resourcepack:make:rp_creator
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| resourcepack:make:rp_creator [2025/11/21 14:29] – Initial Navi | resourcepack:make:rp_creator [2025/11/21 20:05] (current) – More progress on model parts Navi | ||
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| ====== Using the Resource Pack Creator ====== | ====== Using the Resource Pack Creator ====== | ||
| + | |||
| + | <WRAP right> | ||
| + | |||
| + | | {{ : | ||
| + | | Time to get something done... | | ||
| + | |||
| + | </ | ||
| When you finish your train model, there' | When you finish your train model, there' | ||
| + | |||
| + | ===== Dependencies ===== | ||
| + | |||
| + | - A web browser, such as Google Chrome. In MTR4 Resource Pack Creator runs as a website hosted on your computer, so you will not find the Resource Pack Creator item in your Creative Mode Inventory. | ||
| + | - Models and textures, if you're going to start from scratch. | ||
| + | - A resource pack, if you're going to edit an existing resource pack. | ||
| + | |||
| + | ===== Create New Resource Pack ===== | ||
| + | |||
| + | >//The sky's the limit! //\\ //- Resource Pack Creator// | ||
| + | |||
| + | ==== Importing models ==== | ||
| + | |||
| + | To import your models, click '' | ||
| + | |||
| + | <WRAP center round important 90%> | ||
| + | |||
| + | 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 '' | ||
| + | |||
| + | ==== Importing textures ==== | ||
| + | |||
| + | Similarly, click '' | ||
| + | |||
| + | ==== Vehicle Properties ==== | ||
| + | |||
| + | <WRAP right> | ||
| + | |||
| + | | {{ : | ||
| + | | 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 '' | ||
| + | |||
| + | === What do each options do? === | ||
| + | |||
| + | ^ Name ^ Data type ^ Explanation ^ Condition ^ Default value ^ | ||
| + | | ID | string | The unique ID for each 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 | ||
| + | | Wikipedia Article | string | A link to a Wikipedia Article related to that train.(( | ||
| + | <WRAP center round important 90%>You should input the string after '' | ||
| + | )) | 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/ | ||
| + | | 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 | ||
| + | | 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 ==== | ||
| + | |||
| + | <WRAP right> | ||
| + | |||
| + | | {{ : | ||
| + | | A new model without specifying a model and a texture. | | ||
| + | |||
| + | | {{ : | ||
| + | | A new model with a model and a texture specified. | | ||
| + | |||
| + | | {{ : | ||
| + | | Model Properties menu when '' | ||
| + | |||
| + | | {{ : | ||
| + | | Model Properties menu when '' | ||
| + | |||
| + | </ | ||
| + | |||
| + | Your model and textures can be put into the following groups: | ||
| + | |||
| + | - Main Vehicle: All your normal parts should go here. | ||
| + | - Front/ | ||
| + | |||
| + | We will start by adding the main vehicle models. Click '' | ||
| + | |||
| + | === 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.(( | ||
| + | If you're using an OBJ model, you don't have to fill this text box out. | ||
| + | )) | 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/ | ||
| + | | 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/ | ||
| + | | 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's where the main thing about building the train goes. Clicking '' | ||
| + | |||
| + | <WRAP center round info 90%> | ||
| + | |||
| + | You will not be able to edit model parts if you selected 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 | (( | ||
| + | (All available groups in your BBModel / All objects in your OBJ file) | ||
| + | )) | | ||
| + | | Condition | enum | The rendering condition of the part (see value(s)) | N/A | Normal | (( | ||
| + | * Normal | ||
| + | * Always rendered parts | ||
| + | * At Depot | ||
| + | * On Route, Moving Forwards | ||
| + | * On Route, Moving Backwards | ||
| + | * Doors Closed | ||
| + | * Doors Opened | ||
| + | * Christmas Lights (Red/ | ||
| + | )) | | ||
| + | | Type | enum | The role of this part in the vehicle (see value(s)) | N/A | Normal | (( | ||
| + | |||
| + | )) | | ||
| + | | Positions | string | Positions of that part to be rendered. The format should be x,y,z. Hit '' | ||
| + | | 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 | (( | ||
| + | * '' | ||
| + | * Renders in full brightness and will render the same way as '' | ||
| + | * '' | ||
| + | * Same as '' | ||
| + | * '' | ||
| + | * Renders with brightness (not full brightness) and will render the same way as '' | ||
| + | * '' | ||
| + | * Renders the same way as Interior, except it supports transparency. | ||
| + | * When the option '' | ||
| + | * '' | ||
| + | * Renders with brightness according to the vehicle' | ||
| + | )) | | ||
| + | | Door X Multiplier | float | How many pixel units(( | ||
| + | 16 pixel units = 1 metre | ||
| + | )) 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 units(( | ||
| + | 16 pixel units = 1 metre | ||
| + | )) should the part move in the Z axis | N/A | 0 | N/A | | ||
| + | |||
| + | ==Display Options== | ||
| + | |||
| + | ^ Name ^ Data type ^ Explanation ^ Condition ^ Default value ^ value(s) ^ | ||
| + | | Type | | | | | | | ||
| + | | Default Text | | | | | | | ||
| + | | X Padding | | | | | | | ||
| + | | Y Padding | | | | | | | ||
| + | | Colour (CJK Text) | | | | | | | ||
| + | | Colour (Non-CJK Text) | | | | | | | ||
| + | | Max Line Height | | | | | | | ||
| + | | CJK Size Ratio | | | | | | | ||
| + | | Single Line | | | | | | | ||
resourcepack/make/rp_creator.1763735396.txt.gz · Last modified: 2025/11/21 14:29 by Navi