GETTING STARTED
OOFEditor allows you to do all model 'building' in D3Edit.  Actually you have to complete ALL your model building in D3Edit before opening the ORF in OOFEditor.  This includes supplying faces that will be converted to points (such as gunpoints, attach point etc.) glows, and other special  objects such as 'facing' and 'custom' faces.  Yes, this means if need to add something later you have to do it in D3Edit and bring the entire ORF back in.  The good news is OOFEditor is so easy that you get to where you left off quickly.  One main key to using OOFEditor is good 'Up-Front' work in D3Edit.

Preparing an ORF:

1) OOFEditor determines what faces make up individual sub-models based on the connection of vertexes.  This means if faces are connected at vertexes the will all be part of the same sub-model.  This makes creating sub-models in D3Edit easy- just don't connect them.  A good example is the fins on my Hornet powerup.  The Fins where built to the side then placed by pushing them through the main body. None of the fins' verts connect to the body's verts so when I open it in OOFEditor I get a total of five sub-models.  Don't worry- if you only want them to be one model you can combine them in OOFEditor.
 

Below is the Hornet in D3Edit.  Notice that the of the fins don't connect to the body's verts. Here's the hornet upon opening it in OOFEditor.  You can see 5 sub-models listed in the Model/Sub-Model tree.

 2) Make sure you add independent faces for each gunpoint, attach point, glow, etc., that your oof will contain.
 

Below is the wasp.  I added one face for a glow,  3 faces to convert to gunpoints Opened into OOFEditor.  Notice there are five submodels. Finished in OOFEditor.  It took 5 minutes.  I'll show you how to do the glows and gunpoints later.

3) Make sure ALL your texturing and texture aligning is finished in D3Edit.

4) Center the model on 0,0,0 the way you want it in OOFEditor.  This effects the object's wall collision radius.  Don't worry if you forget to.  You can always center it from inside OOFEditor.  You can also adjust the size of the Radius once inside OOFEditor.


Getting Your ORF into OOFEditor:

1) Start OOFEditor, go to File - Open OOF/ORF, and select your orf.
2) Use File-Save or File- Save-As to save your orf as an oof.  Save will create an oof file with the same name as the orf in the same folder as your orf.  Save-As lets you name what you want and put it where you want.
That's it- Congratulations- it's an OOF.


Navigation:

Maneuver around your oof using ZOOM, ROTATE, and PAN.  You can select them by choosing from the toolbar or right-click in the viewport and choose from the pop-up menu (my preference).  Both are shown to the right.


Viewing options:
 
You can view in wireframe, solid, smooth, textured by selecting the button from the toolbar or the option in the View section of the right-click pop-up.  If you have 3D glass, click on the shades. Turn 'Special Points' (gunpoints, etc) and Normals on or off from the Display Menu or the toolbar

Effects:
 

You can turn on special from the Display Menu
To see the rotation of objects using the $rotation property go to Animation- View Rotator Animation

Parent / Child relations and Combining:

Don't confuse Parent/Child with combining.  Although logically connected, parents and children are still separate sub-models.  If you Combine 2 sub-models the become 1 sub-model.  There's no undo for combining so save often.

When open the orf the sub-models 
are independent of each other.
Drag-n-drop a sub-model you wish to be a child onto the sub-model you wish to be the parent.  You can do this in the model tree or in the viewport.

Highlights make it easy to tell what your doing.  The selected 'Child' is purple.  The potential 'Parent' is green.

To Combine 2 sub models into one hold the Shift while dragging.


Gunpoints:
 
Bring in your orf with independent faces to convert to gunpoints.

Use the X, Y, Z spinners to maneuver them into position.  You could also have positioned them in D3Edit.

 

To be converted, a sub-model must first be a child of another sub-model.  Do so using the method described earlier.

To convert a sub-model to a gunpoint, Right-click on the sub-model in the tree view and select Convert To- Gunpoint from the pop-up.

Done      It's that easy.
Remember that D3 can't use a gunpoint unless it belongs to a battery.
Go to the Batteries Tab.  Click Add Battery, the available GunPoints are listed.
Mark a Gunpoint on the Available side and click the '>' button.  This is also where you would add tuurets batteries.
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