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how can I turn a train MOD into a BAT?

Started by gardenwong, September 25, 2008, 07:46:00 AM

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gardenwong

just like the question that i ask.....
is there any meyhod to do this ?
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cogeo

Just saw this.

Well, if you are still interested, and you actually mean "how to turn automata skins into props" here is how:
- Use the LE to generate a new prop exemplar (using ANY model); give your prop a meaningful name. This step is necessary in order to get a new (unique) instance ID for your prop.
- In the reader, change the Resource Key Type 1 property to Resource Key Type 0; The latter references a model with one view aspect (S3D file); the model must have "full geometry" (both "front" and "back" faces) in order to be displayed correctly.
- Change the value in the RKT0 property, to point to the model you want to turn into prop.
- In the prop exemplar add a kSC4BuildingModelRotationProperty. This tells the game to rotate the model as you rotate the city; otherwise it will always display the same side (front). Strangely, the value for this property doesn't matter (it can be left empty), it's the presence of the property that specifies if the model should be rotated.
- Change all needed properties, eg the name (typically User Visible Name Key), AppearanceZoomsFlag, wealth, flammability etc so as to make it a well-behaving prop. Remember to set the Occupant Size property, as it will get the size of the (initial) model you used to create the prop in LE.
- Then the prop is ready for use in the LE.

Hope this helps.

gardenwong

Quote from: cogeo on October 19, 2008, 02:02:10 PM
Just saw this.

Well, if you are still interested, and you actually mean "how to turn automata skins into props" here is how:
- Use the LE to generate a new prop exemplar (using ANY model); give your prop a meaningful name. This step is necessary in order to get a new (unique) instance ID for your prop.
- In the reader, change the Resource Key Type 1 property to Resource Key Type 0; The latter references a model with one view aspect (S3D file); the model must have "full geometry" (both "front" and "back" faces) in order to be displayed correctly.
- Change the value in the RKT0 property, to point to the model you want to turn into prop.
- In the prop exemplar add a kSC4BuildingModelRotationProperty. This tells the game to rotate the model as you rotate the city; otherwise it will always display the same side (front). Strangely, the value for this property doesn't matter (it can be left empty), it's the presence of the property that specifies if the model should be rotated.
- Change all needed properties, eg the name (typically User Visible Name Key), AppearanceZoomsFlag, wealth, flammability etc so as to make it a well-behaving prop. Remember to set the Occupant Size property, as it will get the size of the (initial) model you used to create the prop in LE.
- Then the prop is ready for use in the LE.

Hope this helps.
I am a just a starter of those things, is the LE mean the LEprop.exe in the Reader.exe file ?
and how can I create a new prop? Also, can the texture of rail can be show with the prop?
Thank you for your help!
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