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Good news: With Jéerémy‘s v2 revision setup is fairly simple. You can download it from his github page or use xwaToolsDownload to get it, then unzip it to a directory of your choosing. And that‘s it, you‘re ready to go.


Selection Modes

Mesh Selection

Allows you to select the various meshes

Face Selection

Allows you to select the faces within a mesh. At least one mesh must have been selected.

Vertex Selection

Allows you to select the vertices of a face At least one face must have been selected.

Model View

Wireframe View

Displays the model as a wireframe.

  • Unselected meshes are displayed white.
  • All selected meshes are displayed red.
  • The last selected mesh is displayed green.

Texture View

Displays the solid model with textures.

High / Low LOD

Switches between the high detail and the low Detail LOD.

Show/Hide Normals

This feature toggles whether or not the face normals(the axis ortogonal from the face plane. Per OPTech v1.1 this is set to show by default.

Creating a new Project

Just click on File > New OPZ. This will trigger a prompt to name the project.

Click OK and OPTech will create the folder with the name you specified. It will automatically include the Default.bmp texture.

Importing a model

You can import either a DXF or OBJ model. See the Modelling guide for details.

Importing textures

Simply place the texture files in the project folder. See the Texturing guide for details.

Geometry Editor


Allows you to edit the model itself.

  1. Edit meshes, faces and vertices
  2. Merge meshes or assign singular faces to other meshes
  3. Add a LOD model.


Allows you to assign texture and tweak their mapping to the model. This can be done in face mode and vertex mode.

Texture Editor

In this screen you can add transparency or illumination to a texture. Note: As per now, you can add only one effect to a texture.



Hitzone Editor

In this editor you can assign hitzones and explosion types to speciffic meshes

Hitzone type

These define certain characteristics to a mesh

Explosion Type

Explosion types define a mesh's behaviour if taking damage or upon a model's destruction.

  1. Hangar will prompt a landing option from friendly capital ships/stations and activate the jamming beam effect on enemy ships/stations.
  2. Engine will apply an engine burn effect when player gets close

[Table: Hitzone-Explosion Type combinations]





Target ID


Transformation Editor

This allows to apply certain animations/transformations to a speciffic mesh


Defines the coordinates of the origin point of the Transformation


Makes a mesh rotate around defined axes. The xyz coordinates, along with the pivot point create the axis of the rotation.


Makes a mesh move into a speciffic direction (rarely used) The xyz coordinates, along with the pivot point create the axis, along which the mesh moves.


Makes a mesh grow or shrink along the defined axes (rarely used) This editor has an Animate feature which allows to preview the animations. The xyz coordinates, along with the pivot point define in which direction(s) the mesh is scaled.

Hardpoint Editor

This editor allows you to add and modify hardpoints. Like Hitzones hardpoints define certain characteristics within a model, e.g. the origin point of lasers and missiles, docking points or the cockpit POV (can be edited in MXvTEd)


Hardpoints can be alligned within the center of a face, assigned to a vertex or placed freely using coordinates.

Hardpoint Types

[Table] List of Hardpoints

Engine Glow Editor

This editor allows you to add and modify engine glow effects.


Engine Glows can be alligned within the center of a face, assigned to a vertex or placed freely using coordinates.



Inner Color

Outer Color

Direction 1-3

These fields are not editable

Additional Controls


  • Face Normals
  • Vertex Normals
  • Hitzones
  • Transformations
  • Texture Coordinates
  • Software Vectors


  • Vertex Order
  • Quads2Tri converts quad faces into tri faces
  • Tri2Quad converts planar tri faces into quad faces
  • Coincident Vertices removes superfluous fourth vertexes from tri-faces. This is a phenomenon common with models created in Rhino3D. Here all faces are created as quad faces, so that even triangles have 4 vertices, Some vertices are double.


Allows you to modify the program's appearance such as display colors, backface display and face lines.


These options provide information about the OPT in its current state

  • Face Count shows you the number of tri-faces, number of quad faces and number of faces in total.
  • Error Check analyzes the model and displays any errors that
  • Check for flat textures analyzes the model for faces with flat textures (New in OPTech v2)
  • Model Dimensions displays the length, height and width of you rmodel.