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resourcepack:make:rp_creator [2025/11/22 17:57] Naviresourcepack:make:rp_creator [2026/05/28 10:17] (current) – Added legacy format related thing to the vehicle properties table Navi
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 ==== Importing models ==== ==== Importing models ====
  
-To import your models, click ''Manage Models'', then ''Add Model''. You can now input your models. When you have finished selecting the files, press Open.+To import your models, click ''Manage Models'', then ''Add Model''. You can now upload your models. When you have finished selecting the files, press Open.
  
 <WRAP center round important 90%> <WRAP center round important 90%>
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 ==== Importing textures ==== ==== Importing textures ====
  
-Similarly, click ''Manage Textures'', then ''Add Textures''. You can now input your textures. When you have finished selecting the files, press Open.+Similarly, click ''Manage Textures'', then ''Add Textures''. You can now upload your textures. When you have finished selecting the files, press Open.
  
 ==== Vehicle Properties ==== ==== Vehicle Properties ====
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 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. 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 each options do? ===+=== What do the options do? ===
  
 ^ Name ^ Data type ^ Explanation ^ Condition ^ Default value ^ ^ Name ^ Data type ^ Explanation ^ Condition ^ Default value ^
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 | Has Back Barrier | boolean | ::: | 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  | | 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 |+| BVE Sound ID  | string  | The ID for the BVE Sound | Sound = BVE Format | a_train 
 +| Motor Sound ID  | string  | The ID for the motor sound.  | Sound = Legacy Format | (empty) | 
 +| Door Sound ID | string  | The ID for the door sound. | Sound = Legacy Format | (empty) | 
 +| Motor Sound Count  | int  | The number of sound files that should be played for motor sound.  | Sound = Legacy Format | 0 | 
 +| Door Close Sound Duration  | float  | The "offset" for the door close sound, i.e. when it should play during the door close sequence.  | Sound = Legacy Format | 0 | 
 +| Use Acceleration Sounds When Coasting | boolean  | If TRUE, the game will always play motor sound from the acceleration soundset, instead of randomly playing acceleration and deceleration noise.  | Sound = Legacy Format | FALSE | 
 +| Constant Playback Speed | boolean | If TRUE, the game will always play the motor sound without repeating or skipping any intermediate motor sound files. | Sound = Legacy Format | FALSE |
 | 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 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 Open sound | button | An option to test your door's opening 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's closing 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. By setting all these up, you're ready to add your models in.
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 </WRAP> </WRAP>
  
-Here's where the main thing about building the train goes. Clicking ''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.+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.
  
 <WRAP left round info 65%> <WRAP left round info 65%>
  
-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`)+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`)
  
 </WRAP> </WRAP>
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 | R179 | R179 | | R179 | R179 |
 | R211 | R211 | | R211 | R211 |
 +
 +However, users can still create custom door animations using Rendering Time, rather than the built-in animations.
  
 === Model Part List === === Model Part List ===
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 </WRAP> </WRAP>
  
-When you're happy with your creation and ready for exporting, 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.+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.
  
  
resourcepack/make/rp_creator.1763834249.txt.gz · Last modified: 2025/11/22 17:57 by Navi