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Modding:Coding An Item: Difference between revisions

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<div class="nomobile" column-width: "60em2;>
<div class="nomobile" column-width: "60em2;>
Now, you have made a mesh for a certain race. We are going to add it to the game.
Now, you have made a mesh for a certain race. We are going to add it to the game.
First, we add to our meshes.lsx


  <version major="4" minor="0" revision="4" build="602" />
 
 
First, we add the mesh we created to the
We now open our meshes.lsx which we created in.
 
  <version major="4" minor="0" revision="4" build="602" />
   <region id="VisualBank">
   <region id="VisualBank">
   <node id="VisualBank">
   <node id="VisualBank">
             <children>
             <children>
             (START OF ITEM MESH)
             '''(START OF ITEM MESH)'''
<node id="Resource">
  <node id="Resource">
  <attribute id="AttachBone" type="FixedString" value="" />
  <attribute id="AttachBone" type="FixedString" value="" />
  <attribute id="AttachmentSkeletonResource" type="FixedString" value="" />
  <attribute id="AttachmentSkeletonResource" type="FixedString" value="" />
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  <attribute id="HairPresetResourceId" type="FixedString" value="" />
  <attribute id="HairPresetResourceId" type="FixedString" value="" />
  <attribute id="HairType" type="uint8" value="0" />
  <attribute id="HairType" type="uint8" value="0" />
  <attribute id="ID" type="FixedString" value="00000000000000000000000000001" />
  <attribute id="ID" type="FixedString" value="00000000000000000000000000001" /> '''(This UUID links up to the Roottemplate)'''
  <attribute id="MaterialType" type="uint8" value="0" />
  <attribute id="MaterialType" type="uint8" value="0" />
  <attribute id="Name" type="LSString" value="HUM_M_CLT_MySweetCirclet" />
  <attribute id="Name" type="LSString" value="HUM_M_CLT_MySweetCirclet" /> '''Usually doesn't matter but try to make it unique.'''
  <attribute id="NeedsSkeletonRemap" type="bool" value="False" />
  <attribute id="NeedsSkeletonRemap" type="bool" value="False" />
  <attribute id="RemapperSlotId" type="FixedString" value="" />
  <attribute id="RemapperSlotId" type="FixedString" value="" />
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  <attribute id="Template" type="FixedString" value="Generated/Public/MySweetMod/Assets/HUM_M_CLT_Headwear_Circlet_Silver_A.Dummy_Root.0" /> (Remember to set your own filepath for your meshes correctly. Dummy Root may need to be renamed in Blender as a bone part depending on what you are making)
  <attribute id="Template" type="FixedString" value="Generated/Public/MySweetMod/Assets/HUM_M_CLT_Headwear_Circlet_Silver_A.Dummy_Root.0" /> (Remember to set your own filepath for your meshes correctly. Dummy Root may need to be renamed in Blender as a bone part depending on what you are making)
  <attribute id="_OriginalFileVersion_" type="int64" value="144115207403209020" />
  <attribute id="_OriginalFileVersion_" type="int64" value="144115207403209020" />
  <children>
  <children>
  <node id="AnimationWaterfall">
  <node id="AnimationWaterfall">
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  </node>
  </node>
  <node id="ClothProxyMapping" />
  <node id="ClothProxyMapping" />
  <node id="Objects">
  <node id="Objects">
  <attribute id="LOD" type="uint8" value="0" />  
  <attribute id="LOD" type="uint8" value="0" />  
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  <attribute id="ObjectID" type="FixedString" value="HUM_M_CLT_Headwear_Circlet_Silver_A.HUM_M_CLT_Headwear_Circlet_Silver_A_Mesh.0" /> The .0 denotes mesh load order.
  <attribute id="ObjectID" type="FixedString" value="HUM_M_CLT_Headwear_Circlet_Silver_A.HUM_M_CLT_Headwear_Circlet_Silver_A_Mesh.0" /> The .0 denotes mesh load order.
  </node>
  </node>
  <node id="Objects"> '''Extra entry for a Level of Detail mesh, which will be seen from a certain distance from the camera. In this case the LOD1.'''
  <node id="Objects"> '''Extra entry for a Level of Detail mesh, which will be seen from a certain distance from the camera. In this case the LOD1.'''
  <attribute id="LOD" type="uint8" value="1" /> '''What level of LOD it is'''
  <attribute id="LOD" type="uint8" value="1" /> '''What level of LOD it is'''
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  <attribute id="ObjectID" type="FixedString" value="HUM_M_CLT_Headwear_Circlet_Silver_A.HUM_M_CLT_Headwear_Circlet_Silver_A_Mesh_LOD1.1" /> '''The .1 denotes mesh load order.'''
  <attribute id="ObjectID" type="FixedString" value="HUM_M_CLT_Headwear_Circlet_Silver_A.HUM_M_CLT_Headwear_Circlet_Silver_A_Mesh_LOD1.1" /> '''The .1 denotes mesh load order.'''
  </node>
  </node>
Note that this is a circlet, so it doesn't need to hide any part of the body. But if it had that code, it would go here. Example:
Note that this is a circlet, so it doesn't need to hide any part of the body. But if it had that code, it would go here. Example:
  <node id="VertexColorMaskSlots">
  <node id="VertexColorMaskSlots">

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