Changes between Version 6 and Version 7 of Actor_Editor


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Timestamp:
Aug 8, 2012, 4:46:35 PM (12 years ago)
Author:
historic_bruno
Comment:

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  • Actor_Editor

    v6 v7  
    77Actor 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.
    88
     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
    911== Interface ==
    1012
     
    1416
    1517The interface consists of the following sections:
    16  * Menu bar
    17  * Actor properties
    18  * Material
    19  * Variant editor
     18 * [#Menubar Menu bar]
     19 * [#Actorproperties Actor properties]
     20 * [#Material Material]
     21 * [#Varianteditor Variant editor]
    2022
    2123=== Menu bar ===
     
    2325The 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.
    2426
    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]).
     27The '''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]).
    2628
    2729=== Actor properties ===
     
    3133=== Material ===
    3234
    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.
     35Material 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
     42Materials 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.
    3443
    3544=== Variant editor ===
     
    4352 * '''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)
    4453 * '''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].
    4655 * '''Animations''': the animation(s) for this variant. Double-clicking this cell will open the [#Animationeditor Animation editor].
    4756 * '''Props''': the prop(s) for this variant. Double-clicking this cell will open the [#Propeditor Prop editor].
     
    5059=== Texture editor ===
    5160
    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].
     61With 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.
    5362
    5463[[Image(textureeditor.png)]]
     64
     65The 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].
    5566
    5667The 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]).
     
    5869=== Animation editor ===
    5970
    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 animation cell for a given row/variant.
     71Because 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.
    6172
    6273[[Image(animationeditor.png)]]
     
    6879=== Prop editor ===
    6980
    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 prop cell for a given row/variant.
     81A 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.
    7182
    7283[[Image(propeditor.png)]]