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ja:resourcepack:make:rp_creator

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Resource Pack Creatorを使う

Time to get something done…

完成した車両モデルだけをそのままリソースパックに入れても、ゲームは読み取ってくれません。jsonファイルなどをすべて自分で書くこともできますが、時間と労力がかかります。そこでResource Pack Creatorの出番です。Resource Pack Creatorは、列車や船、ケーブルカー、飛行機をリアルタイムのプレビュー付きで作れるように設計されたツールで、リソースパック作成のハードルを非常に下げる便利ツールです。

動作環境

  1. Google Chrome などのブラウザ。MTR4においてResource Pack Creatorは、あなたのPC上で動く「ローカルのウェブサイト」として実行されるため、クリエイティブインベントリ内に専用アイテムは表示されません。
  2. モデルやテクスチャ(ゼロから作る場合)。
  3. 既存のリソースパック(既存パックを編集する場合)。

既存パックを編集する場合

Make it your own!
- Resource Pack Creator

Edit Existing Resource Pack をクリックすると、zipファイルを選択するウィンドウが開きます。zipファイルを選ぶとデザインページに移動し、そこでリソースパックの編集を始められます。MTR3形式のパックの場合、Resource Pack Creator が自動的にMTR4形式への変換を試み、変換後はMTR4形式で出力します。

ゼロから作る場合

The sky's the limit!
- Resource Pack Creator

ゼロから新しく列車を作りたい場合は Create New Resource Pack をクリックします。デザインページが開き、そこから列車のデザインを始められます。

モデルのインポート

モデルを読み込むには Manage Models を選び、続けて Add Model をクリックします。ここでモデルファイルをアップロードできます。必要なファイルを選んだら「Open」を押してください。

If you're importing OBJ files, you MUST also upload the corresponding MTL file. If you forget to do this, the model will not load.

Press Close to leave the model manager.

Importing textures

Similarly, click Manage Textures, then Add Textures. You can now upload your textures. When you have finished selecting the files, press Open.

Vehicle Properties

The Vehicle Properties of a train.

Before we start adding models, let's take a look at what you can customise in the Vehicle Properties Menu. Click Edit Vehicle Properties and the menu will be shown.

What do the options do?

Name Data type Explanation Condition Default value
ID string The unique ID for each vehicle. N/A my_vehicle
Name string The name for your vehicle. N/A My Custom Vehicle
Colour hex The hex colour code for the little square appearing next to the train name in the vehicle selection screen. N/A (Random)
Description string Description that appears to the left of the vehicle selection screen when you hover your mouse over it. N/A This is my custom vehicle!
Wikipedia Article string A link to a Wikipedia Article related to that train.1) N/A N/A
Length float The length of your vehicle. Must be a positive number bigger than 0.5. N/A 25
Width float The width of your vehicle. Must be a positive number bigger than 0.5. N/A 2
Has Two Bogies boolean If TRUE, 2 bogies can be rendered on this vehicle. N/A TRUE
Front Bogie Position float Position for the bogie model (s) to be rendered. Calculated in metres from the centre of the train. Has Two Bogies = TRUE -8.5
Back Bogie Position / Bogie Position N/A 8.5
Front Coupling Padding float Padding to be added to the front/end of the vehicle. Calculated in metres. Must be a positive number or 0. N/A 0
Back Coupling Padding N/A 0
Has Front Gangway boolean If TRUE, players can walk through to the previous/next carriage. If the previous/next carriage is non-existent, or doesn't have a back /front gangway, the player will force dismount from the train. N/A FALSE
Has Back Gangway boolean N/A FALSE
Has Front Barrier boolean If TRUE, a train barrier will be rendered between this and the next carriage. N/A FALSE
Has Back Barrier boolean N/A FALSE
Sound radio Determines the type of sound the train will use. N/A BVE Format
BVE Sound ID string The ID for the BVE Sound Sound = BVE Format a_train
Test Motor sound slider An option to test your motor sound. The game must not be paused while testing the sound. Sound = BVE Format N/A
Test Door Open sound button An option to test your door open sound. The game must not be paused while testing the sound. Sound = BVE Format N/A
Test Door Close sound button An option to test your door close sound. The game must not be paused while testing the sound. Sound = BVE Format N/A

By setting all these up, you're ready to add your models in.

Adding models

A new model without specifying a model and a texture.
A new model with a model and a texture specified.
Model Properties menu when Has Front
Gangway or Has Back Gangway is enabled.
Model Properties menu when Has Front
Gangway or Has Back Gangway is disabled.

Your model and textures can be put into the following groups:

  1. Main Vehicle: All your normal parts should go here.
  2. Front/Back/Bogie: All parts for bogie(s) should go here.

We will start by adding the main vehicle models. Click Main Vehicle and press Add model. A model named (Untitled) will be added to the list.

Model Properties

Name Data type Explanation Condition Default value
Model Resource string The path to your model resource for this model. N/A N/A
Texture Resource string The path to your texture resource for this model.2) N/A N/A
Y Offset float Offset of your model from the ground. This value can be a negative number. N/A 1
Flip Y boolean When FALSE, the texture will be flipped. This only applies to OBJ models. N/A TRUE
Gangway: (Inner/Outer) (Bottom/Side/Top) Texture Resource string Texture resource of that specific side of the gangway.
Inner means interior, Outer means exterior.
Has Front Gangway or Has Back Gangway is TRUE N/A
Gangway: Width float The width of the gangway. 1.5
Gangway: Height float The height of the gangway. 2.25
Gangway: Y Offset float Offset of your gangway from the ground. This value can be a negative number. 1
Gangway: Z Offset float The length of the gangway. Calculated by input*2. If set to 1, the gangway will be 2 metres in length. 0.5
Barriers: (Inner/Outer) (Bottom/Side/Top) Texture Resource string Texture resource of that specific side of the barriers.
Inner means interior, Outer means exterior.
Has Front Barrier or Has Back Barrier is TRUE N/A
Barriers: Width float The width of the gangway. 1.5
Barriers: Height float The height of the gangway. 2.25
Barriers: Y Offset float Offset of your gangway from the ground. This value can be a negative number. 1
Barriers: Z Offset float The length of the gangway. Calculated by input*2. If set to 1, the gangway will be 2 metres in length. 0.5

Edit Model Parts

Here you can define how your part behaves.

Here's where the main thing about building the train goes. Click Edit Model Parts and you'll see a window with all the parts you've defined, of which it should be empty when you enter the window for the first time. Press Add to add new parts to the model.

You will not be able to edit model parts if you select a model with associated JSON files in Model Properties (e.g. `sp1900.bbmodel + sp1900_common.json + sp1900.json`)

Name Data type Explanation Condition Default value value(s)
Name enum The name of the part you want to render. N/A N/A 3)
Condition enum The rendering condition of the part (see value(s)) N/A Normal 4)
Type enum The role of this part in the vehicle (see value(s)) N/A Normal 5)
Positions string Positions of that part to be rendered. The format should be x,y,z. Hit Enter for another position to render the part at. N/A N/A N/A
Flipped Positions string Same as above, except the part will be flipped. N/A N/A N/A
Render Stage enum How the part will act in the vehicle in terms of lighting (see value(s)) N/A N/A 6)
Door X Multiplier float How many pixel units7) should the part move in the X axis (i.e. only work for plug doors) N/A 0 N/A
Door Z Multiplier float How many pixel units8) should the part move in the Z axis N/A 0 N/A
Display Options

These values will appear if Type is Display.

Name Data type Explanation Condition Default value value(s)
Type enum Type of the display. N/A Destination 9)
Default Text string Text to display when not running on a route, or at a depot. Type is not Route Colour (Square) or Route Colour (Circle) Not In Service N/A
X Padding float Padding to be applied to the left and right sides of the display. If a positive number is applied, the display squeezes inwards. if a negative number is applied, the display stretches outwards. Works similarly to the CSS padding. 0 N/A
Y Padding float Padding to be applied to the top and bottom of the display. If a positive number is applied, the display squeezes inwards. if a negative number is applied, the display stretches outwards. Works similarly to the CSS padding. 0 N/A
Colour (CJK Text) hex The hex colour code for all CJK text. FF9900 N/A
Colour (Non-CJK Text) hex The hex colour code for all non-CJK text. FF9900 N/A
Max Line Height float The maximum height of the display. This means that the size of the text for all languages is to be shrunk. Cannot be a negative number. 1.5 N/A
CJK Size Ratio float The size ratio of CJK text when rendered with non-CJK text. The bigger the number, the smaller the Non-CJK text will render. Cannot be a negative number. 2 N/A
Pad Zeros int Make so that the departure index is an x-digit number by padding with zeros. x=the number entered. Cannot be a negative number. Type is Departure Index 0 N/A
Single Line boolean If TRUE, regardless of whether pipe (|) is present, the display will be rendered in a single line. If the display content includes CJK characters, then the display will render in CJK characters' colour. Type is not Route Colour (Square) or Route Colour (Circle) FALSE N/A
Convert to Upper Case boolean If TRUE, all non-CJK characters with upper case available (Latin, Cyrillic, etc.) will be automatically converted to upper case.
Put Space for Short CJK Text boolean If TRUE, any CJK string with 2 characters will automatically have a small space applied.
Scroll (Normal) boolean If TRUE, the display will become a scrolling display, with a pixel effect applied.
Scroll (Light Rail) boolean If TRUE, the display will become a scrolling display in Hong Kong Light Rail style, with a pixel effect applied.
Seven Segment (If Numeric) boolean If TRUE and the string contains numbers, the numbers will be rendered in a seven-segment font. Normal text, including the decimal point (.) will not render.
Align Left (CJK Text) boolean If TRUE, CJK characters will be rendered to the left side of the display.
Align Right (CJK Text) boolean If TRUE, CJK characters will be rendered to the right side of the display.
Align Left (Non-CJK Text) boolean If TRUE, non-CJK characters will be rendered to the left side of the display.
Align Right (Non-CJK Text) boolean If TRUE, non-CJK characters will be rendered to the right side of the display.
Align Top boolean If TRUE, the display will align to the top of the display.
Align Bottom boolean If TRUE, the display will align to the bottom of the display.
Cycle Languages boolean If TRUE, languages (separated by the pipe (|)) will be cycled.
Door options

Door options will show when either Door X Multiplier or Door Z Multiplier are not 0.

Name Data type Explanation Default value
Door Animation Type enum The door animation that the part will use when doors are opening or closing. (See below for all animation types) Standard
From Opening Time float When should the part start rendering when the doors are opening. Calculated in milliseconds (ms). 0
Until Opening Time float When should the part stop rendering when the doors are opening. Calculated in milliseconds (ms). 0
From Closing Time float When should the part start rendering when the doors are closing. Calculated in milliseconds (ms). 0
Until Closing Time float When should the part stop rendering when the doors are closing. Calculated in milliseconds (ms). 0
Flash On Time float If the part is a flashing display, how long should each flash stay in the on condition. Calculated in milliseconds (ms). 0
Flash Off Time float If the part is a flashing display, how long should each flash stay in the off condition. Calculated in milliseconds (ms). 0
Door Animations

Custom door animations are not supported, and users must select a door animation from the following presets.

Name Example of usage
Standard SP1900, C1141A, etc.
Standard (Slow) LRV Phase 4
Constant N/A
Plug Fast CAF Train, Class 377, etc.
Plug Slow (1) Minecart, K-train, etc.
Plug Slow (2) S700
Plug Slow (3) N/A
Bouncy (1) M-Train, E44, etc.
Bouncy (2) LRV Phase 1
MLR MLR
R179 R179
R211 R211

Model Part List

A populated model part list.

When you click Close in the Edit model part window, you'll go back to the Model Part List, where all the parts in that Model will show. There are two buttons to the right of each part: Edit (a pen icon), where you can edit that part, and delete (the rubbish bin icon), where you can remove that part.

List options
Option Description
Show Normal Parts If set to FALSE, parts with the type Normal will be hidden.
Show Floorways and Doorways If set to FALSE, parts with types Floor and Doorway will be hidden.
Show Displays If set to FALSE, parts with the type Display will be hidden.

Repeat adding parts until all parts for that vehicle are added, including the bogies.

Preview

Some tools that would come in handy
when you're testing the vehicle out.

In the Preview phase, there are a few tools that you can use when previewing the train.

Name Function
Open doors When turned on, all doors in the client side will be forced to open.
Hide Minecraft Pause Screen If the player is opening any kind of menu (e.g. inventory, chat, Game Menu), the UI will be hidden until the player clicks anywhere on the screen or presses Esc.
Force Reload Force the game to reload all models and textures.

Export

Share your creation to the world!

When you're happy with your creation and ready for export, go to Export. Enter a name and a description, and your resource pack will be saved in the directory shown at the bottom of the screen. Your file explorer will also open, showing where the resource pack is saved.

1)
You should input the string after wiki/. You must input the exact link to the article (e.g. SP1900_EMU), pages that redirect to your desired page (e.g. SP1900) will NOT work.
2)
If you're using an OBJ model, you don't have to fill this text box out.
3)
(All available groups in your bbmodel / All objects in your OBJ file)
4)
  • Normal
    • Always rendered parts
  • At Depot
  • On Route, Moving Forwards
  • On Route, Moving Backwards
  • Doors Closed
  • Doors Opened
  • Christmas Lights (Red/Yellow/Green/Blue)
5)
  • Normal
    • The part will render normally, with model and texture.
  • Display
    • The part will not render; instead, a display will be rendered at every cube in that part's “front” face.
  • Floor
    • The part will not render, and the cubes within that part indicate where the player can walk within that part of the vehicle.
  • Doorway
    • The part will not render, and the cubes within that part indicate where the player can board or leave the vehicle.
  • Seat
    • Currently not implemented.
6)
  • Light
    • Renders in full brightness and will render the same way as Exterior when at the depot. Supports transparency.
  • Light (Always On)
    • Same as Light, except it will render full brightness even at the depot. Supports transparency.
  • Interior
    • Renders with brightness (not full brightness) and will render the same way as Exterior when at the depot. Transparency not supported.
  • Interior (Translucent)
    • Renders the same way as Interior, except it supports transparency.
    • When the option Hide translucent parts on vehicles is set to On, the part will not render.
  • Exterior
    • Renders with brightness according to the vehicle's surroundings. If it is running in a tunnel with no light around, the part will render at light level 0.
7) , 8)
16 pixel units = 1 metre
9)
  • Destination
    • Destination of the vehicle. If no destination is set (at depot, returning to depot, etc.) the default text will show.
  • Route Number
    • Route Number of the vehicle. If no route number is set when on route, nothing will show, otherwise (at depot, returning to depot, etc.) the default text will show.
  • Departure Index
    • Departure Index of the vehicle. If no departure index is set (at depot, returning to depot, etc.) the default text will show.
  • Next Station
    • Displays the next station as plain text.
  • Next Station (KCR)
    • Displays the next station in KCR format.
  • Next Station (MTR)
    • Displays the next station in MTR format.
  • Next Station (UK)
    • Displays the next station in UK (1995 stock) format.
  • Route Colour (Square)
    • Displays the route colour on the route it is running. If no route colour is set (at depot, returning to depot, etc.), nothing will show.
  • Route Colour (Rounded)
    • Displays the route colour on the route it is running in a circle. If no route colour is set (at depot, returning to depot, etc.), nothing will show.
ja/resourcepack/make/rp_creator.txt · Last modified: 2025/12/10 12:47 by asama_tk85