Difference between revisions of "Modding"

From wiki
Jump to: navigation, search
(Modding for Staxel with Magica Voxel)
(Modding for Staxel with Magica Voxel)
Line 7: Line 7:
 
Staxel uses world co-ordinates broken up into 16 Voxel square regions. Created Objects will conform to this grid. Within MagicaVoxel, created objects lay upon the ground plane and exist within a working space bounding box of white lines and a grid. Objects created in MagicaVoxel export to Staxel within this bounding box. The X,Y,Z coordinates of the bounding box are locked to the 16 X 16 grid, even if your model is mostly built to one corner. So far, the 'front' of your model is side with the green line, the Y Axis.
 
Staxel uses world co-ordinates broken up into 16 Voxel square regions. Created Objects will conform to this grid. Within MagicaVoxel, created objects lay upon the ground plane and exist within a working space bounding box of white lines and a grid. Objects created in MagicaVoxel export to Staxel within this bounding box. The X,Y,Z coordinates of the bounding box are locked to the 16 X 16 grid, even if your model is mostly built to one corner. So far, the 'front' of your model is side with the green line, the Y Axis.
  
[[File:http://i68.tinypic.com/20aapfc.jpg]]
+
Example of the work area:[http://i68.tinypic.com/20aapfc.jpg]
  
 
== Making a Character Head ==
 
== Making a Character Head ==

Revision as of 13:09, 30 January 2016

Modding for Staxel with Magica Voxel

MagicaVoxel can be downloaded at this location: [1] Please use the most current version. Tutorial written for Ver.97

- How objects behave in Staxel

Staxel uses world co-ordinates broken up into 16 Voxel square regions. Created Objects will conform to this grid. Within MagicaVoxel, created objects lay upon the ground plane and exist within a working space bounding box of white lines and a grid. Objects created in MagicaVoxel export to Staxel within this bounding box. The X,Y,Z coordinates of the bounding box are locked to the 16 X 16 grid, even if your model is mostly built to one corner. So far, the 'front' of your model is side with the green line, the Y Axis.

Example of the work area:[2]

Making a Character Head

Installing a mod

You do not need to install content mods when wanting to join a content modded server.

Mods go into the Content/mods directory ( %localappdata%\Staxel.Launcher\gamedata\Content\mods )

Every mod should have its own directory there, file should not be left in the directory itself.

When making a mod, make sure the use a unique mod prefix (mods.[yourmod]. namespace prefix and not the staxel. prefix) for newly added assets.

Example mod: [[launcher.playstaxel.com/examples/grassSnow.zip]] (thanks to scornedbythenine)

Mods need to be reinstalled after updates, and a modded installation will be detected as failing validation.

Only install mods from trusted sources.

Contentbuilder needs to be run after installing a mod.

ContentBuilder

Content builder ( %localappdata%Staxel.Launcher\gamedata\bin\Staxel.ContentBuilder.exe ) is a tool used to prepare assets to be used by the game, it needs to be run when adding mods to a server.

AssetManager

The Asset Manager is an all-in-one asset management system for Staxel. The default path for the Asset Manager is '<user id>/appdata/local/staxel.launcher/gamedata/bin/staxel.assetmanager.exe.

Start by loading the content system ("File->Load Asset Directory", this will be done automatically if the option is checked in your preferences ("Edit->Preferences")). Everything, except building assets or using the "Create Material Models From Tile Models" tool, requires the content system to be loaded. From there you may begin using tools (under "Tools" in the top menu) or editing assets. To edit assets, open the window for the type of asset you wish to edit (under "View" in the top menu, or press CTRL+Shift+1-9) and have at it.

The Live Content System ("View->Content System Live") shows you exactly what is in Staxel's content directory, and let's you manage (create/delete) files and folders within the content directory safely.

While editing assets, it is sometimes helpful to view the asset's source file. To do this quickly, open an asset window and click "View->Source->File". The source file will be opened in an editor of your choosing, specified in your preferences. If you like, you can provide arguments to the editor in the preferences. If the arguments are left empty the asset's source path will be provided, otherwise, you can use the macro $(fpath) which will be replaced by the asset's source path (e.g. "/f $(fpath)" may be expanded to "/f C:\dirt.tile"). You may also like to open the directory containing the asset's source file via "View->Source->File in Directory".

If you have made changes to any assets, or have added new model files, and are ready to use them in Staxel, it is a good idea to make sure that all your assets are valid and your model files are converted into the format used by Staxel. To do this, click "File->All Assets->Build and Validate Assets". Don't forget to save your assets (in each asset window, "Asset->Save->All Assets") before doing so, however.

[More comprehensive help section coming...]

/reload

Hooks

ModdingHooks

Directories

localhost:8086

Voxel Modelling Software

Qubicle : Best Voxel software, has a lot of tools and options, but you will need to buy it to be able to export .qb and use other features. VoxelShop : Free software, with basic tools, but has layers (for making .accessory mods), has a big range of tools. MagicaVoxel : Free software, its very easy to use, it doesn't have layers, see next heading.

Layered Voxels

Some parts of staxel uses layered voxel files, like clothing. If your voxel editor doesn't support layers you can also try using a .layered file, which allows for building a layered model out of several other files.

example.layered: { "layers": { "Head" : "mods/example/HeadLayer.qb" } }

Fileformats