http://docs.runicgames.com/w/api.php?action=feedcontributions&user=Adam.Perin&feedformat=atomRunic Wiki - User contributions [en]2022-08-12T23:38:06ZUser contributionsMediaWiki 1.20.3http://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-30T18:12:47Z<p>Adam.Perin: /* Example file */</p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
[[File:Mod_lever_01.zip]]<br />
<br />
First you will need to extract this zip to "your mod folder"\media\models\triggers\mod_lever_01<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
## Right click on the worskpace in the ''Layout'' panel.<br />
## From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
##: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"\media\models\triggers\mod_lever_01\mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"\media\models\triggers\mod_lever_01 directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers.<br />
#: [[File:Props Unit Editor 03.png]]<br />
# Hit the ''OK'' button.<br />
# Back in the ''Props'' unit editor window, many of the fields need to be filled out.<br />
## ''Name'' field should say "mod_lever_01".<br />
## ''Display Name' field should be "Lever". This is the name that will show up on the trigger in game.<br />
## ''Unittype'' drop down should be set to "INTERACTABLE".<br />
## ''Create As'' drop down should be set as "TRIGGER".<br />
## ''Sound'' drop down should be set to "INTERACTSOUND".<br />
## ''Resource Directory'' should be set to "your mod folder"\media\models\triggers\mod_lever_01 directory.<br />
## ''Mesh File'' drop down should be set to "mod_lever_01".<br />
## Fill out the ''States'' tab spreadsheet below. These are the two states for the unit.<br />
##: [[File:Props Unit Editor 05.png]]<br />
# Hit the [[File:button_02.png]] button to save the changes.<br />
=Conclusion=<br />
Now you have a new lever unit with and off and on states that can be hooked into logic to drive events on these states. For more information on how to use this with your level logic please see<br />
<br />
[[Category:Tutorials]]</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-30T18:11:53Z<p>Adam.Perin: /* Summary */</p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"\media\models\triggers\mod_lever_01<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
## Right click on the worskpace in the ''Layout'' panel.<br />
## From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
##: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"\media\models\triggers\mod_lever_01\mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"\media\models\triggers\mod_lever_01 directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers.<br />
#: [[File:Props Unit Editor 03.png]]<br />
# Hit the ''OK'' button.<br />
# Back in the ''Props'' unit editor window, many of the fields need to be filled out.<br />
## ''Name'' field should say "mod_lever_01".<br />
## ''Display Name' field should be "Lever". This is the name that will show up on the trigger in game.<br />
## ''Unittype'' drop down should be set to "INTERACTABLE".<br />
## ''Create As'' drop down should be set as "TRIGGER".<br />
## ''Sound'' drop down should be set to "INTERACTSOUND".<br />
## ''Resource Directory'' should be set to "your mod folder"\media\models\triggers\mod_lever_01 directory.<br />
## ''Mesh File'' drop down should be set to "mod_lever_01".<br />
## Fill out the ''States'' tab spreadsheet below. These are the two states for the unit.<br />
##: [[File:Props Unit Editor 05.png]]<br />
# Hit the [[File:button_02.png]] button to save the changes.<br />
=Conclusion=<br />
Now you have a new lever unit with and off and on states that can be hooked into logic to drive events on these states. For more information on how to use this with your level logic please see<br />
<br />
[[Category:Tutorials]]</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-30T18:11:29Z<p>Adam.Perin: /* Summary */</p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
[http://docs.runicgames.com/wiki/File:Mod_lever_01.zip]<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"\media\models\triggers\mod_lever_01<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
## Right click on the worskpace in the ''Layout'' panel.<br />
## From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
##: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"\media\models\triggers\mod_lever_01\mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"\media\models\triggers\mod_lever_01 directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers.<br />
#: [[File:Props Unit Editor 03.png]]<br />
# Hit the ''OK'' button.<br />
# Back in the ''Props'' unit editor window, many of the fields need to be filled out.<br />
## ''Name'' field should say "mod_lever_01".<br />
## ''Display Name' field should be "Lever". This is the name that will show up on the trigger in game.<br />
## ''Unittype'' drop down should be set to "INTERACTABLE".<br />
## ''Create As'' drop down should be set as "TRIGGER".<br />
## ''Sound'' drop down should be set to "INTERACTSOUND".<br />
## ''Resource Directory'' should be set to "your mod folder"\media\models\triggers\mod_lever_01 directory.<br />
## ''Mesh File'' drop down should be set to "mod_lever_01".<br />
## Fill out the ''States'' tab spreadsheet below. These are the two states for the unit.<br />
##: [[File:Props Unit Editor 05.png]]<br />
# Hit the [[File:button_02.png]] button to save the changes.<br />
=Conclusion=<br />
Now you have a new lever unit with and off and on states that can be hooked into logic to drive events on these states. For more information on how to use this with your level logic please see<br />
<br />
[[Category:Tutorials]]</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T23:23:56Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"\media\models\triggers\mod_lever_01<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
## Right click on the worskpace in the ''Layout'' panel.<br />
## From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
##: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"\media\models\triggers\mod_lever_01\mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"\media\models\triggers\mod_lever_01 directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers.<br />
#: [[File:Props Unit Editor 03.png]]<br />
# Hit the ''OK'' button.<br />
# Back in the ''Props'' unit editor window, many of the fields need to be filled out.<br />
## ''Name'' field should say "mod_lever_01".<br />
## ''Display Name' field should be "Lever". This is the name that will show up on the trigger in game.<br />
## ''Unittype'' drop down should be set to "INTERACTABLE".<br />
## ''Create As'' drop down should be set as "TRIGGER".<br />
## ''Sound'' drop down should be set to "INTERACTSOUND".<br />
## ''Resource Directory'' should be set to "your mod folder"\media\models\triggers\mod_lever_01 directory.<br />
## ''Mesh File'' drop down should be set to "mod_lever_01".<br />
## Fill out the ''States'' tab spreadsheet below. These are the two states for the unit.<br />
##: [[File:Props Unit Editor 05.png]]<br />
# Hit the [[File:button_02.png]] button to save the changes.<br />
=Conclusion=<br />
Now you have a new lever unit with and off and on states that can be hooked into logic to drive events on these states. For more information on how to use this with your level logic please see</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T23:23:07Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"\media\models\triggers\mod_lever_01<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
## Right click on the worskpace in the ''Layout'' panel.<br />
## From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
##: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"\media\models\triggers\mod_lever_01\mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"\media\models\triggers\mod_lever_01 directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers.<br />
#: [[File:Props Unit Editor 03.png]]<br />
# Hit the ''OK'' button.<br />
# Back in the ''Props'' unit editor window, many of the fields need to be filled out.<br />
## ''Name'' field should say "mod_lever_01".<br />
## ''Display Name' field should be "Lever". This is the name that will show up on the trigger in game.<br />
## ''Unittype'' drop down should be set to "INTERACTABLE".<br />
## ''Create As'' drop down should be set as "TRIGGER".<br />
## ''Sound'' drop down should be set to "INTERACTSOUND".<br />
## ''Resource Directory'' should be set to "your mod folder"\media\models\triggers\mod_lever_01 directory.<br />
## ''Mesh File'' drop down should be set to "mod_lever_01".<br />
## Fill out the ''States'' tab spreadsheet below. These are the two states for the unit.<br />
##: [[File:Props Unit Editor 05.png]]<br />
# Hit the [[File:button_02.png]] button to save the changes.<br />
=Conclusion=<br />
Now you have a new lever unit with and off and on states that can be hooked into logic to drive events on these states.</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T23:16:42Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"\media\models\triggers\mod_lever_01<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
## Right click on the worskpace in the ''Layout'' panel.<br />
## From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
##: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"\media\models\triggers\mod_lever_01\mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"\media\models\triggers\mod_lever_01 directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers.<br />
#: [[File:Props Unit Editor 03.png]]<br />
# Hit the ''OK'' button.<br />
# Back in the ''Props'' unit editor window, many of the fields need to be filled out.<br />
## ''Name'' field should say "mod_lever_01".<br />
## ''Display Name' field should be "Lever". This is the name that will show up on the trigger in game.<br />
## ''Unittype'' drop down should be set to "INTERACTABLE".<br />
## ''Create As'' drop down should be set as "TRIGGER".<br />
## ''Sound'' drop down should be set to "INTERACTSOUND".<br />
## ''Resource Directory'' should be set to "your mod folder"\media\models\triggers\mod_lever_01 directory.<br />
## ''Mesh File'' drop down should be set to "mod_lever_01".<br />
## Fill out the ''States'' tab spreadsheet below. These are the two states for the unit.<br />
##: [[File:Props Unit Editor 05.png]]<br />
# Hit the [[File:button_02.png]] button to save the changes.</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T22:45:00Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"\media\models\triggers\mod_lever_01<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"\media\models\triggers\mod_lever_01\mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"\media\models\triggers\mod_lever_01 directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers.<br />
#: [[File:Props Unit Editor 03.png]]<br />
# Hit the ''OK'' button.<br />
# Back in the ''Props'' unit editor window, many of the fields need to be filled out.<br />
## ''Name'' field should say "mod_lever_01".<br />
## ''Display Name' field should be "Lever". This is the name that will show up on the trigger in game.<br />
## ''Unittype'' drop down should be set to "INTERACTABLE".<br />
## ''Create As'' drop down should be set as "TRIGGER".<br />
## ''Sound'' drop down should be set to "INTERACTSOUND".<br />
## ''Resource Directory'' should be set to "your mod folder"\media\models\triggers\mod_lever_01 directory.<br />
## ''Mesh File'' drop down should be set to "mod_lever_01".<br />
## Fill out the ''States'' tab spreadsheet below. These are the two states for the unit.<br />
##: [[File:Props Unit Editor 05.png]]<br />
# Hit the [[File:button_02.png]] button to save the changes.</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T22:44:20Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"\media\models\triggers\mod_lever_01<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"\media\models\triggers\mod_lever_01\mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"\media\models\triggers\mod_lever_01 directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers.<br />
#: [[File:Props Unit Editor 03.png]]<br />
# Hit the ''OK'' button.<br />
# Back in the ''Props'' unit editor window, many of the fields need to be filled out.<br />
** ''Name'' field should say "mod_lever_01".<br />
** ''Display Name' field should be "Lever". This is the name that will show up on the trigger in game.<br />
** ''Unittype'' drop down should be set to "INTERACTABLE".<br />
** ''Create As'' drop down should be set as "TRIGGER".<br />
** ''Sound'' drop down should be set to "INTERACTSOUND".<br />
** ''Resource Directory'' should be set to "your mod folder"\media\models\triggers\mod_lever_01 directory.<br />
** ''Mesh File'' drop down should be set to "mod_lever_01".<br />
** Fill out the ''States'' tab spreadsheet below. These are the two states for the unit.<br />
**: [[File:Props Unit Editor 05.png]]<br />
# Hit the [[File:button_02.png]] button to save the changes.</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T22:43:09Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"\media\models\triggers\mod_lever_01<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"\media\models\triggers\mod_lever_01\mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"\media\models\triggers\mod_lever_01 directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers.<br />
#: [[File:Props Unit Editor 03.png]]<br />
# Hit the ''OK'' button.<br />
# Back in the ''Props'' unit editor window, many of the fields need to be filled out.<br />
## ''Name'' field should say "mod_lever_01".<br />
## ''Display Name' field should be "Lever". This is the name that will show up on the trigger in game.<br />
## ''Unittype'' drop down should be set to "INTERACTABLE".<br />
## ''Create As'' drop down should be set as "TRIGGER".<br />
## ''Sound'' drop down should be set to "INTERACTSOUND".<br />
## ''Resource Directory'' should be set to "your mod folder"\media\models\triggers\mod_lever_01 directory.<br />
## ''Mesh File'' drop down should be set to "mod_lever_01".<br />
## Fill out the ''States'' tab spreadsheet below. These are the two states for the unit.<br />
##: [[File:Props Unit Editor 05.png]]<br />
# Hit the [[File:button_02.png]] button to save the changes.</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T22:42:26Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"\media\models\triggers\mod_lever_01<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"\media\models\triggers\mod_lever_01\mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"\media\models\triggers\mod_lever_01 directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers.<br />
#: [[File:Props Unit Editor 03.png]]<br />
# Hit the ''OK'' button.<br />
# Back in the ''Props'' unit editor window, many of the fields need to be filled out.<br />
## ''Name'' field should say "mod_lever_01".<br />
## ''Display Name' field should be "Lever". This is the name that will show up on the trigger in game.<br />
## ''Unittype'' drop down should be set to "INTERACTABLE".<br />
## ''Create As'' drop down should be set as "TRIGGER".<br />
## ''Sound'' drop down should be set to "INTERACTSOUND".<br />
## ''Resource Directory'' should be set to "your mod folder"\media\models\triggers\mod_lever_01 directory.<br />
## ''Mesh File'' drop down should be set to "mod_lever_01".<br />
## Fill out the spreadsheet below. These are the two states for the unit.<br />
##: [[File:Props Unit Editor 05.png]]<br />
# Hit the [[File:button_02.png]] button to save the changes.</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T22:41:51Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"\media\models\triggers\mod_lever_01<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"\media\models\triggers\mod_lever_01\mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"\media\models\triggers\mod_lever_01 directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers.<br />
#: [[File:Props Unit Editor 03.png]]<br />
# Hit the ''OK'' button.<br />
# Back in the ''Props'' unit editor window, many of the fields need to be filled out.<br />
## ''Name'' field should say "mod_lever_01".<br />
## ''Display Name' field should be "Lever". This is the name that will show up on the trigger in game.<br />
## ''Unittype'' drop down should be set to "INTERACTABLE".<br />
## ''Create As'' drop down should be set as "TRIGGER".<br />
## ''Sound'' drop down should be set to "INTERACTSOUND".<br />
## ''Resource Directory'' should be set to "your mod folder"\media\models\triggers\mod_lever_01 directory.<br />
## ''Mesh File'' drop down should be set to "mod_lever_01".<br />
##: [[File:Props Unit Editor 04.png]]<br />
## Fill out the spreadsheet below. These are the two states for the unit.<br />
##: [[File:Props Unit Editor 05.png]]<br />
# Hit the [[File:button_02.png]] button to save the changes.</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T22:41:06Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"\media\models\triggers\mod_lever_01<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"\media\models\triggers\mod_lever_01\mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"\media\models\triggers\mod_lever_01 directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers.<br />
#: [[File:Props Unit Editor 03.png]]<br />
# Hit the ''OK'' button.<br />
# Back in the ''Props'' unit editor window, many of the fields need to be filled out.<br />
## ''Name'' field should say "mod_lever_01".<br />
## ''Display Name' field should be "Lever". This is the name that will show up on the trigger in game.<br />
## ''Unittype'' drop down should be set to "INTERACTABLE".<br />
## ''Create As'' drop down should be set as "TRIGGER".<br />
## ''Sound'' drop down should be set to "INTERACTSOUND".<br />
## ''Resource Directory'' should be set to "your mod folder"\media\models\triggers\mod_lever_01 directory.<br />
## ''Mesh File'' drop down should be set to "mod_lever_01".<br />
##: [[File:Props Unit Editor 04.png]]<br />
## Fill out the spreadsheet below. These are the two states for the unit.<br />
##: [[File:Props Unit Editor 05.png]]<br />
# Hit the [[File:button_02.png]]</div>Adam.Perinhttp://docs.runicgames.com/wiki/File:Button_02.pngFile:Button 02.png2012-10-12T22:40:42Z<p>Adam.Perin: </p>
<hr />
<div></div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T22:39:06Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"\media\models\triggers\mod_lever_01<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"\media\models\triggers\mod_lever_01\mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"\media\models\triggers\mod_lever_01 directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers.<br />
#: [[File:Props Unit Editor 03.png]]<br />
# Hit the ''OK'' button.<br />
# Back in the ''Props'' unit editor window, many of the fields need to be filled out.<br />
## ''Name'' field should say "mod_lever_01".<br />
## ''Display Name' field should be "Lever". This is the name that will show up on the trigger in game.<br />
## ''Unittype'' drop down should be set to "INTERACTABLE".<br />
## ''Create As'' drop down should be set as "TRIGGER".<br />
## ''Sound'' drop down should be set to "INTERACTSOUND".<br />
## ''Resource Directory'' should be set to "your mod folder"\media\models\triggers\mod_lever_01 directory.<br />
## ''Mesh File'' drop down should be set to "mod_lever_01".<br />
##: [[File:Props Unit Editor 04.png]]<br />
## Fill out the spreadsheet below. These are the two states for the unit.<br />
##: [[File:Props Unit Editor 05.png]]</div>Adam.Perinhttp://docs.runicgames.com/wiki/File:Props_Unit_Editor_05.pngFile:Props Unit Editor 05.png2012-10-12T22:38:52Z<p>Adam.Perin: </p>
<hr />
<div></div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T22:36:58Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"\media\models\triggers\mod_lever_01<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"\media\models\triggers\mod_lever_01\mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"\media\models\triggers\mod_lever_01 directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers.<br />
#: [[File:Props Unit Editor 03.png]]<br />
# Hit the ''OK'' button.<br />
# Back in the ''Props'' unit editor window, many of the fields need to be filled out.<br />
## ''Name'' field should say "mod_lever_01".<br />
## ''Display Name' field should be "Lever". This is the name that will show up on the trigger in game.<br />
## ''Unittype'' drop down should be set to "INTERACTABLE".<br />
## ''Create As'' drop down should be set as "TRIGGER".<br />
## ''Sound'' drop down should be set to "INTERACTSOUND".<br />
## ''Resource Directory'' should be set to "your mod folder"\media\models\triggers\mod_lever_01 directory.<br />
## ''Mesh File'' drop down should be set to "mod_lever_01".<br />
##: [[File:Props Unit Editor 04.png]]<br />
## Fill out the spreadsheet below. These are the two states for the unit.</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T22:29:32Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"\media\models\triggers\mod_lever_01<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"\media\models\triggers\mod_lever_01\mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"\media\models\triggers\mod_lever_01 directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers.<br />
#: [[File:Props Unit Editor 03.png]]<br />
# Hit the ''OK'' button.<br />
# Back in the ''Props'' unit editor window, many of the fields need to be filled out.<br />
## ''Name'' field should say "mod_lever_01".<br />
## ''Display Name' field should be "Lever". This is the name that will show up on the trigger in game.<br />
## ''Unittype'' drop down should be set to "INTERACTABLE".<br />
## ''Create As'' drop down should be set as "TRIGGER".<br />
## ''Sound'' drop down should be set to "INTERACTSOUND".<br />
## ''Resource Directory'' should be set to "your mod folder"\media\models\triggers\mod_lever_01 directory.<br />
## ''Mesh File'' drop down should be set to "mod_lever_01".<br />
##: [[File:Props Unit Editor 04.png]]</div>Adam.Perinhttp://docs.runicgames.com/wiki/File:Props_Unit_Editor_04.pngFile:Props Unit Editor 04.png2012-10-12T22:29:14Z<p>Adam.Perin: </p>
<hr />
<div></div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T22:19:07Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"\media\models\triggers\mod_lever_01<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"\media\models\triggers\mod_lever_01\mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"\media\models\triggers\mod_lever_01 directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers.<br />
#: [[File:Props Unit Editor 03.png]]<br />
# Hit the ''OK'' button.<br />
# Back in the ''Props'' unit editor window, many of the fields need to be filled out.<br />
## ''Name'' field should say "mod_lever_01".<br />
## ''Display Name' field should be "Lever". This is the name that will show up on the trigger in game.<br />
## ''Unittype'' drop down should be set to "INTERACTABLE".<br />
## ''Create As'' drop down should be set as "TRIGGER".<br />
## ''Sound'' drop down should be set to "INTERACTSOUND".<br />
## ''Resource Directory''</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T22:15:36Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"\media\models\triggers\mod_lever_01<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"\media\models\triggers\mod_lever_01\mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"\media\models\triggers\mod_lever_01 directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers.<br />
#: [[File:Props Unit Editor 03.png]]<br />
# Hit the ''OK'' button.<br />
# Back in the ''Props'' unit editor window, many of the fields need to be filled out.<br />
## ''Name'' field should say "mod_lever_01".<br />
## ''Display Name' field should be "Lever". This is the name that will show up on the trigger in game.<br />
## ''Unittype'' drop down should be set to "INTERACTABLE".<br />
## ''Create As'' drop down should be set as "TRIGGER".</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T22:08:46Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"\media\models\triggers\mod_lever_01<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"\media\models\triggers\mod_lever_01\mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"\media\models\triggers\mod_lever_01 directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers<br />
#: [[File:Props Unit Editor 03.png]]<br />
# Hit the ''OK'' button</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T22:07:35Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"\media\models\triggers\mod_lever_01<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"\media\models\triggers\mod_lever_01\mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"\media\models\triggers\mod_lever_01 directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers<br />
#: [[File:Props Unit Editor 03.png]]</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T22:05:59Z<p>Adam.Perin: /* Example file */</p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"/media/models/triggers/mod_lever_01<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"/media/models/triggers/mod_lever_01/mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"/media/models/triggers/mod_lever_01/ directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers<br />
#: [[File:Props Unit Editor 03.png]]</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T22:05:46Z<p>Adam.Perin: /* Second Step: Create the Unit Trigger File */</p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"/media/models/triggers/mod_lever_01/<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"/media/models/triggers/mod_lever_01/mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"/media/models/triggers/mod_lever_01/ directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers<br />
#: [[File:Props Unit Editor 03.png]]</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T22:05:17Z<p>Adam.Perin: /* Second Step: Create the Unit Trigger File */</p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"/media/models/triggers/mod_lever_01/<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"/media/models/triggers/mod_lever_01/mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"/media/models/triggers/mod_lever_01/ directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type "mod_lever_01" in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers\<br />
#: [[File:Props Unit Editor 03.png]]</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T22:04:50Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"/media/models/triggers/mod_lever_01/<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"/media/models/triggers/mod_lever_01/mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"/media/models/triggers/mod_lever_01/ directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
# Type mod_lever_01 in the ''Single File'' field. This will be the name of the unit trigger file.<br />
# Click the "..." button next to the Folder field and create folder structure and select the folder to "your mod folder"\media\units\props\triggers\<br />
#: [[File:Props Unit Editor 03.png]]</div>Adam.Perinhttp://docs.runicgames.com/wiki/File:Props_Unit_Editor_03.pngFile:Props Unit Editor 03.png2012-10-12T22:04:39Z<p>Adam.Perin: </p>
<hr />
<div></div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T21:58:45Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"/media/models/triggers/mod_lever_01/<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"/media/models/triggers/mod_lever_01/mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"/media/models/triggers/mod_lever_01/ directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]<br />
#: Type mod_lever_01 in the ''Single File'' field. This will be the name of the unit trigger file.</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T21:48:01Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"/media/models/triggers/mod_lever_01/<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"/media/models/triggers/mod_lever_01/mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"/media/models/triggers/mod_lever_01/ directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the ''So you want to add a new unit file...'' window. In this window you are creating a unit .dat file for your lever to be referenced in.<br />
#: [[File:Props Unit Editor 02.png]]</div>Adam.Perinhttp://docs.runicgames.com/wiki/File:Props_Unit_Editor_02.pngFile:Props Unit Editor 02.png2012-10-12T21:47:03Z<p>Adam.Perin: </p>
<hr />
<div></div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T21:40:54Z<p>Adam.Perin: /* Second Step: Create the Unit Trigger */</p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"/media/models/triggers/mod_lever_01/<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"/media/models/triggers/mod_lever_01/mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"/media/models/triggers/mod_lever_01/ directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger File=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]<br />
# Click the [[File:Plus_02.png]]. This will open up the "''So you want to add a new unit file...''" window</div>Adam.Perinhttp://docs.runicgames.com/wiki/File:Plus_02.pngFile:Plus 02.png2012-10-12T21:36:43Z<p>Adam.Perin: </p>
<hr />
<div></div>Adam.Perinhttp://docs.runicgames.com/wiki/File:Plus_01.pngFile:Plus 01.png2012-10-12T21:36:34Z<p>Adam.Perin: uploaded a new version of &quot;File:Plus 01.png&quot;</p>
<hr />
<div></div>Adam.Perinhttp://docs.runicgames.com/wiki/File:Plus_01.pngFile:Plus 01.png2012-10-12T21:35:52Z<p>Adam.Perin: uploaded a new version of &quot;File:Plus 01.png&quot;</p>
<hr />
<div></div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T21:34:39Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"/media/models/triggers/mod_lever_01/<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"/media/models/triggers/mod_lever_01/mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"/media/models/triggers/mod_lever_01/ directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.<br />
#: [[File:Props Unit Editor 01.png]]</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T21:33:22Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"/media/models/triggers/mod_lever_01/<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
# Right click on the worskpace in the ''Layout'' panel.<br />
# From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
#: [[File:Generic_Model_01.png]]<br />
# In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"/media/models/triggers/mod_lever_01/mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
#: [[File:Filepath_01.png]]<br />
# While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
#: [[File:Generic_Model_02.png]]<br />
# This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
#: [[File:Animation Editor 01.png]]<br />
# The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
#: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"/media/models/triggers/mod_lever_01/ directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger=<br />
# Click the ''Data Editors'' menu > ''Units'' > ''Props''. This opens up the ''Props'' unit editor window.</div>Adam.Perinhttp://docs.runicgames.com/wiki/File:Props_Unit_Editor_01.pngFile:Props Unit Editor 01.png2012-10-12T21:29:50Z<p>Adam.Perin: </p>
<hr />
<div></div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T21:21:45Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"/media/models/triggers/mod_lever_01/<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
## Right click on the worskpace in the ''Layout'' panel.<br />
## From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
##: [[File:Generic_Model_01.png]]<br />
## In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"/media/models/triggers/mod_lever_01/mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
##: [[File:Filepath_01.png]]<br />
## While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
##: [[File:Generic_Model_02.png]]<br />
## This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
##: [[File:Animation Editor 01.png]]<br />
## The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
##: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"/media/models/triggers/mod_lever_01/ directory. This file is used in the game to associate the correct animations with the mod_lever_01.<br />
<br />
=Second Step: Create the Unit Trigger=<br />
# Under the ''Data Editors'' menu > ''Units'' > ''Props''</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T18:59:24Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"/media/models/triggers/mod_lever_01/<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
## Right click on the worskpace in the ''Layout'' panel.<br />
## From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
##: [[File:Generic_Model_01.png]]<br />
## In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"/media/models/triggers/mod_lever_01/mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
##: [[File:Filepath_01.png]]<br />
## While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
##: [[File:Generic_Model_02.png]]<br />
## This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
##: [[File:Animation Editor 01.png]]<br />
## The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
##: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"/media/models/triggers/mod_lever_01/ directory. This file is used in the game to associate the correct animations with the mod_lever_01.</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T18:58:33Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"/media/models/triggers/mod_lever_01/<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
## Right click on the worskpace in the ''Layout'' panel.<br />
## From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
##: [[File:Generic_Model_01.png]]<br />
## In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"/media/models/triggers/mod_lever_01/mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01.<br />
##: [[File:Filepath_01.png]]<br />
## While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
##: [[File:Generic_Model_02.png]]<br />
## This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
##: [[File:Animation Editor 01.png]]<br />
## The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
##: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"/media/models/triggers/mod_lever_01/ directory. This file is used by the game to know which animations to associate with the mod_lever_01</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T18:44:23Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"/media/models/triggers/mod_lever_01/<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
## Right click on the worskpace in the ''Layout'' panel.<br />
## From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
##: [[File:Generic_Model_01.png]]<br />
## In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"/media/models/triggers/mod_lever_01/mod_lever_01.MESH. The editor now has a file that list the animations that can be used with mod_lever_01<br />
##: [[File:Filepath_01.png]]<br />
## While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
##: [[File:Generic_Model_02.png]]<br />
## This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
##: [[File:Animation Editor 01.png]]<br />
## The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
##: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"/media/models/triggers/mod_lever_01/ directory.</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T18:42:55Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"/media/models/triggers/mod_lever_01/<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
## Right click on the worskpace in the ''Layout'' panel.<br />
## From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
##: [[File:Generic_Model_01.png]]<br />
## In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"/media/models/triggers/mod_lever_01/mod_lever_01.MESH<br />
##: [[File:Filepath_01.png]]<br />
## While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
##: [[File:Generic_Model_02.png]]<br />
## This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
##: [[File:Animation Editor 01.png]]<br />
## The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
##: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"/media/models/triggers/mod_lever_01/ directory.</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T18:42:41Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"/media/models/triggers/mod_lever_01/<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
## Right click on the worskpace in the ''Layout'' panel.<br />
## From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
##: [[File:Generic_Model_01.png]]<br />
<br />
## In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"/media/models/triggers/mod_lever_01/mod_lever_01.MESH<br />
##: [[File:Filepath_01.png]]<br />
<br />
## While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
##: [[File:Generic_Model_02.png]]<br />
<br />
## This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
##: [[File:Animation Editor 01.png]]<br />
<br />
## The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
##: [[File:Animation Editor 02.png]]<br />
<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"/media/models/triggers/mod_lever_01/ directory.</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T18:42:21Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"/media/models/triggers/mod_lever_01/<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
## Right click on the worskpace in the ''Layout'' panel.<br />
## From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
##: [[File:Generic_Model_01.png]]<br />
## In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"/media/models/triggers/mod_lever_01/mod_lever_01.MESH<br />
##: [[File:Filepath_01.png]]<br />
## While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
##: [[File:Generic_Model_02.png]]<br />
## This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
##: [[File:Animation Editor 01.png]]<br />
## The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
##: [[File:Animation Editor 02.png]]<br />
You have now created a ''mod_lever_01.animation'' in your "your mod folder"/media/models/triggers/mod_lever_01/ directory.</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T18:39:58Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"/media/models/triggers/mod_lever_01/<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
## Right click on the worskpace in the ''Layout'' panel.<br />
## From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
##: [[File:Generic_Model_01.png]]<br />
## In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"/media/models/triggers/mod_lever_01/mod_lever_01.MESH<br />
##: [[File:Filepath_01.png]]<br />
## While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
##: [[File:Generic_Model_02.png]]<br />
## This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
##: [[File:Animation Editor 01.png]]<br />
## The ''Animation AutoAdder'' dialog will pop up. Make sure all 3 .skeleton files are listed and checked. Click the ''Add Checked'' button. Your Animation Editor window should now have all the skeletons listed.<br />
##: [[File:Animation Editor 02.png]]</div>Adam.Perinhttp://docs.runicgames.com/wiki/File:Animation_Editor_02.pngFile:Animation Editor 02.png2012-10-12T18:39:35Z<p>Adam.Perin: </p>
<hr />
<div></div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T18:33:21Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"/media/models/triggers/mod_lever_01/<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
## Right click on the worskpace in the ''Layout'' panel.<br />
## From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
##: [[File:Generic_Model_01.png]]<br />
## In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"/media/models/triggers/mod_lever_01/mod_lever_01.MESH<br />
##: [[File:Filepath_01.png]]<br />
## While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
##: [[File:Generic_Model_02.png]]<br />
## This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' from the drop down menu.<br />
##: [[File:Animation Editor 01.png]]</div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T18:32:59Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"/media/models/triggers/mod_lever_01/<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
## Right click on the worskpace in the ''Layout'' panel.<br />
## From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
##: [[File:Generic_Model_01.png]]<br />
## In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"/media/models/triggers/mod_lever_01/mod_lever_01.MESH<br />
##: [[File:Filepath_01.png]]<br />
## While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
##: [[File:Generic_Model_02.png]]<br />
## This brings up the ''Animation Editor''. From here click on the [[File:Plus 01.png]] button and select ''Auto Add Missing Skeletons'' fromt eh drop down menu.<br />
##: [[File:Animation Editor 01.png]]</div>Adam.Perinhttp://docs.runicgames.com/wiki/File:Plus_01.pngFile:Plus 01.png2012-10-12T18:31:44Z<p>Adam.Perin: </p>
<hr />
<div></div>Adam.Perinhttp://docs.runicgames.com/wiki/File:Animation_Editor_01.pngFile:Animation Editor 01.png2012-10-12T18:30:27Z<p>Adam.Perin: </p>
<hr />
<div></div>Adam.Perinhttp://docs.runicgames.com/wiki/How_to_Create_a_LeverHow to Create a Lever2012-10-12T18:26:41Z<p>Adam.Perin: </p>
<hr />
<div>=Summary=<br />
In this tutorial I will cover how to add a new exported lever (a unit trigger) to your mod through the editor based off the zip file supplied.<br />
<br />
=Example file=<br />
<br />
mod_lever_01.zip<br />
<br />
First you will need to extract this zip to "your mod folder"/media/models/triggers/mod_lever_01/<br />
<br />
This Zip includes:<br />
* mod_lever_01.MESH, the model.<br />
* mod_lever_01.dds, the texture. The texture format needs to be a dds. Nvidia offer a dds converter.<br />
* mod_lever_01.material, the material file. This file declares how the outward apperance of the model will be represented. It's essentially a basic shader definition. Within it, one of the things it does is it states that the model uses the mod_lever_01.dds texture.<br />
* mod_lever_01.SKELETON, the bind skeleton file. This file is the bind data for how the model is attached to a set of bones for animation.<br />
* on.SKELETON, the on animation. This is the animation that plays for turning the lever on.<br />
* off.SKELETON, the off animation. This is the animation that plays for turning the lever off.<br />
<br />
=First Step: Create Lever GUTS Animation File=<br />
# Start up GUTS<br />
# Create a generic model for the lever.<br />
## Right click on the worskpace in the ''Layout'' panel.<br />
## From the menu choose ''Building Blocks'' > ''Generic Model''.<br />
##: [[File:Generic_Model_01.png]]<br />
## In the ''Property: GenericModel'' panel click on the ''FILE'' field and then click the "..." button to the right of it and browse to "your mod folder"/media/models/triggers/mod_lever_01/mod_lever_01.MESH<br />
##: [[File:Filepath_01.png]]<br />
## While the ''Generic Model'' is still selected in the ''Layout'' panel, click the [[File:Button_01.png]] button at the top of the panel.<br />
##: [[File:Generic_Model_02.png]]</div>Adam.Perin