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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 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"> | |||
<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"> |