Basic object testing is possible by replacing an object model file and the default texture files ('cm/t555cm_devdefault.jpg.dds'). However, this approach is limited and largely prevents testing multi-material objects or multiple objects simultaneously since the single default set of texture files will be used for each material in each of the tested objects.
Multiple multi-material object (MMMO) testing is possible and while it is somewhat more complicated it allows for a more structured approach for testing suitable for advanced object development.
This tutorial assumes that you are familiar with testing objects in There by replacing files in the 'Resources' directory.
Objects in There utilize script files to specify object properties such as the model files, texture files, sound effects, physical properties, and more. MMMO testing requires editing those files and thus a basic understanding of the nature of the files.
The following chart lists the relevant information for each of the buildable object types.
|
Object Type
|
Content Folder
(model/dds)
|
Script Folder
(ts/aconf)
|
Script FileId
|
Script
File Extension
|
|
Hoverboards
|
hc
|
hc
|
AssetId
|
aconf
|
|
Hoverbikes
|
hbk
|
hbk
|
AssetId
|
aconf
|
|
Furniture
|
fu
|
gamekit\epobs\fu
|
AssetId
|
ts
|
|
Flora
|
fl
|
gamekit\epobs\fu
|
AssetId
|
ts
|
|
Flora [Older Objects]
|
fl
|
gamekit\epobs\converted
|
ProductId
|
ts
|
The 'ProductId' can be obtained by getting the url for the product's catalog page.
The 'AssetId' can be obtained by getting the url for the catalog image used in the product's catalog page.
The following table is an example of a product's ProductId and AssetId and the corresponding urls.
The script files will be edited to specify the texture files to use for each of the object's sub-materials. The names of these sub-materials are user-defined in gmax using the material editor.
Within the content folder corrseponding to the type of object being tested, create a new folder.
Copy the model file and texture dds files of the object being tested into the new folder.
Choose the object that will be replaced by the object being tested.
Backup the script file of the object being replaced; edit it to specify the model file, the material names, and the texture files of the object being tested.
The '.dds' extension should be left out of the string specifying the texture files.
Strings specifing content (model/texture) files should be relative to the Resources folder except when specifying hoverboard or hoverbike models where the string should be relative to 'hc' or 'hbk', respectively.
Repeat this process for as many objects as desired.
The following is an example of testing a hoverbike. The gmax, model, dds, jpeg, and aconf files used in this example are
available.
The example model has the following materials and corresponding textures:
|
Sub-Materials
|
JPEG Texture Filenames
|
DDS Texture Filenames
|
|
body
|
body.jpg
|
body.jpg.dds
|
|
front
|
front.jpg
|
front.jpg.dds
|
|
side
|
side.jpg
|
side.jpg.dds
|
|
back
|
back.jpg
|
back.jpg.dds
|
(Note: The filenames are not required to be the same as the material names.)
Create a folder 'example' in 'Resources\hbk\'; copy the model and texture files into it.
The example object will replace the Solid Gold hoverbike, thus '63112791.aconf' should be backed up ('63112791.orig.aconf') and edited.
The original file has a section as follows:
object = {
appearance = {
modelSettings = {
body = {
colormap = "hbk/63112791_1.jpg",
lit = 1,
},
glass = {
colormap = "hbk/63112791_2.jpg",
opacitymap = "hbk/63112791_3.jpg",
twosided = 1
},
exhaust = {
colormap = "hbk/63112791_4.jpg",
lit = 0,
},
},
},
},
It should be edited as follows:
object = {
appearance = {
modelName = "example/example.model",
modelSettings = {
[ "body" ] = {
colormap = "hbk/example/body.jpg",
lit = 1,
},
[ "front" ] = {
colormap = "hbk/example/front.jpg",
lit = 1,
},
[ "back" ] = {
colormap = "hbk/example/back.jpg",
lit = 1,
},
[ "side" ] = {
colormap = "hbk/example/side.jpg",
lit = 1,
},
},
},
},
If the above steps are completed properly, after logging into There and taking out a Solid Gold hoverbike, the example object will appear.