resourcepack:make:rp_creator
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| resourcepack:make:rp_creator [2025/11/21 15:36] – Vehicle properties Navi | resourcepack:make:rp_creator [2026/01/09 23:12] (current) – Navi | ||
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| - Models and textures, if you're going to start from scratch. | - Models and textures, if you're going to start from scratch. | ||
| - A resource pack, if you're going to edit an existing resource pack. | - A resource pack, if you're going to edit an existing resource pack. | ||
| + | |||
| + | ===== Importing a resource pack ===== | ||
| + | |||
| + | >//Make it your own! //\\ //- Resource Pack Creator// | ||
| + | |||
| + | Click '' | ||
| ===== Create New Resource Pack ===== | ===== Create New Resource Pack ===== | ||
| >//The sky's the limit! //\\ //- Resource Pack Creator// | >//The sky's the limit! //\\ //- Resource Pack Creator// | ||
| + | |||
| + | If you decide to create a new train from scratch, click '' | ||
| ==== Importing models ==== | ==== Importing models ==== | ||
| - | To import your models, click '' | + | To import your models, click '' |
| <WRAP center round important 90%> | <WRAP center round important 90%> | ||
| Line 34: | Line 42: | ||
| ==== Importing textures ==== | ==== Importing textures ==== | ||
| - | Similarly, click '' | + | Similarly, click '' |
| ==== Vehicle Properties ==== | ==== Vehicle Properties ==== | ||
| Line 47: | Line 55: | ||
| Before we start adding models, let's take a look at what you can customise in the Vehicle Properties Menu. Click '' | 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? === | + | === What do the options do? === |
| ^ Name ^ Data type ^ Explanation ^ Condition ^ Default value ^ | ^ Name ^ Data type ^ Explanation ^ Condition ^ Default value ^ | ||
| Line 55: | Line 63: | ||
| | Description | | Description | ||
| | Wikipedia Article | string | A link to a Wikipedia Article related to that train.(( | | Wikipedia Article | string | A link to a Wikipedia Article related to that train.(( | ||
| - | <WRAP center round important 90%>You should input '' | + | <WRAP center round important 90%>You should input the string after '' |
| )) | N/A | N/A | | )) | N/A | N/A | | ||
| | Length | float | The length of your vehicle. Must be a positive number bigger than 0.5. | N/A | 25 | | | Length | float | The length of your vehicle. Must be a positive number bigger than 0.5. | N/A | 25 | | ||
| Line 73: | Line 81: | ||
| | 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 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 | | | 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 === | ||
| + | |||
| + | <WRAP right> | ||
| + | |||
| + | | {{ : | ||
| + | | Here you can define how your part behaves. | | ||
| + | |||
| + | </ | ||
| + | |||
| + | Here's where the main thing about building the train goes. Click '' | ||
| + | |||
| + | <WRAP left round info 65%> | ||
| + | |||
| + | 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 | (( | ||
| + | (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 | ||
| + | * 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 | ||
| + | * 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 " | ||
| + | * 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. | ||
| + | )) | | ||
| + | | 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 | '' | ||
| + | | Door Z Multiplier | float | How many pixel units(( | ||
| + | 16 pixel units = 1 metre | ||
| + | )) should the part move in the Z axis | N/A | '' | ||
| + | |||
| + | == Display Options == | ||
| + | |||
| + | These values will appear if '' | ||
| + | |||
| + | ^ Name ^ Data type ^ Explanation ^ Condition ^ Default value ^ value(s) ^ | ||
| + | | Type | enum | Type of the display. | ||
| + | * 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. | ||
| + | )) | | ||
| + | | Default Text | string | ||
| + | | 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 [[https:// | ||
| + | | 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 [[https:// | ||
| + | | Colour (CJK Text) | hex | The hex colour code for all CJK text. | ::: | FF9900 | ||
| + | | Colour (Non-CJK Text) | hex | The hex colour code for all non-CJK text. | ::: | FF9900 | ||
| + | | 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. | ||
| + | | 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. | ||
| + | | 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. | ||
| + | | Single Line | boolean | If '' | ||
| + | | Convert to Upper Case | boolean | If '' | ||
| + | | Put Space for Short CJK Text | boolean | If '' | ||
| + | | Scroll (Normal) | ||
| + | | Scroll (Light Rail) | boolean | If '' | ||
| + | | Seven Segment (If Numeric) | ||
| + | | Align Left (CJK Text) | boolean | If '' | ||
| + | | Align Right (CJK Text) | boolean | If '' | ||
| + | | Align Left (Non-CJK Text) | boolean | If '' | ||
| + | | Align Right (Non-CJK Text) | boolean | If '' | ||
| + | | Align Top | boolean | If '' | ||
| + | | Align Bottom | ||
| + | | Cycle Languages | ||
| + | |||
| + | == Door options == | ||
| + | |||
| + | Door options will show when either '' | ||
| + | |||
| + | ^ 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) | ||
| + | | 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 | | ||
| + | |||
| + | However, users can still create custom door animations using Rendering Time, rather than the built-in animations. | ||
| + | |||
| + | === Model Part List === | ||
| + | |||
| + | <WRAP right> | ||
| + | |||
| + | | {{ : | ||
| + | | A populated model part list. | | ||
| + | |||
| + | </ | ||
| + | |||
| + | When you click '' | ||
| + | |||
| + | == 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 ==== | ||
| + | |||
| + | <WRAP right> | ||
| + | |||
| + | | {{ : | ||
| + | | 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 '' | ||
| + | | Force Reload | Force the game to reload all models and textures. | | ||
| + | |||
| + | ==== Export ==== | ||
| + | |||
| + | <WRAP right> | ||
| + | |||
| + | | {{ : | ||
| + | | 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, | ||
resourcepack/make/rp_creator.1763739385.txt.gz · Last modified: 2025/11/21 15:36 by Navi