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#Bonecraft save file trialThis release of D-Dub’s BoneTown is for evaluation and trial purposes ONLY. No changes from original files since then. This release was compiled before the game went abandonware. As simple as it could be for your convenience. Every single thing about Bonetown compiled in a single file. Creating new character meshes or animations is not supported at this time.!7MBCDR7I!ELHAdUBqKkGtRe7MImmdpWzp圓k3fyRN7-KImXmBDHs #Bonecraft save file licenseWe cannot give these out as they are proprietary and would also violate our License Agreement with Garage Games. Creating new animations and creating new character meshes requires our original character art files and needs to be defined in our compiled engine code. 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. You also have the character files (*.dwc) that include all of the character animations from BoneCraft. You have at your disposal all of the character accessory files (*.dtm) from BoneTown and BoneCraft. from within your unique folder structure. You should be able to define or redifine functions, datablocks, etc. #Bonecraft save file modFor example:Ĭode: 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 can also load cs files with the console. Be aware that if the cs file does not compile the game will try to use the old dso file. If you change or make new cs files make sure that they get compiled here. Run the game, open the console, and look for "Starting Mod Kit". You can create a unique folder next to tutorial and add your init file to this list. This file should be used to load your mod. #Bonecraft save file codeOpen the file game/modkit/init.cs with your code editor (we recomend Microsoft Visual Studio Express, it is free). If the dso file is not there, or the dso file is not up to date, a new dso file gets created. When a cs file tries to load, it will check to see if the dso file is current with the cs file. Selected objects or multiple selected objects can be Left Clicked and dragged into new folders in the Tree View.Ĭs files are the code files that get compiled into dso files so the game can use them. 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. A red arrow on the folder indicates this Folder set new or pasted objects to be placed on top of the selected object.Ĭtrl + L lock selected objects or folders (so they can't be selected)Īlt + L unlock objects or folders selected in the tree viewĪlt + Left Click (in the Tree view) Define what folder new objects will be placed in. SHIFT + Left click select multiple objectsĬtrl + F1 toggle the World Editor window on the rightĪlt + W drop the main character at the cameraĬtrl + C copy selected objects or materialsĬtrl + V paste copied objects or materialsĬtrl +, set new or pasted objects to be placed at the camera.Ĭtrl +. Left click on objects within the world or tree view on the right to select them. ![]() Space Bar moves the camera up.Ĭlick and hold down the right mouse button to orient the camera. With the World Editor open, the W,A,S & D keys will move the camera forward, left, back and right respectively. Mission Cleanup is where dynamically created objects go, such as characters and objects created with script. #Bonecraft save file fullMission Group is full of the objects defined in the *.mis file. The base folder structure is broken into two groups, Mission Clean Up and Mission Group. Folders are used to sort and categorize all this content. Objects consists of everything in the world including statics, interiors, audio emitters, characters, objectives, AI path nodes, etc. It is made up of Folders (or Sim Groups) and objects. ![]() When in the World Editor, the Tree View is in the right portion of the World Editor Window. 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. This is because all of the things that the mission needs are loading into memory. In order to switch between missions a loading screen is used. We use the term "mission" to mean one "level" or "world". They are text files that list all of the things a loaded mission has in it. Mission files are in the folder game/data/missions. Enter a new save game name and then load the mission file tutorial.mis Run BoneCrafter and select CUSTOM from the main menu. ![]()
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