I've been looking around on all the fora, reddit and wiki, but I'm not finding a lot of information. Most of the stuff I see are people posting ideas they'll never be able to create and screenshots showing off certain settings to the terrain and environment. I see some mods that are impressive but what I'd like to know is how they got to their results.
I'm not planning on making a "multiplanet MMORPGRTSFPS with immersive gaming", I just want to fool around with a few models and see how they work. I have some experience modding Quake 2 and I've succesfully imported some of those models into Outerra, as you can see.
These models have basic animations, converted from their original MD2 or MD3 format. I can't find any information about the framesets of the animations so I've imported them as static models.
Hi InFerYes, and welcome!
It is true that the engine documentation is still a bit limited. You can find some basic informations in the
Outerra wiki, it's already a good start. I'm also making a tutorial for scenery creation
here, but it's not finished yet and I need to improve some parts since we now have a new objects editor. Some of the most experienced users have also planned to create dedicated tutorials covering different subjects, but it takes time to do and real life, as always, slow them down
Most of the users here have learned their way by testing, don't hesitate to post questions in the dedicated subforums. I think a good start if you want to understand how the different types of objects/vehicles work is to start testing some small modifications in existing models (like an aircraft) using the wiki for reference.
Is it also possible to replace the character model and weapon when you press 8 with one of your own to play around with?
Python and SteelRat managed to import custom weapons with the mercenary model, see here :
http://forum.outerra.com/index.php?topic=2150.msg37314#msg37314.
Don't hesitate to PM people or ask questions. Choose something you want to experiment with, learn the basic tools of the engine (for example "Alt+e" script modification in-engine if you want to work on a vehicle), and of course, have fun