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cw4:custom_units [2021/01/09 17:38] – [How to] Kaiden | cw4:custom_units [2022/09/05 06:05] – Fix typo Up-Level | ||
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{{page> | {{page> | ||
- | ===== Custom Units ===== | + | ====== Custom Units ====== |
[[cw4: | [[cw4: | ||
- | ==== How to ==== | + | ===== Overview ===== |
+ | The basic steps in creating a custom unit needs two things | ||
+ | - A Model (the thing you see on the map) | ||
+ | - A Script (You don't see this, but it makes the model do certain things) | ||
+ | |||
+ | These two things are packaged in a CPACK. Each CPACK can have one or more units and scripts. Note that each model can also have multiple sub-units. A model also needs a " | ||
+ | |||
+ | ===== Documenting Custom Units ===== | ||
+ | :!: <color # | ||
+ | |||
+ | An [[wiki help|extensive Help system]] has been built into the game so that custom units (CMOD) and their container (CPACK) can be documented in the wiki that is accessible from inside the game. This allows for an explanation of how to use the unit both for the map maker and for the players. | ||
+ | |||
+ | |||
+ | |||
+ | ===== Getting Started ===== | ||
* [[http:// | * [[http:// | ||
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* A (paid) tool that is fully supported in the game (some units have been made with this tool) is [[http:// | * A (paid) tool that is fully supported in the game (some units have been made with this tool) is [[http:// | ||
+ | ==== Importing Units/ | ||
+ | |||
+ | Models exported from many external tools (Magica Voxel, Blender, etc.) can usually be imported into the game editor. **The guiding principle here is that units should be simple**((After import, the game will report on the number of vertices that the model contains.)) - Animation and many of the more advanced features are not suported. Since the game utilizes a 3rd-party package ([[https:// | ||
+ | |||
+ | The following website may be useful in converting one type of exported model into a different format. | ||
+ | |||
+ | [[http:// | ||
==== What ==== | ==== What ==== | ||
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The CPACK editor can also directly import the .vox files created by MagicaVoxel and this usually results in a more efficient model. If you import the .vox file, the model and texture will both be imported into the CPACK editor. | The CPACK editor can also directly import the .vox files created by MagicaVoxel and this usually results in a more efficient model. If you import the .vox file, the model and texture will both be imported into the CPACK editor. | ||
+ | |||
+ | ==== Considerations ==== | ||
+ | From a Discord conversation where @knucracker provided some insight into the import process (for a model exported from Blender) | ||
+ | |||
+ | //Things like submeshes aren't supported. | ||
+ | |||
+ | |||
+ | //For your green vs black edges, I would guess that the texture associated with the mesh is ' | ||
+ | |||
+ | |||
+ | //The game uses a 3rd party model import package that attempts to create an object hierarchy from what is in the model file. The game then tries to extract meshes from that object hierarchy. | ||
==== Links to Image Repositories ==== | ==== Links to Image Repositories ==== | ||
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* Google image search -> Tools -> Usage Rights -> Labeled for reuse | * Google image search -> Tools -> Usage Rights -> Labeled for reuse | ||
- | ==== Converting units/ | ||
- | [[http:// | ||
==== Ownership rights ==== | ==== Ownership rights ==== |