BoneCrafter
03-12-2012, 04:36 PM
The World Editor and Mission Files
Run BoneCrafter and select CUSTOM from the main menu. Enter a new save game name and then load the mission file tutorial.mis
Press F11 to open the World Editor.
Mission files are in the folder game/data/missions. Mission files are considered assets. They are text files that list all of the things a loaded mission has in it. We use the term "mission" to mean one "level" or "world". In order to switch between missions a loading screen is used. This is because all of the things that the mission needs are loading into memory. So, when you are using the World Editor and you save your mission, you will be saving the *.mis file in the folder game/data/missions.
When in the World Editor, the Tree View is in the right portion of the World Editor Window. It is made up of Folders (or Sim Groups) and objects. Objects consists of everything in the world including statics, interiors, audio emitters, characters, objectives, AI path nodes, etc. Folders are used to sort and categorize all this content.
The base folder structure is broken into two groups, Mission Clean Up and Mission Group. Mission Group is full of the objects defined in the *.mis file. Mission Cleanup is where dynamically created objects go, such as characters and objects created with script.
Camera Control and Hot Keys
With the World Editor open, the W,A,S & D keys will move the camera forward, left, back and right respectively. Space Bar moves the camera up.
Click and hold down the right mouse button to orient the camera.
Left click on objects within the world or tree view on the right to select them.
SHIFT + Left click select multiple objects
Ctrl + F1 toggle the World Editor window on the right
Alt + W drop the main character at the camera
Ctrl + C copy selected objects or materials
Ctrl + V paste copied objects or materials
Ctrl + , set new or pasted objects to be placed at the camera.
Ctrl + . set new or pasted objects to be placed on top of the selected object.
Ctrl + L lock selected objects or folders (so they can't be selected)
Alt + L unlock objects or folders selected in the tree view
Ctrl + H hide objects
Alt + H unhide objects
Alt + Left Click (in the Tree view) Define what folder new objects will be placed in. A red arrow on the folder indicates this Folder
You can select a list of objects by selecting one object at the top of the list in the tree view and then Shift + Left Click the object at the bottom of the list.
Selected objects or multiple selected objects can be Left Clicked and dragged into new folders in the Tree View.
Inspectors, Creators and Editors
F1 - Lighting Inspector
F2 - Lighting Creator
F3 - Static Inspector
F4 - Static Creator
F5 - AI Node Inspector
F6 - AI Node Creator
F7 - Audio Inspector
F8 - Audio Creator
F9 - Terrain Editor
F10 - Toggle Gui Editor
F11 - Toggle World Editor
The Script
Cs files are the code files that get compiled into dso files so the game can use them. When a cs file tries to load, it will check to see if the dso file is current with the cs file. If the dso file is not there, or the dso file is not up to date, a new dso file gets created.
Open the file game/modkit/init.cs with your code editor (we recomend Microsoft Visual Studio Express, it is free).
This file should be used to load your mod. You can create a unique folder next to tutorial and add your init file to this list.
Run the game, open the console, and look for "Starting Mod Kit".
If you change or make new cs files make sure that they get compiled here. Be aware that if the cs file does not compile the game will try to use the old dso file.
You can also load cs files with the console. For example:
exec("game/modkit/init.cs");
Please note that if you plan for your mod to work in conjunction with other mods you are highly discouraged from adding or changing any cs files outside of game/modkit/YOUR_MOD/. You should be able to define or redifine functions, datablocks, etc. from within your unique folder structure.
Objective Tutorial 01
Objective Tutorial 02
Objective Tutorial 03
Objective Tutorial 04
Characters
You have at your disposal all of the character accessory files (*.dtm) from BoneTown and BoneCraft. You also have the character files (*.dwc) that include all of the character animations from BoneCraft. This means that you can create any combination of characters from either BoneCraft or BoneTown, re-skin them however you wish, and use any animations from BoneCraft. Creating new animations and creating new character meshes requires our original character art files and needs to be defined in our compiled engine code. We cannot give these out as they are proprietary and would also violate our License Agreement with Garage Games. Creating new character meshes or animations is not supported at this time.
Character Generator
Creating Assets
Creating Textures and Materials
Creating Statics
Creating Interiors/Exteriors
Run BoneCrafter and select CUSTOM from the main menu. Enter a new save game name and then load the mission file tutorial.mis
Press F11 to open the World Editor.
Mission files are in the folder game/data/missions. Mission files are considered assets. They are text files that list all of the things a loaded mission has in it. We use the term "mission" to mean one "level" or "world". In order to switch between missions a loading screen is used. This is because all of the things that the mission needs are loading into memory. So, when you are using the World Editor and you save your mission, you will be saving the *.mis file in the folder game/data/missions.
When in the World Editor, the Tree View is in the right portion of the World Editor Window. It is made up of Folders (or Sim Groups) and objects. Objects consists of everything in the world including statics, interiors, audio emitters, characters, objectives, AI path nodes, etc. Folders are used to sort and categorize all this content.
The base folder structure is broken into two groups, Mission Clean Up and Mission Group. Mission Group is full of the objects defined in the *.mis file. Mission Cleanup is where dynamically created objects go, such as characters and objects created with script.
Camera Control and Hot Keys
With the World Editor open, the W,A,S & D keys will move the camera forward, left, back and right respectively. Space Bar moves the camera up.
Click and hold down the right mouse button to orient the camera.
Left click on objects within the world or tree view on the right to select them.
SHIFT + Left click select multiple objects
Ctrl + F1 toggle the World Editor window on the right
Alt + W drop the main character at the camera
Ctrl + C copy selected objects or materials
Ctrl + V paste copied objects or materials
Ctrl + , set new or pasted objects to be placed at the camera.
Ctrl + . set new or pasted objects to be placed on top of the selected object.
Ctrl + L lock selected objects or folders (so they can't be selected)
Alt + L unlock objects or folders selected in the tree view
Ctrl + H hide objects
Alt + H unhide objects
Alt + Left Click (in the Tree view) Define what folder new objects will be placed in. A red arrow on the folder indicates this Folder
You can select a list of objects by selecting one object at the top of the list in the tree view and then Shift + Left Click the object at the bottom of the list.
Selected objects or multiple selected objects can be Left Clicked and dragged into new folders in the Tree View.
Inspectors, Creators and Editors
F1 - Lighting Inspector
F2 - Lighting Creator
F3 - Static Inspector
F4 - Static Creator
F5 - AI Node Inspector
F6 - AI Node Creator
F7 - Audio Inspector
F8 - Audio Creator
F9 - Terrain Editor
F10 - Toggle Gui Editor
F11 - Toggle World Editor
The Script
Cs files are the code files that get compiled into dso files so the game can use them. When a cs file tries to load, it will check to see if the dso file is current with the cs file. If the dso file is not there, or the dso file is not up to date, a new dso file gets created.
Open the file game/modkit/init.cs with your code editor (we recomend Microsoft Visual Studio Express, it is free).
This file should be used to load your mod. You can create a unique folder next to tutorial and add your init file to this list.
Run the game, open the console, and look for "Starting Mod Kit".
If you change or make new cs files make sure that they get compiled here. Be aware that if the cs file does not compile the game will try to use the old dso file.
You can also load cs files with the console. For example:
exec("game/modkit/init.cs");
Please note that if you plan for your mod to work in conjunction with other mods you are highly discouraged from adding or changing any cs files outside of game/modkit/YOUR_MOD/. You should be able to define or redifine functions, datablocks, etc. from within your unique folder structure.
Objective Tutorial 01
Objective Tutorial 02
Objective Tutorial 03
Objective Tutorial 04
Characters
You have at your disposal all of the character accessory files (*.dtm) from BoneTown and BoneCraft. You also have the character files (*.dwc) that include all of the character animations from BoneCraft. This means that you can create any combination of characters from either BoneCraft or BoneTown, re-skin them however you wish, and use any animations from BoneCraft. Creating new animations and creating new character meshes requires our original character art files and needs to be defined in our compiled engine code. We cannot give these out as they are proprietary and would also violate our License Agreement with Garage Games. Creating new character meshes or animations is not supported at this time.
Character Generator
Creating Assets
Creating Textures and Materials
Creating Statics
Creating Interiors/Exteriors