ModBuildings: Difference between revisions
Stlnegril9 (talk | contribs) add info on units in render.json |
Stlnegril9 (talk | contribs) add example collider images |
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[https://github.com/codebyfire/mod-content-creator Github3DModels]<br> | [https://github.com/codebyfire/mod-content-creator Github3DModels]<br> | ||
For building selection. a collider should be sized appropriately, placed on Layer 9 (Content), and placed on the building top level, usually, to allow selection but not cover any resources inside the building that may need selection. <br> | For building selection. a collider should be sized appropriately, placed on Layer 9 (Content), and placed on the building top level, usually, to allow selection but not cover any resources inside the building that may need selection. <br> | ||
For buildings that adjust unit vertical location (such as Watchtowers), a collider should be added within a sub-game object (e.g. "FloorColliderHolder_L1") for the building level and placed on Layer 8 (Floor). <br> | For buildings that adjust unit vertical location (such as Watchtowers), a collider should be added within a sub-game object (e.g. "FloorColliderHolder_L1") for the building level and placed on Layer 8 (Floor). See : [[File:ColliderWatchtower_Unity.png|64px|ExampleCollider]] and [[File:Unity_ColliderForUnits_Layers_R1.PNG|64px|ExampleColliderLayer]] <br> | ||
The unit will path to the top of the collider.<br> | The unit will path to the top of the collider.<br> | ||
Specific Units to use Floor Colliders can be defined in [[FloorColliderUnitIdHash]] within [[ModRender|render.json]] | Specific Units to use Floor Colliders can be defined in [[FloorColliderUnitIdHash]] within [[ModRender|render.json]] | ||
Revision as of 13:33, 22 July 2022
Mod Buildings Translation.csv
List of fields used in translation.csv for Buildings
placeholder for now - to link to translation.csv for Buildings
Add other Building specific info later
Mod Building
JSON
Table of main building.json entries:
| Value | Type | Description |
|---|---|---|
| typeId | integer | building ID |
| ageComponentsDict | array | by level 1 to 3, see link ... |
| baseOffsets | array | building tile information - see link ... |
| doesHeightRequireModulus2 | boolean | some type of terrain height adjustment? |
| customEntranceDirections | array | alternate entrance(s) to 0,-1 tile |
| maxAmount | integer | number of building limiter (used by Trading Ships) |
| unitPositions | array | worker, repair, and stackbots - see link ... |
| requirements | array | see Table of requirements values |
| isAvailable | boolean | deprecated? used to hide buildings |
| constructionSiteIdleLoc | array | location of BuilderBot when idle |
| constructionSiteWorkerSubLocs | array | location(s) of BuilderBot when building |
| doesRequireLandOwnership | boolean | within existing player territory, always TRUE? |
| componentInfos | array | building components - see ... |
| category | integer | Menu category for the building - see BuildingCatModIds |
Assets
Icon
image file naming convention: building_200_L1.png, building_200_L2.png
image file should be 128x128 pixel size with transparent background
Example file:
3D Models
Github3DModels
For building selection. a collider should be sized appropriately, placed on Layer 9 (Content), and placed on the building top level, usually, to allow selection but not cover any resources inside the building that may need selection.
For buildings that adjust unit vertical location (such as Watchtowers), a collider should be added within a sub-game object (e.g. "FloorColliderHolder_L1") for the building level and placed on Layer 8 (Floor). See :
and
The unit will path to the top of the collider.
Specific Units to use Floor Colliders can be defined in FloorColliderUnitIdHash within render.json