=nodenamesfromids|type=bool|default=false&lt;br /&gt;
|description=uses names as unique object identifiers, instead of node ids. Useful for non-Blender .dae files. New in 104 maintenance 1153-gfb53422}}&lt;br /&gt;
&lt;br /&gt;
== pieces ==&lt;br /&gt;
Specifies the hierarchy of objects&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;model = {&lt;br /&gt;
    pieces = {&lt;br /&gt;
        piecename = {&lt;br /&gt;
            offset = {0.0, 0.0, 0.0},&lt;br /&gt;
            anotherpiecename = {&lt;br /&gt;
                offset = {0.0, 0.0, 0.0},&lt;br /&gt;
                ...&lt;br /&gt;
            },&lt;br /&gt;
            ...&lt;br /&gt;
        },&lt;br /&gt;
    },&lt;br /&gt;
    ...&lt;br /&gt;
}&lt;br /&gt;
return model&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tag|name=name|type=string|special=Required&lt;br /&gt;
|description=each piece name needs to correspond to an object in the mesh file. For an .obj file it would be the &amp;quot;o&amp;quot; tag}}&lt;br /&gt;
&lt;br /&gt;
{{tag|name=offset|type=float3&lt;br /&gt;
|description=the offset of the piece vertices either in parent or world space}}&lt;br /&gt;
&lt;br /&gt;
[[Category:3D Models]]&lt;/div&gt;</summary>
		<author><name>Interwiki&gt;Maddox</name></author>
	</entry>
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