|This article is a stub. You can help BallisticNG Wiki by .|
The ship importer is an in-game tool which allows you to import .obj and .png files to create custom ships.
- 1 required custom ship assets
- 2 creating a custom ship
- 3 handling settings
- 4 uploading a ship to the steam workshop
required custom ship assets[edit | edit source]
A ship model requires a pre-textured, fully triangulated OBJ file (for the mesh) and its texture image (a PNG file). The MTL file accompanying the OBJ file is not needed and can be ignored. Another PNG image of the same resolution can be used as an illumination map, and will be mapped the same way as the regular texture.
creating a custom ship[edit | edit source]
Follow these steps to create a custom ship:
- Make sure your mesh has been triangulated, mapped with one image and is in the OBJ format before you import it. Do so by selecting Load Mesh from the very top toolbar, and then Ship Mesh from its dropdown menu.
- When you import the mesh, it should appear flat white. This is easily remedied by going to Load Assets (next to Load Mesh), then selecting Ship Diffuse Map from the dropdown menu.
- Open a ship scale reference (second from top toolbar), and selecting the ship of your choice. A translucent red mesh of the selected ship will appear. Switch to "scale" mode with the
Rkey, and scale your ship accordingly by dragging on the nodes. To switch back to "move" mode, press the
- Import any optional assets as needed: ship illumination map, cockpit mesh, cockpit diffuse map, cockpit illumination map, or engine sound. If you do not have a custom cockpit mesh, you can use a prefab from the toolbar.
- Position the contrail points (CL and CR) and engine trail(s) as needed. You can snap them to a vertex by positioning your cursor over it and pressing the
- To configure the craft's performance, you can choose from presets for each of the standard BNG ships, and then tweak it further by going to Settings and then Handling Settings.
- The ship's engine trail colour can be set with Effects Settings, under Settings. Additional engine trails can be added with the
Akey and deleted with the
Hotkeys can be found here.
handling settings[edit | edit source]
The importer exposes to you the majority of the game's internal variables used to configure ships. There are a lot of different options, so this section is intended to help you understand what each setting does. It is important to mention that any settings which appear to represent a period of time actually represent how much a value can change per physics step.
Engine - Max Speed[edit | edit source]
The max speed stats control the maximum force that can applied to the ship to push it forward. It is important to keep in mind this is an arbitrary force and not the exact maximum speed of the ship!
Engine - Acceleration[edit | edit source]
The acceleration stat controls how quickly the ship reaches its maximum engine power.
Engine - Power Gain/Falloff[edit | edit source]
Engine power is a mechanic in the game which represents the control of the ship's engine (the yellow bar on the speedometre). These values control the rate at which it increases and decreases as you hold and release the accelerator.
Rotation - Steering[edit | edit source]
Turn Speed - How fast the ship can steer in radians.
Turn Gain - The rate at which the ship reaches its maximum steering speed.
Turn Falloff - The rate at which the ship stops turning.
Rotation - Tilting[edit | edit source]
Tilt Angle - How much the ship can tilt when steering in degrees.
Tilt Gain - The rate at which the ship tilts.
Tilt Falloff - The rate at which the ship stops tilting.
Rotation - Airbrakes[edit | edit source]
Airbrake Speed - The rate at which the airbrakes rotate the ship. Airbrakes are speed-dependent, so the effect increases with speed.
Airbrake Gain - The rate at which the airbrakes rotate the ship.
Airbrake Falloff - The rate at which the airbrakes stop rotating the ship.
Movement - Gravity[edit | edit source]
Gravity Airtime - The strength of gravity when the ship is airborne. (It can also be thought of as the ship's weight).
Gravity Grounded - The strength of gravity when the ship is hovering above the track.
Gravity Weight - The rate at which the ship transitions between grounded to airborne gravity.
Movement - Antigravity[edit | edit source]
Hover Height - How far away from the ground the ship will hover. 0.1 is equivalent to 1 metre.
Hover Force - How much force to apply to the ship to keep it hovering.
Hover Damping - How much to dampen the hovering. The lower this value under zero, the faster the ship reaches its hover equilibrium.
- Bottoming out is when the ship is considered to have hit the track; when this happens, it bounces off of the track and loses some speed.
Bottom Out Threshold - The distance from the track the ship needs to be for bottoming out to happen.
Bottom Out Multiplier - The force to apply to the ship when it bottoms out.
- Rebound rotation is rotation induced by the ship's hovering. The higher the rebound, the more the ship's pitch will be affected by hovering.
Rebound Rot Amount - The strength of the rebound.
Rebound Rot Speed - The rate at which the rebound is applied.
Rebound Rot Threshold - How resilient the ship is to hovering rebound.
Rotation Speed - How fast the ship aligns itself to the track surface. This value affects
Pitch Amount !
Airtime Dive Speed - How much the ship's nose dives when airborne.
Pitch Amount - The force applied by the ship to pitch it up and down. This is affected by
Rotation Speed !
Pitch Speed - How fast the ship can reach its maximum pitching angle.
Movement - Grip[edit | edit source]
Grip Amount - How much lateral grip the ship has.
Slip Amount - How much lateral movement the airbrakes induce.
Slip Gain - How fast the airbrakes cause the ship to start drifting.
Slip Falloff - How fast the ship recovers from a drift.
Others[edit | edit source]
Camera Distance - How far away from the ship the camera is positioned.
Weapon Damage - A multiplier for damage the ship's weapons deal.
Shield Strength - A multiplier for damage the ship takes.
uploading a ship to the steam workshop[edit | edit source]
Once you have created your SHP file (Top toolbar -> "File" -> "Save"), you can go to "File" again and select "Upload to Workshop". A small popup will appear.
- While the name of your ship is predetermined by the file name, the name of your ship as it appears in the Workshop is different. Enter the name of your Workshop ship in the "Title" field.
- Upload a preview image (JPG only). Images with a non-square aspect ratio will appear squished in the popup, but this is irrelevant as the images are intact on your ship's Workshop page. Further images and a Sketchfab model can be added from the Workshop page.
- Enter a few tags, with the first one being "Ship" so the BNG Workshop can sort it.
- The description is optional, but it is a good idea to at least provide a statistical comparison to one of the standard ships. Any backstory or development info also goes here.
- Save your SHP file so that you do not get locked out of updating it once it's on the Workshop.
- Upload your ship by clicking on "Upload". The Workshop page will then load in the in-game browser.
If you need to update your ship, DO NOT delete the SHP file. Simply update the assets and stats as needed, and click "Upload" to overwrite the ship.