Changes between Version 6 and Version 7 of Actor_Editor
- Timestamp:
- Aug 8, 2012, 4:46:35 PM (12 years ago)
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Actor_Editor
v6 v7 7 7 Actor editor is located next to the main pyrogenesis executable (`pyrogenesis.exe` on Windows), this location varies for a release install or SVN. If building the game yourself, you need to build Atlas too, since actor editor depends on it. 8 8 9 '''Note:''' Actor editor is currently broken on Linux and OS X, see #1553 and #1554. If you're not on Windows, you should use a text editor to modify the actor XML directly. 10 9 11 == Interface == 10 12 … … 14 16 15 17 The interface consists of the following sections: 16 * Menu bar17 * Actor properties18 * Material19 * Variant editor18 * [#Menubar Menu bar] 19 * [#Actorproperties Actor properties] 20 * [#Material Material] 21 * [#Varianteditor Variant editor] 20 22 21 23 === Menu bar === … … 23 25 The menu has a fairly standard layout, where '''File''' allows you to create a new actor, open existing ones, and save the currently opened actor; '''Edit''' allows you to undo or redo previous actions. 24 26 25 The '''Actor''' menu allows you to create a new [wiki:Entity entity] template, after you have modified and saved the current actor. Not all actors require an entity template, generally actors that need to be interacted with by the player (units and buildings) require an entity while props and decorative actors ( grass) don't require an entity template. Entity templates are located in [source:/ps/trunk/binaries/data/mods/public/simulation/templates simulation\templates\] (see [wiki:Mod_Layout mod layout]).27 The '''Actor''' menu allows you to create a new [wiki:Entity entity] template, after you have modified and saved the current actor. Not all actors require an entity template, generally actors that need to be interacted with by the player (units and buildings) require an entity while props and decorative actors (e.g. grass) don't require an entity template. Entity templates are located in [source:/ps/trunk/binaries/data/mods/public/simulation/templates simulation\templates\] (see [wiki:Mod_Layout mod layout]). 26 28 27 29 === Actor properties === … … 31 33 === Material === 32 34 33 Material files are per-actor settings that change how the actor's texture is rendered (with transparency, player color, specularity or some combination of them). See MaterialSystem for more information. 35 Material files are per-actor settings that describe how to render the actor with some combination of effects like the following: 36 * transparency: alpha blending or alpha testing 37 * player color 38 * specularity or specular mapping 39 * normal mapping 40 * parallax 41 * ambient occlusion 42 Materials are located in [source:/ps/trunk/binaries/data/mods/public/art/materials art\materials\] (see [wiki:Mod_Layout mod layout]). To create a new set of effects, you should create a new material. See MaterialSystem for more information. 34 43 35 44 === Variant editor === … … 43 52 * '''Ratio''': the ratio or frequency at which this variant will be randomly chosen. '''Note:''' only non-zero ratio will be randomly selected by the game, but others can be selected in response to game activity (e.g. gathering or melee combat) 44 53 * '''Model''': the mesh for this variant, the path must be relative to [source:/ps/trunk/binaries/data/mods/public/art/meshes art\meshes\] (see [wiki:Mod_Layout mod layout]). 45 * '''Texture''': the texture for this variant. Double-clicking this cell will open the [#Textureeditor Texture editor].54 * '''Texture''': the texture(s) for this variant. Double-clicking this cell will open the [#Textureeditor Texture editor]. 46 55 * '''Animations''': the animation(s) for this variant. Double-clicking this cell will open the [#Animationeditor Animation editor]. 47 56 * '''Props''': the prop(s) for this variant. Double-clicking this cell will open the [#Propeditor Prop editor]. … … 50 59 === Texture editor === 51 60 52 With the addition of rendering techniques like normal, specular and ambient occlusion mapping, there is now a need to support multiple textures per model. The texture type is specified with the '''Tex name''' field. Every actor should at least have a base texture ("baseTex") which is the standard diffuse or color texture. Other texture types are optional but may be required by a given [#Material material].61 With the addition of rendering techniques like normal, specular and ambient occlusion mapping, there is now a need to support multiple textures per model. You open the animation editor by double-clicking the Textures cell for a given row/variant. 53 62 54 63 [[Image(textureeditor.png)]] 64 65 The texture type is specified with the '''Tex name''' field. Every actor should at least have a base texture ("baseTex") which is the standard diffuse or color texture. Other texture types are optional but may be required by a given [#Material material]. 55 66 56 67 The texture '''File''''s path is relative to [source:/ps/trunk/binaries/data/mods/public/art/textures/skins art\textures\skins\] (see [wiki:Mod_Layout mod layout]). … … 58 69 === Animation editor === 59 70 60 Because a single actor variant can have multiple animations associated with it, there is an animation editor which allows setting these. You open the animation editor by double-clicking the animationcell for a given row/variant.71 Because a single actor variant can have multiple animations associated with it, there is an animation editor which allows setting these. You open the animation editor by double-clicking the Animations cell for a given row/variant. 61 72 62 73 [[Image(animationeditor.png)]] … … 68 79 === Prop editor === 69 80 70 A single actor variant can also have multiple props (other actors attached to a given node on the model). You open the prop editor by double-clicking the propcell for a given row/variant.81 A single actor variant can also have multiple props (other actors attached to a given node on the model). You open the prop editor by double-clicking the Props cell for a given row/variant. 71 82 72 83 [[Image(propeditor.png)]]