Difference between revisions of "File names for objects"

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== How to name a new object ==
 
== How to name a new object ==
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Foldername ./"yourModName"/objects
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Place all new objects in this folder using this naming rules:
  
 
Objects have to be named like this: nameXXX#Y.png
 
Objects have to be named like this: nameXXX#Y.png
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So door002#2.png would just show the open door.
 
So door002#2.png would just show the open door.
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If you name the object the same way as it is named in the original game files, the one in your mod will replace the original one.
  
 
===Example Image===
 
===Example Image===

Revision as of 13:21, 6 October 2014

How to name a new object

Foldername ./"yourModName"/objects

Place all new objects in this folder using this naming rules:

Objects have to be named like this: nameXXX#Y.png

name: the name of the object type XXX: The number of the variation. For example 001, 002 etc. They have allways be 3 digits here!

  1. Y: The animation number. #0 #1

Note: Default is allways the #0 for the animation. All objects at least need a #0 animation.

Example with a door

door001#0.png

"door": Where as the "door" is the name of the object, this is used in the editor to sort your objects into groupes. "001" The variation of the object. "

  1. 0": Animation status for closed door
  2. 1 would be for opening the door
  3. 2 would be the open door.

So door002#2.png would just show the open door.

If you name the object the same way as it is named in the original game files, the one in your mod will replace the original one.

Example Image

door001#0.png

Door001-0.png

door001#0s.png

Door001-0s.png

door001#1.png

Door001-1.png

door001#1s.png

Door001-1s.png

door001#2.png

Door001-2.png

door001#2s.png

Door001-2s.png

Image Processor

IF you work with Pyxel Edit as we did to create the enviroment art or you are used to work with big object sheets, the you might want to check out this tool, it can save you tons of work exporting objects:

Image Processor