You don't need to use that program, any 3D modelling software will do - that's just the one he preferred. ![]() I was referring to his modelling program Amorphium I still feel that working with raw sprites is an unnecessarily tedious approach, and that it's easier to have a script generate the sprites automatically from the 3D model - but until I have a script that's stable enough for others to use effectively, it's probably not too helpful to say that and people are still going to want to know how to do it manually, so I think an updated tutorial would be a good idea. It's likely that a lot of it will be similar in terms of producing the images, but instead of Buggy's ridemaker, you'll be able to use a standard text editor because the files will be JSON, and it would not be subject to the limitations that Buggy's tool is, so there'd be an extra section or two to write. object: This is the folder where you can put your custom objects (. Then put the scenarios in the scenario folder, the objects in object and the track designs in track. To get there, simply click the red toolbox -> Open Custom Content folder. ![]() landscape: When working on scenarios in the Scenario Editor, unfinished ones are saved here. You need to put the scenarios and object files in your user profile’s OpenRCT2 folder. Would you consider writing a tutorial when the new object format is complete? An overview of what each folder is used for: heightmap: When trying to load heightmaps in the Scenario Editor, this folder is looked in first.
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